Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
Hey, thanks for correcting me about how the opening puzzle works (you could've been a little nicer about it though?). However, I don't understand what 'skill' I was lacking in quite reasonably assuming at the time that the tape my sister got (I wasn't even playing the game lol) was a sequence break. For context, at the time my sister was playing the game and she got the train puzzle instead of the piggy bank, Amanda 2 was barely 3 days old, as it turned midnight on October 25th (at least in my time zone, which is EST) around when she was playing the game. I also had only ever beaten the game once, which was on the very day the game released, and I hadn't even gotten the game's secret ending yet either. This was ignorance on my part, not a lack of 'skill'. Next time you insult someone, maybe make sure your insults make logical sense? Or maybe actually be polite in correcting someone instead of immediately reaching for insults that don't even make sense? Just something for you to chew on.
And to defend myself further, this specific mechanic of the tapes being in a different order (as in a switcheroo like in Amanda 2) based on what selection you make in an episode didn't even exist (sort of, I'll get into that in a bit) in either Amanda 1 or Pilot Episode. The closest analogues to this in the older games were the bonus episodes from Amanda Pilot Episode and Amanda 1, and maybe the kitchen episode's two endings from Amanda 1.
There are two bonus episodes across both Pilot Episode and Amanda 1, one per game. In Pilot, if you answer "lamb" to Amanda's question in the butcher shop, you unlock the game's treasure episode, and in AtA 1 if you solve the weather puzzle, you unlock 'Everything Rots!' 2. But the crucial distinction is that these are bonus episodes, as in an extra episode you watch in-between two tapes. And in Amanda 1's case, the 2nd Rots episode directly leads to the butcher ending.
In "In the Kitchen" from Amanda 1, there technically are two paths you take depending on what you do. But the crucial difference is that unless you go into Amanda 1 knowing the safe combination (826), you always first see Neighborhood 1, then Accidents 1, and lastly Rots 1 after the Kitchen episode. Once you finish Rots 1 and die to the monster, you (hopefully) respawn with knowledge of the safe's combination from solving the clock puzzle (826). After you cause the oven to burn in Kitchen using the newly unlocked pause button, then you watch Neighborhood 2, then Family, and the next tape you unlock if you didn't solve the weather puzzle is Accidents 2, and finally, the game ends with 'We Can Share'.
And about the switcheroo of the tape order in Amanda 2 that depends on what selection of lighting you make in the first episode, what does this even add to the game's story anyway? I'd argue that 'Let's Start the Day!' makes much more sense early game than 'Goodnight!' does. And I'd even argue that it was originally intended to be viewed before 'Goodnight!' when the game was being written. Both because 'Let's Start the Day!' is noticeably lighter in tone than 'Goodnight!', and because Amanda's response to answers like 'mutton' and 'Wooly' to her breakfast question, "Sorry, but we're all out of that. [giggles]" actually makes sense if it's the second tape you see (despite it being listed as episode 5 in the game's files). If it's the second tape you're seeing, the last time you saw Wooly was in Accidents 2 from Amanda 1. If it is episode 5 like it was in my playthrough, this response doesn't really make sense, as I know by this point that Wooly is alive (I just saw him in the previous episode, which was the second planning a trip episode) and he appears in the episode right after this, which is 'When You're Feeling Bad'.
Further proof that the originally intended viewing order of the episodes might've been the morning episode first, then 'Goodnight' later in the game is in the latter of those two. If you answer 'Wooly' or 'Woolie' (the spelling of Wooly's name from Pilot Episode) when Amanda asks what you're afraid of, she says sarcastically, "Oh yeah, he’s REALLY SCARY." I actually did some research to see if 'he's' can be used in past tense, and no, not really. The closest I can find is some accents may pronounce "he was" but with a dropped 'w', making it kinda sound like 'he's'. But Amanda doesn't speak with such an accent. Whatever her accent is, it's really thin. It's perhaps at its thickest (or most noticeable) whenever she pronounces Wooly's name, in that she sometimes will pronounce his name sorta like 'Willy'. When she said 'he's' in that quote above, she clearly pronounced it as 'he's', I cannot hear a dropped 'w' or something to that effect as though she said 'he was'. The subtitles also agree with this interpretation, her subtitles say 'he's' and not 'he was'. I'm therefore certain that this line is intended to be interpreted in present tense because of this. And no, she doesn't have an alternate response depending on what order you view the two episodes in, her response to answers related to Wooly are always the same regardless of viewing order.
