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Are you using the bookmark system? It will let you tag all the memories a certain character appears in.
also, if you stand near a body and the watch pops up you can open the book and it will go to the page the body will lead you to. i found this helpful when there are various bodies around.
(probably you already finished the game by now, but maybe someone else reads this and finds it useful.)
There's nothing immersion breaking about shortcuts. We already have a magical death watch, just have the watch "store" the info somehow.
(My other annoyances: watching the damn smoke cloud, and having to wait to record deaths until the intro sequence to the death is over. Oh, and not being able to replay the audio on command, when accents are important to helping identify some of the characters.)
Would make it so much easier to browse through memories and find clues. This is the only thing that bothers me now because it's tedious to walk around the ship and find the bodies only to access certain memories... tbh this takes out a lot of fun searching for clues :(
How did the design get so messed up? It'd be so easy to fix, yet hasn't been. It's hard to believe it's on purpose, but it must be.
This and all the other things yhibiki mentions above ruined it for me. Nice idea, but the execution became so annoying that I uninstalled it after about 3 hours and will never touch it again.
I just can't take having to wait around while the game plays some music while I'm locked out of doing anything for ages, or animates a page being drawn in yet again in the exact same way (60 times, I guess, if you keep going), or makes me wait for a smoke trail to move in the most slow and indirect route to a location I literally just walked to, etc. etc. etc. Those things happening, again and again, all as the idea of what I was going to look for or input next drains out of my brain which has either switched-off or started thinking about how intentionally annoying all this seems... To then think "OK, it's over, I have real control and can start playing the game again", only to then be interrupted by yet another forced corpse sidetrack rather than be able to actually, you know, do some investigating solving. It's so asinine.
And yet so easy to fix:
- Remove the timer the first time you enter a memory. What is the actual purpose of it? If you've already looked around the scene, you're just waiting for the book to open. If you haven't finished looking around, the screen sloooowly fades and the book opens when you were still actively looking. It's annoying in both cases. After that, you can open and close the book at will, so why not just let the player open and close it from the start!? About the 15th time this happened was when I alt-F4'd and uninstalled the game, hoping it corrupted my save in the process.
- Let people solve things and explore at their own volition, instead of railroading them.
- Don't make people walk to corpses *twice*, adding two extra mechanics to the watch that don't even need to be in the game. Maybe it seemed a shame to code their effects only to throw them away, but it would've made the game better. Just let people find the bodies themselves! Exploration and discovery is fun!
- Let people jump directly into memories they've already seen. The game is about tying clues together, surely, not about navigating an obtuse interface. Anything that gets in the way of letting the player find clues and input solutions should have been streamlined or at least made optional. The idea it'd be "immersion breaking" to do this, when you have a magic time-travelling watch which literally teleports you in both time (obviously) and space (the way you have to walk to corpses twice) when it wants to, is ridiculous.
- If the player can't solve many things until they've unlocked everything, and the game wants to railroad you into unlocking loads of things before it even lets you solve things as a result, then just have all the corpses visible and memories open from the start and let people go at it. Don't make people sit through minutes of the identical tedium every time they unlock a new memory in a game with 60 memories and little time or variety in between each one. What was even the purpose of that?
- Harder to fix, but, really, the graphical style went against the gameplay. You're meant to be tying clues together and noticing details when the graphics obscure detail. (There are other technical and performance issues but I'll stick to the game design here.) This also results in the most immersion-breaking thing of all: You magically know who is who in each scene. You might not know their names but you can tie them to a face, despite the photo being such poor quality you can't even see half the people's eyes let alone enough to recognise them. You even automatically know the artist is the artist the moment you see him in a memory, despite having no visual record of him except his initials on the photo. Not through a process of elimination, either, as you haven't seen everyone else yet. If the graphics were better, part of the game could have been in deducing not just the names of people, but whether person X in scene A is also person Y in scene B, instead of magically knowing it.
Too much of the design felt like padding, and like it was intentionally wasting my time. I found that frustrating and couldn't keep playing the game.
I was more annoyed that I couldn't open the door nearest to where the wife's body lies but had to use the other door and walk around 10 feet or so of desk. But again, no big deal.
Even if you find it annoying, it's not game-breakingly annoying,