PodcastFips
Member
GAF, I just finished Contrast, and I can't think of any other game that burned all potential as hard as this game. Let me elaborate:
The gameplay is absolutely unique (or I just haven't heard of other games using shadows to progress through levels). There were certain areas in the game where I was standing around for like 5-10min thinking about how this step is going to work. But it was the kind of waiting that was fun because I was not like "awful fuck, not this again".
BUT. And this list is much longer.
What happened to the play time? I went through in about 3 and a half hours, collecting all collectibles (including luminaries). Why? Especially Act 3 was a hell of a lot of fun ( while Act 1 and 2 were too easy) and then everything is suddenly over. What a shame, I could cry.
Talking about luminaries. You need some of them to power certain lights or machines to progress, but you probably don't even need 20% of all of them. Why do they even exist? Force the player to collect more of them and create more puzzles he has to solve. While avoiding repetition, of course. They had a "good hand" of creating a big diversity of puzzles (e.g. the theatre play in Act 2) so I always had the feeling of solving something new.
Another point is the linear level design. While I understand this, I often thought about multiple ways to reach my goal. I'm talking about certain areas where you should have a choice between 2 or 3 puzzles to move on.
I can think of many more small ideas to improve this game (or a sequel), and as I said before, it makes me sad to think of what it could have been. It's a great game, but it seems totally rushed.
How about your biggest missed opportunities when it comes to games, GAF?
The gameplay is absolutely unique (or I just haven't heard of other games using shadows to progress through levels). There were certain areas in the game where I was standing around for like 5-10min thinking about how this step is going to work. But it was the kind of waiting that was fun because I was not like "awful fuck, not this again".
BUT. And this list is much longer.
What happened to the play time? I went through in about 3 and a half hours, collecting all collectibles (including luminaries). Why? Especially Act 3 was a hell of a lot of fun ( while Act 1 and 2 were too easy) and then everything is suddenly over. What a shame, I could cry.
Talking about luminaries. You need some of them to power certain lights or machines to progress, but you probably don't even need 20% of all of them. Why do they even exist? Force the player to collect more of them and create more puzzles he has to solve. While avoiding repetition, of course. They had a "good hand" of creating a big diversity of puzzles (e.g. the theatre play in Act 2) so I always had the feeling of solving something new.
Another point is the linear level design. While I understand this, I often thought about multiple ways to reach my goal. I'm talking about certain areas where you should have a choice between 2 or 3 puzzles to move on.
I can think of many more small ideas to improve this game (or a sequel), and as I said before, it makes me sad to think of what it could have been. It's a great game, but it seems totally rushed.
How about your biggest missed opportunities when it comes to games, GAF?