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>> No.4724302 [View]
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4724302

>>4721774
>>4712580
On the first attempt I'm playing on normal which skips the entire bank part, but I'm also missing out on gold. There's a safe high up in a chimney and behind a painting. I haven't found any keys for them. Too bad the lootlist can't be found. The difficulty seems to change the placement of certain items. Reading the thread on ttlg.com gives the impression others also have trouble with the loot. I'll try hard now.
This part of The City with a lot of patrolling guards you have to evade the streets reminded me more of Ambush (TMA wasn't even out at that point quek). There's a curfew and no civilians are out on the street, so that's clear. There's a heavy reuse of textures. I didn't find it too difficult to navigate the map, but sometimes it's hard to tell what the purpose of a building is or who is supposed to live there. Normally you would recognize Keepers by the statue with the shield. This time I thought it was a bandit hideout. However, the map provides enough information.
Previously I asked you if you want your locked doors frobbable, unfrobbable or just a texture with no doorknob. This FM is an example of why you shouldn't include frobbable doors. You can bash open doors but there's nothing behind it. Meanwhile, you also alerted some guards. Then there are those two closed shops. When there's a locked door, the player will try to find a way to open it. FMs shouldn't include a wild-goose chase? Sometimes textures are used for doors.
And you do stumble upon more pieces of the story as you go. I'm rather impressed by how the story unfolds this way.

>>4724212
>There are none.
How so?

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