The problem with this mechanic where 'Let's Start the Day!' and 'Goodnight!' can be viewed in any order being arbitrarily added seemingly after the game's script was written is that it creates issues (granted minor, easily missable ones) with the writing that wouldn't exist if this 'switcheroo' mechanic didn't exist in the game. The reason why I'm harping on about this is because the original had such a sharp attention to detail, every line was deliberate and was written the way it was for a reason. There were various clever subtleties to that game's writing and dialogue, which was part of the reason why I loved it so much. So clumsy mistakes like the ones I point out stick out to me, regardless of how small and easily missed they are.
Something that I see and I can say it's a bad thing, is the bugs. There's a couple in the game, and you need to restart the game to fix it, I hope the devs begin to fix that stuff soon.
Some people argue about the puzzles being harder and I think that's not a bad thing. Yeah, I suffered with the new puzzles, but, for me, it was much more satisfactory when you finally understand and find the answer to the puzzle. Some people drop the game because of that, but for me, was a reason to continue.
The voice acting is REALLY GOOD, the tapes are simply good as the first game, we have 2 endings, one for me is bad (the bad ending is called that for a reason, right?) but the second and real ending, for me, is a good way to make a cliffhanger, I can't wait for playing the next Amanda game!
I know this game is not perfect, but I think, is not as bad as the people is saying. I'm trying to not being a fangirl, but I've just enjoyed the game as the first one!
the devs had to literally redo the first puzzle in the library because of how much trouble people were having with it and i still saw some people have trouble with it even after the changes, that's not really a good thing
coming from someone who really enjoyed the first game and what it had to offer; i found this game EXHAUSTING to play because of how many times i had to restart a run because of a bug that soft-locked me or because some of the puzzles had pretty cryptic and vague hints on what to do next to the point i felt no satisfactions and more glad to get it done and over with
and if people drop the game if they are having issues with the puzzles then that's not a good thing (and reminder the first puzzle literally had to be redone because of everyone struggling with it)
like i can't speak for the experience of everyone else in the world and i know i certainly cannot change your opinion on this game, you like it? good for you glad you enjoy it but there is quite a few major issues that need to be addressed here
idk i'm all over the place and someone could put my thoughts into words better but what i'm trying to say is that this game has been a frustrating experience for me and quite a few people (who keep in mind also really enjoyed the first game), and if the common experience shared with people playing a game being frustration and exhaustion? that's not good at all
hell i don't even want to try and find every achievement for this game unlike what i did for the first one because of such a miserable experience i've had with this game
Yes, I can understand your frustration, I know the game have a lot of problems, specially if we talk about bugs. I only had one bug in my game and it was with the piggy bank. I've just started the puzzle again and it fixed it.
In my experience, I've enjoyed the game. Definetly it was a lot harder than the first game, but I've never get in a frustration state, but it was my experience. I understand a lot of people didn't like the game and that's ok, maybe this is a good experience to the devs to future games!
No, they didn't just have to redo the opening book puzzle mind you, they had to redo it twice. First, they had to redesign it after people struggled with it back in June when the demo came out. Then in October the game launched with a different book puzzle, still obscenely vague and hard to parse (remember this is the game's opening), then in November, they updated it AGAIN. The newest version was the only one that felt reasonable for an opening, I solved it in 5 minutes but I still had to think about it a little. The older ones took me an hour for the June version and 30 minutes for the October version respectively, and in both cases I brute-forced it because I already had all 4 numbers and I knew where at least one had to be, so it'd just be a matter of trying every possible combination, of which there weren't many.
Sorry, but I concur with Kinito, playing this on launch day felt like I was playtesting a beta build to report problems, e.g. poor game design and bugs, to the developers for them to fix. Now I didn't encounter glitches on my initial playthrough (somehow, maybe my decent computer specs are the reason?), but I sometimes I thought I had because the game really is that poorly designed. Very often the game was extremely cryptic/vague about what I was supposed to do, some of the more egregious examples of this were the monkey puzzle and the microfilm puzzle. The former was bad enough, but I want to focus on the latter, specifically the part of the microfilm puzzle where you have all three keys and are supposed to know to use them on the desk.
I was somehow supposed to know without any hint of any sort from the game that I was very specifically supposed to use the keys on the desk? That object in Kate's office that reads like it's just a decoration? I was stuck for an hour and a half wandering around the map wondering what I was supposed to do with the keys, not knowing that the game wanted me to use the keys on the desk. I restarted the puzzle by reloading my save because I genuinely believed after almost an hour or so that maybe a crucial object that I was supposed to use the keys on didn't spawn. Upon reloading my save, I paid careful attention to the exact words that left Joanne's mouth in the cutscene where she says something like "Did that thing do this? Let's gather the tapes, and then we really need to get out of here." That's from memory BTW. She never mentioned anything about the desk. And there's no image in the microfilm when it's fully burnt of either the desk or any other indication of what I'm supposed to use the keys on. Sorta like what a good game designed by a competent person would've done. A game designed by someone aware of the design principle that the player whenever possible should have knowledge of the problem before they have the solution to the problem. In this case, the desk is the problem, the keys are the solution.
