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>> No.5178096 [View]
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5178096

>>5174748
Are you sure about the tiles collapsing under the skulls' weight? It didn't work for me.With this as a final tool for the player, the trap, even if deadly, could have been perfectly balanced. Especially because the hammer formation would have had a double use, providing a hint and a way to test the waters in front of you.
As it is, though, it's good enough. I was too reckless and I didn't notice the difference in thickness of some tiles, but that was on me. As opposed to the vault, the mission gives you a few more ways teo decipher a problem.
It's possible to look at the trap from below while in the room with the Horn, but it's not enough to see the full pattern of thick tiles, let alone memorize them. That's another kind of hint I like, the one that warns you of a danger to come. A warning that comes too early to be relevant, but that might turn out useful later. This wasn't really the case, but at least the player knows that there will be a trap ahead, and something important after that.

Time for some side notes: the readables are alright. The right mix of serious stuff written with a light tone. Kinda bummed that turning off the ventilation didn't do anything despite the warning, or that the Elemental Control Room wasn't important. The treasury part, the climax of the whole adventure, didn't really try to be more interesting than the rest of the mission, but I enjoyed the sudden shift from the caves to the underground complex. It's surreal, unexpected (similar to the Opera House one): how could something like that be on a deeper level than the monster caves? But the elevator is enough to excuse it, it just works (even if it's a little too far form the complex, and the empty hallway emphasizes that).
As a result of using DarkLoader, the Quake banner used as a little easter egg in the Death of Garrett now replaces the Hammer's emblem in any other FM. Cutting it down the first time I saw it only made it stronger.

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