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1055719 Posts in 42872 Topics- by 34801 Members - Latest Member: sambirdgames

October 21, 2014, 08:48:07 PM
TIGSource ForumsFeedbackDevLogsFinishedFez
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Author Topic: Fez  (Read 397153 times)
deathtotheweird
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« Reply #2460 on: May 02, 2013, 12:35:45 AM »

Exactly. I just want to be able to skip places I've already been, it's super tedious going back and forth doing the same platforming challenges I've already done multiple times just so I can get one tiny cube piece I accidentally missed. Once you've already been to an area, there's little reason to not allow me to warp back to it.

Like Paul said, the forced backtracking feels like padding. It doesn't add anything to the game and instead it just makes me bored; the warp gates do little to alleviate this. Even if it did have a fast travel function, those who don't like it wouldn't have to use it. It would change absolutely nothing for you, but would make my experience much more enjoyable.

I honestly can't see how you would enjoy traveling through the same area multiple times, doing the exact same jumps, just to get where you need to be. Feels like a colossal waste of time when I look at the map and see where I need to be and all the various areas I've already been that I need to traverse just to get there. Yawn.

Aside from that it's pretty enjoyable, but I do wish there were more puzzles to break up some of the exploration. Some areas give you too many cube pieces for little effort, I feel a bit more time could have went into those areas to make them interesting.
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mokesmoe
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« Reply #2461 on: May 02, 2013, 01:15:33 AM »

There are a lot of hidden shortcut doors that only open after visiting the rooms on both sides, although I had beaten most of the game by the time I noticed them. Also after a certain point you can just skip all the platforming if you feel like it. (and know how)
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Impmaster
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« Reply #2462 on: May 02, 2013, 01:58:21 AM »

Does this have all the bugs of the xbox version? Like, is it a simple port, or did they rewrite the code?
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« Reply #2463 on: May 02, 2013, 03:40:57 AM »

Beat the 'main' part of the game.
Having so much trouble deciphering this language- I'm a really bad decrypter. All I've done is copy down all the glyphs and some example words, plus figure out the number system (I think)
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« Reply #2464 on: May 02, 2013, 04:23:38 AM »

This is how it went.

Again, that's what was reported, but it doesn't reflect the whole event. "Your games suck" started a bigger argument (Jon Blow was also participating, it was for IGtM) about how recent japanese games, like western ones pretty much, have a lot of hand-holding which both Fish and Blow don't like at all.

re. Fez...
the camera rotating doesn't really add a whole lot, only managing to slightly distance the game from other similar exploration based platformers. remove the camera rotating and the game's averageness would become much more apparent.

it seems like they spent all their time and effort into the presentation and not the game-play. if the graphics/animations and music/sound effects weren't so good the game wouldn't be worth playing at all. but luckily they are all very high quality and make up for the rather uninteresting game-play.

I'm obviously not into Phil's brain, but the more I think about Fez (and it's a game I've spent a lot of time thinking about since it was released on 360), the more I'm convinced that the camera rotation was never intended as a "gameplay mechanic", but rather just a way of providing more depth to the environments and the exploration. I don't think dexterity-based challenges were ever meant to be obstacles, but rather just a way of breaking the potential monotony of walking around. Fez is pretty much a game that, to me, seems to be entirely about immersing yourself into a world, and there is no friction at all to prevent that - unbroken navigational flow is super important and difficult platform sections would have gone against that intention I think.

So, yeah, it's not a game about "gameplay" in the mst common sense of that term. Yeah, a lot of effort went into the presentation. But honestly I prefer the game for it. You don't blame Proteus for its bland gameplay - the point of the game is to walk around. You don't blame Dear Esther for not having platforming sections. In the same way, I'm actually thankful that Fez is focused on being so pleasant to navigate, and that's due to the presentation, and also the jump's tuning which is basicall perfect.

