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997685 Posts in 39115 Topics- by 30521 Members - Latest Member: Gisnu

April 16, 2014, 06:29:06 AM
TIGSource ForumsFeedbackDevLogsFinishedFez
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Author Topic: Fez  (Read 367568 times)
ஒழுக்கின்மை
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RinkuHero
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« Reply #2490 on: May 11, 2013, 10:07:32 AM »

Each anti-cube you can get from a QR code also has an alternative way of getting it.

true, but you have to beat the game first to get most of those alternative ways, which delays the point at which you can solve those puzzles by several hours or more
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aberrantmind
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« Reply #2491 on: May 11, 2013, 04:11:48 PM »

been watching the kid play this game for awhile, the biggest drawback on the game so far is definitely that travel is so slow paced.

I think the designer intended it to be paced that way, but it definitely feels like their should have been some mechanic to make travel quicker as I've seen discussed earlier in the thread. but not necessarily warp gates, like it would've been great if you could just move faster, or if there was some variation to movement that you could unlock.

the movementvariations wouldn't have needed to extend gomez's capabilities or anything(no need for jumping higher, farther, or flight), just a change in speed and different animations to go with them would've been great. It would at the very least make moving through the same locations over and over funner if you could skip, or roll, or cartwheel, or slide, or whatevers along the way.

so TLDn'tRed: travel would be "funnerforme" if there were more movement animations that could be unlocked along the way that would give gomez just slight speed boosts.
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seagaia
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« Reply #2492 on: May 11, 2013, 05:47:33 PM »

Good discussion - and I agree - Fez feels like a rare case where the game had such a long development, and then still released and did well, but has those first-time mistakes . I feel a little pain for the duo since they spent so long on their first game (it certainly seemed like far too much to attempt for a first game, though Fez is wonderful). Fez is a prime example of why NOT to attempt a huge project initially - even if the end game is great, there still goes five years. A lot of that,  possibly is because Phil redesigned the game two or three time before settling on how it is.
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Tanner
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« Reply #2493 on: May 12, 2013, 12:13:29 PM »

the game actually goes to 213%
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ஒழுக்கின்மை
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« Reply #2494 on: May 12, 2013, 01:10:31 PM »

i think that's with the red hearts or something, yeah; i haven't done all the red hearts yet (just one of them)
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« Reply #2495 on: May 12, 2013, 02:32:06 PM »

I forget what one of the qr-code alt puzzles was but I know two of them don't require newgame+.

Also about the codes: Numbers and key presses aren't too difficult to figure out, and you don't need to figure out the letters.

The shortcut doors made navigating a bit easier but they are a bit hard to find.

The secret newgame+ bonus makes navigating a piece of cake but kinda feels like cheating, and the game doesn't tell you about it at all.

Also the red hearts are dumb. (Red heart spoilers:)One of them is supposed to be really hard but if you interpret it the wrong (and most obvious) way you get the right answer anyways. One of them requires the letters and is still silly afterwards. One of them doesn't even have an in-game way of figuring it out.
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Ashkin
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« Reply #2496 on: May 12, 2013, 11:03:44 PM »

The secret newgame+ bonus makes navigating a piece of cake but kinda feels like cheating, and the game doesn't tell you about it at all.
Tell me more about this
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« Reply #2497 on: May 12, 2013, 11:19:01 PM »

I didn't enjoy fez, so there's that.

I'm not much of a puzzle game player which is probably where that is coming from. If that's the puzzle games in general's fault or just entirely my preference i do not know.
The world in fez looks, sounds and plays great, but.. the puzzles.

I felt they where to 'rigid' and too 'predefined'. In other words only one way to complete them. How the quote exploration unquote is.

If it's just under built quote hate unquote of Fish i don't either know.
 Gomez
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Blademasterbobo
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« Reply #2498 on: May 13, 2013, 01:56:37 AM »

I felt they where to 'rigid' and too 'predefined'.

How the quote exploration unquote is.

 WTF
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« Reply #2499 on: May 13, 2013, 02:59:09 PM »

I felt they where to 'rigid' and too 'predefined'. In other words only one way to complete them.

A puzzle is too linear. A puzzle is too linear for you.
Wh
but

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Ben_Hurr
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« Reply #2500 on: May 13, 2013, 03:24:18 PM »

Well, most good videogame obstacles have multiple ways to solve them if you're clever enough, so I dunno.  Shrug
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« Reply #2501 on: May 13, 2013, 04:03:43 PM »

Yeah, like how in 3D Zelda games you can solve puzzles with logic or just clip through walls and shit.
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Ben_Hurr
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« Reply #2502 on: May 13, 2013, 04:45:01 PM »

See, Irock knows how it is.
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Ness Kain
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« Reply #2503 on: May 13, 2013, 05:23:09 PM »

My roommate has an Xbox and I had played Fez on it some, but I have spent a fair bit more time with it since purchasing it for my own PC.

Everything about it feels -- uneloquently, but accurately: just... nice. The atmosphere is pretty, and it's fun to play. I sat for maybe twenty or thirty minutes trying to figure out one thing and wasn't even upset. The whole game just makes me smile, and few packaged entertainment pieces in recent memory have been 100% joyous experiences for me.
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« Reply #2504 on: May 13, 2013, 06:24:19 PM »

Yeah, like how in 3D Zelda games you can solve puzzles with logic or just clip through walls and shit.

the 3d zeldas are bad examples of puzzles with multiple solutions. the earlier zeldas were better

i definitely do think it's better when puzzles have more than one solution. it's just that puzzles with only one solution are so much the norm, so standard in the videogame industry, that i don't really complain or take notice when a game's puzzles only have one solution. in my own games, i try to give puzzles multiple solutions, and when, rarely, i come across it in the games of others it's worth praising, but it's pretty rare. even la mulana, which is one of the best-designed indie puzzle games ever, only rarely has puzzles with more than one solution (although it does have them). it's a pity too, it's not all that hard to think up more than one solution to a puzzle and implement two or three possible alternative solutions, and it adds a lot of value to a game

in fez, there are only a couple of puzzles that i can remember with more than one solution, most of them the QR code puzzles. it'd be nice if every puzzle in fez were like those, and had more than one way to solve it; and sure it's time consuming to come up with them and code them, but i'd prefer a game with fewer puzzles with more solutions to each one than a game full of one-solution puzzles
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