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Because... you're meant to trap him in the room with the lock before you use the crank and first part of toner puzzle?
It's not cheaty, it's a puzzle. It's "how do I do this thing when even the slightest squeak brings him running". The answer to which is above.
I have nothing against challenges or puzzles. My complaint is about the game changing its own rules to achieve a certain effect, rules that it taught the player just beforehand. So, when I said, ♥♥♥♥ Jeff, I meant what he stands for.
Or it could have just made it another solution, nothing fundamentally wrong with that...
* Jeff can't be distracted in the "corridor of death" where a headcrab knocks off some bottles - the first time i was here, i killed the headcrab, and have thrown a bottle to distract jeff, but it just didn't work, Jeff continued towards me and puked me.
* on the machine i was playing, loading a saved game after death took ages. With Jeff, i have died quite a few times, and that loading time became quite a frustration. It's not a Jeff issue, it's more of a whole game issue (or mabe even an issue with the computer), but it was truly annoying when dealing with Jeff.
* it is surprising that even though jeff can't see, he is perfect at navigating the facility. It would have been great if he would bang into stuff from time to time.
Death #1: just a test to see how close is too close.
Death #2: tripped an alarm while wiring in the fridge. Didn't go away promptly; attempt to distract jeff with a bottle failed.
Death #4, #5: the naughty headcrab part, where i just failed to notice the place i should hide in, and kept trying to distract jeff to no avail.
Death #6, #7 and maybe more: accidentally ran into jeff, or mispredicted jeff's walk path in find-the-three-powercells part.
That's about it, maybe i don't remember another silly death or two, but still, it was quite a few deaths.
Yeah it's less of a "kill" and more of a "I'll have to go home now 'cos he's vomited all over my shoes" lol
The only problem I have with it is that when he sort of leans in to do it it's easy for your head to start clipping through him / his vomit and it looks kinda broken (at least in my experience)
Actually, during second playthrough for the commentaries alone, I learnt there are in fact "Zen ears", as the devs liked to call them, on the crankbase, and they make noise due to proximity regardless how still you hold the crank.
It was actually me, as a player, who failed to make the connection. In fact, I only became aware of it because of the commentaries that specifically addressed those Zen ears, their potential for alerting Jeff, and their introduction to the player in safe advance of Jeff. I guess I just slept through that bit of teaching of game mechanics, hahaha.
Correction: Those are Zen Ears on the crankbase, not Zen Clams. The ears simply close. The clams are the clappers.
But that still doesn't excuse why Jeff suddenly can't be lured quite as far back down the hallway as you could just a few minutes ago, even though you can still throw bottles that far.