Re. lack of fast travel, I also think it's sometimes cumbersome to go through several areas just to get to a warp gate, but overall imo this is better than fast travel of any kind, for the same reason I stated above: it increased my immersion and was cohesive with the general enjoyment I got out of simply navigating. It also reinforced the "see patterns everywhere" element, which becomes fairly unavoidable after you've spent som time with the game and are trying to uncover its deepest secrets - as you go from point A to point B, you start to notice tons of things on the way; with fast travel, that wouldn't have happened, and potentially the game wuld have simply felt like "warp to A, then warp to B, then warp to C" with most time spent on the fast travel menu than actually in the levels.
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beetleking22
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« Reply #2465 on: May 02, 2013, 05:40:37 AM »

[

Again, that's what was reported, but it doesn't reflect the whole event. "Your games suck" started a bigger argument (Jon Blow was also participating, it was for IGtM) about how recent japanese games, like western ones pretty much, have a lot of hand-holding which both Fish and Blow don't like at all.



Maybe he didint meant that but he would have been able to explain it a bit better as the saying "Your games just sucks".



Or did he? This is huge generalization.


Phil:

"And people have gotten it wrong. I said modern Japanese games suck,"


« Last Edit: May 02, 2013, 05:47:13 AM by beetleking22 » Logged
Eigen
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« Reply #2466 on: May 02, 2013, 05:45:40 AM »

I'm loving the game but I haven't found a good set of keys to use on the keyboard ... right now I move with the arrow keys, turn the perspective with A and D and jump with S. Doesn't feel right. Maybe I'm just not used to holding two hands on the keyboard when playing. Mouse+WASD has become second nature it seems. What keys are you guys using?
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« Reply #2467 on: May 02, 2013, 06:53:50 AM »

Or did he? This is huge generalization.

Yes, he did, that's my point. Only the "your games suck" phrase was reported by news outlets but in the actual Q&A session after the film they spent some time discussing this and explaining what they meant. Obviously the phrasing of that sentence is still harsh, but it was meant a "shocker" or whatever that was supposed to be heard within the context of a longer answer.

edit: anyway I'm not going to spend more time talking about Phil Fish, I think he's getting way more flak than he deserves (and probably handles it in a rather immature way himself) but it doesn't matter let's talk about fez
« Last Edit: May 02, 2013, 07:06:19 AM by Accent » Logged

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« Reply #2468 on: May 02, 2013, 10:23:33 AM »

Beat the 'main' part of the game.
Having so much trouble deciphering this language- I'm a really bad decrypter. All I've done is copy down all the glyphs and some example words, plus figure out the number system (I think)
For the language there's a location with a "rosetta stone." It's hinted at pretty subtly, if you know much about typography.
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« Reply #2469 on: May 02, 2013, 10:56:15 AM »

Or did he? This is huge generalization.

Yes, he did, that's my point. Only the "your games suck" phrase was reported by news outlets but in the actual Q&A session after the film they spent some time discussing this and explaining what they meant. Obviously the phrasing of that sentence is still harsh, but it was meant a "shocker" or whatever that was supposed to be heard within the context of a longer answer.

edit: anyway I'm not going to spend more time talking about Phil Fish, I think he's getting way more flak than he deserves (and probably handles it in a rather immature way himself) but it doesn't matter let's talk about fez

Yeah I agree with you..  I should not have brought the subject because its is just stupid arguing about this one.. I apologize bringing this topic back.
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« Reply #2470 on: May 03, 2013, 10:49:12 AM »

Ok, I've played a bunch ... haven't hit any savegame problems or anything yet Smiley

I like the game a lot; it really is a joy to explore.  I haven't found backtracking to be too much of a pain; so far (I have 16 cubes) I've just been able to go through areas collecting everything along one path, and the warp back...  I can see that it would be nice if there were e.g. an item to let me warp back to nearest gate from any point, though.  I don't think that would break immersion really.

I don't like code-deciphering-type puzzles so I cheated a little bit.  Not really convinced it ruined anything for me but I can see why some people would really enjoy figuring out that sort of thing on their own.
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Ashkin
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« Reply #2471 on: May 03, 2013, 02:35:27 PM »

Beat the 'main' part of the game.
Having so much trouble deciphering this language- I'm a really bad decrypter. All I've done is copy down all the glyphs and some example words, plus figure out the number system (I think)
For the language there's a location with a "rosetta stone." It's hinted at pretty subtly, if you know much about typography.
Is it the book artifact? If not, well... I don't know much about typography...
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« Reply #2472 on: May 03, 2013, 02:38:35 PM »

Is it the book artifact? If not, well... I don't know much about typography...

