JonB wrote:
In what you describe, you may have a more realistic creature, but you sacrifice the interaction involved in developing the relationship between it and the boy. I think that interaction was a major part of the game, so I wouldn't want to lose it.
JonB wrote:Sorry, it was a fast edit - thought I'd get it in before anyone had read the post. It just seems to me that people wanted or expected different experiences in the end. As I said, some of the fixes people have suggested sound less appealing to me (which isn't to say there are no actual faults), so what I want isn't what you want and vice versa, but what we got was closer to what I want. Looking at it that way, however, I don't think it can all be put down to poor coding and making excuses (as has sometimes been implied).
Andy wrote:or fail to register contact with each other.
JonB wrote:Some of the things that seem to you to be clearly unarguably faults, do not seem to be clearly unarguably faults to me (and others). In fact, they seem to be quite intentional details that enhance the game.
I've explained why I think that more than I ever wanted to. You being certain about your position doesn't convince me otherwise.
A couple of things you mention there are things I've also mentioned as issues. I said there should be a movement speed between creeping and running and that the narration came in too early a couple of times. (As for the slow motion falling bits, you do have some control, but whatever.)Paul the sparky wrote:And that's the crux of it. Obviously I don't see it like that, and it seems to me you could find a reason for all sorts of janky things that happen and explain them away with a wave of your hand if you want to. The narrator spews out a piece of information at the wrong time because he's an old guy now, and he might not be remembering them in the correct order. The boy goes from agonisingly slow tiptoe to full speed arm waving run because he's obviously constantly scared, yes, even when he breaks into the running on the spot thing without an enemy in sight it's completely intentional. Trico misses the boy as he's falling resulting in a fail state and restart which the player has no control over because he's a real life animal FFS he might not have been paying attention, has slow reactions, whatever, it's put in there as a humorous alternative ending to the set piece, now you get to play it again with the true ending, you lucky devil. He can't catch a barrel thrown right at him as it's a deliberate decision to reinforce the idea that the relationship between the boy and Trico is a charmingly clumsy one, even though it comes with the cost of making Trico look suspiciously like a poorly programmed AI without the necessary pathfinding and animation to just pick the barrel up from the floor. Even if you decide everything in the game is a deliberate decision made by the developers, they're not all good ones are they? There's just so much crap in here that you really have to get on board with to fully enjoy it, and that's without getting into the camera, issuing commands (this is one I've actually had least bother with, bizarrely. But others have and I'd not be able to say with confidence, given what I know of the rest of the game, that it's 100% down to the player.) and outright glitches.JonB wrote:Some of the things that seem to you to be clearly unarguably faults, do not seem to be clearly unarguably faults to me (and others). In fact, they seem to be quite intentional details that enhance the game. I've explained why I think that more than I ever wanted to. You being certain about your position doesn't convince me otherwise.
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