However in the case of Amanda 2's 'key puzzle', by (poor) design, the player will in almost all cases have knowledge of a solution (the three keys) before they even know what the problem is. And this is how the game ends too. That is unless you perform the arbitrary tasks for getting the secret ending that you'll probably need to have seen to even vaguely understand the third game. Because having to have seen every single secret cutscene including the secret ending totally won't confuse players that assume the regular ending is good enough (like almost any other game series in history). If Amanda 3 even gets made with Amanda 2 selling like a 10th of the original or so. If you don't believe me on that, go on SteamDB and compare Amanda 1 and 2's estimated sales numbers. If you're a fan of Amanda 2, these numbers should absolutely worry you.
Oh and to close this, the hint didn't even need to be in the microfilm either per say. A little before I reloaded my save while I was at the microfilm puzzle part of the game, I didn't know how and when I was supposed to use the microfilm on the TV. So after wandering the map, I click on one of the printers to finally discover that the printers were supposed to be a hint system and not something that merely printed an image vaguely related to the opening book puzzle. The supposed 'hint' it gave with the book puzzle was so vague I didn't even realize it was a hint. Also the original game didn't have a system like this either, almost like that game was well designed enough where band-aids I mean hints weren't a necessity. It's like even the game's designer isn't confident that this is a well designed game. I wonder if this system was added after people struggled with the demo, as iirc it wasn't in said demo? It's a good excuse to not reflect on whether or not the game has terrible design considering how infamous the demo's puzzle is, and you know, maybe it might be a good idea to do a playtest? Anyways I bring up the printers because they failed me here too. They kept printing the hint related to using the microfilm on the TV, and not you know, a diagram of the keys pointing to a desk or anything to that effect. Even that would've saved an hour of my time. Did the devs really think that using the keys on the desk was that obvious of a solution? See what I mean by how this felt like a playtest and not a playthrough? I hate this game's design philosophy, and I refuse to see it return in the third game. I want the original's great puzzle design again, from back when this series was actually good.
i actually had no idea they had to re-do the scanning book puzzle twice i just thought the newest version was the first time they've done it, ♥♥♥♥♥♥♥♥♥ :sob:
seriously most of my time playing the game was looking through guides (and quickly skimming through them to avoid accidentally spoiling myself) just to even figure out how to solve these puzzles because of how vague/cryptic they were
and to compare i didn't had to do that with the first game, the only rare times i can remember where i did was mainly for some of the math stuff because that's just generally something i do struggle with sometimes but that's it, i was able to solve a lot of the amanda 1 puzzles without a guide (hell some puzzles were even unsettling to me with the birthday cake one after you put the candles on it)
as for the monkey puzzle, i can at least see what they were trying to do with that because of the whole "see no evil, speak no evil, think no evil" stuff but the execution REALLY fell short
(also this might be me personally but i also found the radio during that section annoying and overwhelming for me which made it hard for me to focus on the tape, i know you can turn it down, but it'll play itself again when you get to a certain section, again this might be all a personal me nit-pick though)
honestly i think out of all the puzzles; the one i hated the most was wooly's story time but i also think that's because i had to restart my game A LOT at that part specifically because of that's where the game would glitch to a point where you could not continue
so it just got frustrating having to restart, do the puzzle and make sure i'm doing it correctly and pray the games not gonna bug out on me and it just left a sour taste in my mouth because of it
also again sorry if i sound like i'm all over the place with my words but i am really disappointed in how this game turned out, there are some things i do like about this game but the overall experience has been so bad for a lot of players (myself included)
it also personally hurts me because i loved the first game so much and my girlfriend gifted me this game as an early birthday present (to be fair both of us didn't know what we were in for at the time)
(also ty for coming in here and explaining your points and experiences, you've worded it a lot better than i could in regards to this games problems)
You know, instead of dismissing constructive critique all like "you're just a hater", which is an ad hominem fallacy, and an immature one at that, perhaps consider where the person is coming from? If you disagree with them, actually make counterpoints against their argument. And before you just slap the 'hater' label on me too, Amanda the Adventurer 1 in particular is one of my favorite games of all time. And its sequel, Amanda the Adventurer 2 was my most anticipated game of all time. I also believe sincerely because of Amanda 1 and how excellent that game was, plus a few other great works within this genre that mascot horror is the genre with the most wasted potential out of any genre.