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Great game.
So please, do share their names! Im craving for more!
Theres many adventures i love, its just that i separate things when analysing what makes something good- and of all adventures ive played 'gameplay' never was what really made then so great.
Longest Joruney that dubesor mentioned is a good example, i simply love that game; The story, ease of interaction, the world(s), everything top notch but the core gameplay ain't remarkable (looking only at it), and theres also obtuse puzzles here and there.
The thing is... most of those games are great, and have amazing stories- but stories are stories, even if interactive and with puzzles along the way. Most have clever puzzles alongside boring and illogical ones and in that sense all other adventures (that ive played so far) failed to realize what the adventure genre proposes at its core. This one was the closest.
All good adventure games can be measured by how well they mask how linear they are. The only other i recall changing that is Telltale's games, but they left much of adventure's puzzles aside to focus on choices, and choose your adventures are far from something new. Most alarming (to me) is that they still fail to make me feel trully inside the story making those choices, and feel much more like 'go to the next point with a choice' (in comparison, Myst and Longest Journeys are more immersive 'you're there' then Telltale's, despite having little choice on outcomes).
Trully the experience 112 ain't yet what i believe an adventure should achieve, but it got way closer.
Edit: i just realized what makes this game ticks that no other adventure did...
And that is the believable choices (and limitations) in place.
In every adventure game my immersion is at all times limited by how things that the character should be able to do aren't allowed. Why can't i jump over that fence? Why couldn't i kick that off and had to use that makeshift tool instead? And that goes on and on, in all of them.
The Experience 112 avoids that completely- not by giving the ultimate open-ended interactive game but by context... you're locked inside a room with no means of exiting, all you have is the computer, what it can access, and someone out there who can barely communicate with you.
Thus all is laid out logically from the get go- and in no single moment i was faced with 'hey, i could/should be able to do that'. In short, i trully feel like the guy in there, with someone needing my help outside, all the while woven in an interesting story, with exploration, not too-linear, etc, etc
In that sense no other adventure have achieved that. Myst, Grim fandango, Telltale's games, Longest Journey, Sierra's Classics... all of them gives away the limitations. You can't go beyond the fence, go to that side of the town, do this or that where the reason why is cleraly 'cause its a game, go back to the tracks'.
Also, for a game that you say its not limited as the others, Edhen sure did got away with pretty basic and very limited security software plus crappy computers :P
By the end of the day its whenever you like "immersion" or not, i indiferent to it, while i appreciate games that try to make *me* the player character, i also have no problems with games in the third person.
Thus Tex Murphy (in particular Pandora's Directive) is my favorite Adventure game to date.
But hey, Experience 112 is looking very good so far, but i still have to beat it.
Don't misunderstand me, those will still (most probably) be more enjoyable then the experience 112, those 3 are amazing- But gameplaywise they're oldschool and unremarkable.
For example id compare the amusement i have playing Monkey Island to the amusement i have watching Monthy Python. Its not the puzzles/gameplay what trully makes it amazing.
In a analogy, its like most adventure games are like seeing a brilliant scripted movie with odd direction choices and detracting FX. You will still enjoy it, it will become a classic, but not for its cinematography, and we would have to overlook the bad distracting FX.
All the great classics i know of(like you mentioned) are amazing because they're so well written and engaging (id put Unwritten tales there as well), but are far from pinnacles of gameplay. Its amuzing seeing random comments and little bits of lore as we try to find what pieces the devs want us to combine and how, but it only hides how we're luck-guessing what deep down is just a jigsaw- and one where the pieces gives even less clue how to match.
The good ones embraces that making ridiculous solutions part of the fun, but thats it- the fun isn't from gameplay. So we enjoy these games not for their brilliant design but for their brilliant writting and creativity- and we overlook/forget the 'bad detracting fx' like the moments we become stuck or the few boring puzzles that only hinders the flow.
Experience 112 isn't a kubrik's either following the same analogy- deep down its the same jigsaw. But how the jigsaw is displayed, understood and explored is what makes it excel.
Indeed lol
But see how it is perceived- we think 'how can they have such crap system?' and not 'how can't i do that?', theres a difference. The former varies the more you understand about computers, as the game's boat system is far from a proper design in security and usability (and i imagine a expert in the field playing the game would find it way more jarring then either of us). Its like noticing in a movie how that prop wasn't time apropriate or how something wasn't realistically represented.
Anyway, it hides way better the design's limitations in-lore. If it were a bit more self counscious (something ive missed, where its plenty in monkey island and others) the protagonist would make some comment about it now and them... just like i do frequently when using real computers; Bad design is also very real irl
So I say it is not my cup of tea. I remember the game being slow, to the point I gave up mid-game. At some point you are going to go back for some clue or to open a door you could not done before. In those situations is where you notice Lea's movement is slow. You need to guide her through every corridor with the lights. And those are the only bad things I remember. I watched some last sections of a Youtube long play, and I would say the ending sections are ... not up to what I expected.
As for the good things, the game tries to break the fourth wall from time to time. Remember you are playing a character that is sitting in front of a computer at all times. And this gimmik is unique to this game (Omikron introduction, the game with David Bowie music, does not count!). Lea will remember how much time has passed since you last played the game. And if I remember right, Lea will ask you to do an internet search or something like that. Lea does not have much iniciative in this game, except for giving you hints. However, Lea is not somebody you may hate easily (not like the companion in Syberia that needs to tell you always your name).
As Lea has a partial view on what happened, most of the story is told via computer files. As usual, the more you play, the more you can read. You will see lots of strange things around, like the outcomes of some gunfights. And things get explained through the game.
I agree with other people here: the game graphics is bare. But that fits with the story: after all this is a normal large ship. And this ship was meant to be boring. Looking through video cameras gives you also a slightly distorted image - like what video camera feeds are.
As a concluding remark, I say the sci-fi story and the gimmik of the game fit together, but slow pacing can offset many people around.
Though it might be the best 2nd person game, since there's not that many of those around.
The added layer of sorting through computer files was actually an excellent addition, contributing heavily toward the authenticity of the experience (not playing a game, but rather trying to solve an actual mystery and help this person escape). The game works extremely well on this level.
I'd give the game a 7.5-8, as, while it is very different, and it will grow on the player, it isn't for everyone.