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Bugs like that sicken me... well, at least today they do, not in the mood for bugs right now.
:/ hmmz, might try the game again somewhere very much later...
It dóes seem fun to play the psycho kid from The Omen tho.
but if it is done, the kills are epic :)
My problem is that even as a point-and-click adventure, it's awful. It is a spectacular show of lazy, apathetic developers who didn't even try to make a good game, they simply cobbled some ♥♥♥♥ together and said "Okay so it has all the features, it means we can ignore quality assurance and just push it out."
1. The graphics are so bad they're hilarious. The lighting is completely bonkers, with everything presented in overbearing colored lights that completely repaint the setting. A particularly bad example of this is in the Jigsaw Ending, where Lucius exits the house and the red light source from the inside clashes with the blue one from the outside to make him look like a Christmas tree.
And let's not even talk about the perfectly still opaque solid thing they confuse for water. Frankly, it looks more like semen.
2. The sound design is completely nonexistent. The sound effects echo half the time, don't echo the other half, change in volume and intensity depending on their distance from the camera (which sometimes makes them mute during cutscenes), and simply cut off sometimes.
The music is even worse. They simply licensed a huge pile of tracks from some free website and piled them into the game to loop without sense or reason. Having a terror chase track play during a casual conversation in the office and a Satanic chorus chant loudly during Christmas dinner is something to behold.
3. And then there's the bugs. The endless numerous bugs of an engine not designed to fit the game. The bottles and clothing getting stuck in the doorways. The haphazard collision detection from the fireball. The "stealth" entirely reliant on which direction the NPC's head is turned. The way Lucius sometimes twists his head 160 degrees to look at something. The programmer was both lazy and uncaring, figuring that the game will sell on premise and who cares about the quality.
What makes Lucius bad for me is that it has a good concept, but the developers didn't even try to make it a good game. They completed the feature list without considering if it actually works cleanly and effectively, then pushed the game out for quick bucks.
It shouldn't cost 25 dollars, it should cost 5. At least that would reflect the developers' respect for their own work.
it's a ♥♥♥♥♥♥♥ indie game, give them a break.
Actually, the complaints about bugs in Lucius are fairly common (and why the game has a consistent 50-point review score). Though I did suspect graphics are more the cause of my computer, but then screenshots from other people mostly look the same. It's in motion that it begins to fall apart.
The sound thing is 100% true, though. About 60% of the credits section is them listing all the tracks they licensed for use in that game. There are maybe 200 of them and the game doesn't actually que them in any pattern. It simply randomly picks and loops them as you explore.
I will not. Indie developers don't get a free pass to be uncaring and lazy toward their games just because they don't have a multi-million budget. When making games is your livelihood, you don't half-ass it. That would be like spilling coffee on a customer in a small coffee house and then defending yourself with "Well, we're not Starbucks, give us a break!".
Aquaria was developed by two people, minimum bugs. Bastion was developed by eight people, no bugs. Braid was built from ground up by two people and it works like a charm (incidentally, it also used the licensed music approach and did it well). Hell, Amnesia is also an indie game developed by a small team; it became so famous only because the developers put everything into making a good game.
Tell me why every other indie developer can do basic quality assurance on their game and these guys can't.
About the sound, so what if they used loops? Some of my favorite soundtracks in games are just half a minute-two minute loops. But that's me, and not you. You also mentioned stuff like soudn bugs, and the sound mixing is pretty bad, at least from what I've seen, and it is psychopathy inducing at times, but I wouldn't say it's up there with Deadly Premonition.
I'm not gonna say anything about the bugs, though. I haven't actually played the game, after all, I'm just judging the graphics and sound.
It honestly is worse than Deadly Premonition because that game has a degree of consistency in its insanity. Lucius's sound design is best described as GTA's driving mode, except you have one radio station filled with generic horror tracks and the game randomly picks them out to play. Some of them are decent, a lot are bad and almost none of them actually fit the mood of what happens on-screen, because they force random satanic chanting and screeching violins even onto scenes of relative peace.
Sometmies the game does pick specific tracks for scenes, but that can be a curse. Lucifer's tutorials have this screechy tune that sounds like a chase sequence from a horror B-movie, one that doesn't end when the tutorial ends. It continues to play through the entire cutscenes and chunk of the gameplay, often rampaging through the scene's mood like a bull in a china shop.
It's not a secret that sound design is very important to horror games. The sound design in Lucius is less "scary" or "haunting" and more "obnoxious", "immersion-breaking" and "migraine-inducing".
EDIT: I should note that I really did want to like the game. I liked the concept, some of the cutscenes were wonderfully paced in places, there is actually a hint of a good game behind all the muck. But then the lack of quality assurance brings it all down very painfully and leaves you with a nagging sense of disappointment.