Red Soul wrote:
I wouldn't go as far as saying MA has any sort of genre melding.
Compared to games like Myst, Day of the Tentacle and Dig
(true so called "point and click adventures") MA is really light on the issue.
True but it gives that "feeling" of an adventure game rather than an RPG game.
Red Soul wrote:
I believe the cryptic nature of the puzzles was meant to
reinforce the atmosphere of each world (you'll
notice that the further you advance) and while I agree
the clues can be lacking, things just click after a while.
So as I play it should become "second nature" to get use to this format. Eh maybe. I see were you mean by 'reinforced atmosphere' as every world has its own theme (and puzzles in THAT nature makes sense - but still lacking clues [course I'm very early in the game at this point so I'm pre-judging atm.]) In any case, I won't feel bad looking up a walkthrough if I completely stuck and have no idea what I'm doing (and no 'but I've exhausted every solution' doesn't click)
Red Soul wrote:
MA is a game that really forces you to think outside
the box
But isn't that what adventure games are suppose to do? Not role-playing games. I remember Myst that game required you to think outside the box. Giving you little or no data to work with, which is fine, adventure games are suppose to do that. Even the manual to Gabriel Knight: SOTF even suggests to 'do everything' 'try everything'.
Red Soul wrote:
but its one of the things that make it special - not just
another "gotta save the princess" flick.
True that can get old quick, though as early as I am in the game still, it gives off that theme 'gotta stop the bad guy from turning people into wooden dolls' deal. (but any game can do that). I'm more critizing the theme/genre confusion of the game.
The last game I remember that attempted this theme was Konami's "Emphreal Fantasia". It was an RPG that had time traveling theme to it and you had to connect certain elements together. The game gave some general hints on some things but then took a turn around to make you think 'outside the box' and forget that it was an role-playing game to begin with.
Red Soul wrote:
We are pleased that you find our work to be of a high standard
as a lot of dedication went into it and this game deserves every
second of work we dedicated to it.
I can see why this game didn't make it to the states for various reasons. I am glad you guys were able to bring it to the light to us NA players.