(10-08-2013, 10:52 PM)ChrisAU Wrote: I liked how the game changed the rules which is a good method for getting players out of their comfort zones.
That's a good point. But also changing the rules too radically and too suddenly can totally break immersion/atmosphere. And as MFP is all about that, breaking it is bad.
You compared this sequence with TDD's water levels. I'm not generally keen on comparing the 2 games like this as their gameplay is too different so it's apples and oranges. But perhaps this was the problem: perhaps surprisingly I loved TDD's water levels. I died many times before I completed them although again there was no great mystery about what was required. But the frustration of having this sort of progress blocker was outweighed by how well those levels were realised and how well that sort of sequence fit into that game and that point in that game.
With Tesla, that wasn't true. It felt out of place and jarring. That said, I'll admit that I may have had a softer opinion of it if it hadn't also been bugged to unplayability on my computer.
Quote:I'm glad nothing in the game was too difficult puzzle wise or enemy wise. Spending ages in one area trying to solve a puzzle to progress would have killed the build up for me, as well as repeatedly dying in the same area.
Yes. This is really what I meant by 'gamey'. I mean this sort of thing is fine for some games but out of place in such a narrative-driven work as MFP.
And I agree about the swipe-to-kill. I got jumped and beaten up like that too, Problem is each hit knocks your view and because your vision is so poor (because it's so dark, even with the lantern) it's really difficult to get your bearings again (make sure you aren't just looking at the floor or a wall) and run away before the next blow.