Straight answer: Nope, it's not the book.

Clue: Think about a well-known phrase that contains all the necessary elements to decipher a coded language...
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« Reply #2473 on: May 03, 2013, 05:37:17 PM »

props to polytron. they fixes the bugs pretty quick, was able to load it up yesterday and my son and I put a few hours into the game. It's really super cool I'm digging it
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siskavard
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« Reply #2474 on: May 03, 2013, 06:13:58 PM »

Has Fish ever released his concept art or level design sketches for Fez? I saw a few in Indie Game: the Movie but It'd be great to see more.
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Ashkin
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« Reply #2475 on: May 03, 2013, 06:14:39 PM »

Is it the book artifact? If not, well... I don't know much about typography...

Straight answer: Nope, it's not the book.

Clue: Think about a well-known phrase that contains all the necessary elements to decipher a coded language...
Okay, got it. Good clue, I'm surprised I didn't notice what the obelisk meant earlier... I've done most of the game, all that's left is the bell, the security question (what is my name?), the puzzle room that has the polytron-ish thing on the floor (I've done half of it, I only have half a treasure map...), the flashing red stars, and the tuning fork things... I think the tuning forks will give me the most trouble, as the notes appear to vary too much to be morse and I can't be bothered recording it and analyzing it...
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ஒழுக்கின்மை
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« Reply #2476 on: May 04, 2013, 01:30:00 AM »

Ok, I've played a bunch ... haven't hit any savegame problems or anything yet Smiley

I like the game a lot; it really is a joy to explore.  I haven't found backtracking to be too much of a pain; so far (I have 16 cubes) I've just been able to go through areas collecting everything along one path, and the warp back...  I can see that it would be nice if there were e.g. an item to let me warp back to nearest gate from any point, though.  I don't think that would break immersion really.

I don't like code-deciphering-type puzzles so I cheated a little bit.  Not really convinced it ruined anything for me but I can see why some people would really enjoy figuring out that sort of thing on their own.

yeah i agree with this. i don't think it's CRIPPLING problem or anything, it's just annoying. the ability to return instantly to the last warp point you went through would be great. i don't see how that would take away from the immersion at all

i also don't like the code puzzles, they feel too detached from the rest of the gameplay, as if it doesn't know whether it wants to be a puzzle game or an exploration platformer

overall the game feels a lot like a flesh-out version of seiklus. if anyone here has played seiklus, it's basically similar; you go around collecting these little dots in different areas. no new abilities, just new areas, non-linear exploration, and collection of stuff. fez has a little bit more to it than seiklus, but it's still basically the same type of game: an exploration non-linear thingie collection platformer. and it's somewhat good at that, i just sort of expected something more
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« Reply #2477 on: May 04, 2013, 04:39:31 AM »

overall the game feels a lot like a flesh-out version of seiklus. if anyone here has played seiklus, it's basically similar; you go around collecting these little dots in different areas. no new abilities, just new areas, non-linear exploration, and collection of stuff.

Like Knytt too I guess. But those game don't make you take out a notepad and scribble things constantly, which Fez did for enough people to warrant http://fez-notes.tumblr.com/ (spoilers obviously!). I suppose that's what sets it apart and makes people who love it, love it so much.
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Gimym JIMBERT
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« Reply #2478 on: May 04, 2013, 08:08:45 AM »

http://www.youtube.com/watch?v=f2d6q2oUJeY
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« Reply #2479 on: May 04, 2013, 01:59:22 PM »

i also don't like the code puzzles, they feel too detached from the rest of the gameplay, as if it doesn't know whether it wants to be a puzzle game or an exploration platformer
My interpretation is that it wants to be like a scavenger hunt -- a form that naturally mixes exploration and puzzles.  And I think it pretty much succeeds at that.  I'm just not that into scavenger hunts -- so I'm probably not the ideal audience for the game (though I still like it!) ...

If the puzzle parts clash with the platformer parts, I think it's mainly the block puzzles that allen mentioned -- using gomez to input the solution can get a bit tedious for those.
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