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A masterclass in storytelling!

Moebius, a fantastically written point-and-click adventure from Jane Jensen, the creator of Gabriel Knight and Grey Matter, now available 60% off. That's only $11.99 for the next 24 hours.

You are Malachi Rector, an expert in antiques with a rather unique ability to transform people and clues into puzzles using your extraordinary perceptive skills and photographic memory. You are also a bit of a bastard, with a predilection for snide remarks and cynical humor. The riveting story will take you round the world and back as you uncover the bits and pieces of a dangerous theory that might change the way we think about space and time. With plenty of electrifying moments, unforgettable characters, and an original soundtrack (available both in high-quality MP3 and FLAC format) Moebius will reignite your passion for story-centric adventuring.

If you crave engaging characters and a gripping story, that will suck you in right up to the very end, grab Moebius for $11.99 on GOG.com. The offer lasts until Thursday, September 4, at 9:59AM GMT.
Huh... I had this high on my list of "Getting into Adventure Games" in the "Detective" category... thought it looked beautiful and loved the idea that some of the screenshots portrayed - pouring over case files, checking out suspects and crime scenes, piecing together clues etc.

But after reading a lot of the comments in this thread, plus hearing about some of the critical ratings (51 on metacritic was it?) I think I might wait for an insomnia drop, if at all.

*edit* LOL just took a look at the screenshots up for the game since the site redesign... looks more like a club simulator than the screenies I remember seeing before! ;)
Post edited September 03, 2014 by Ixamyakxim
Sorry for the off-topic post, but could some of you guys please check the last screenshot on the game page (the one that shows a sort of "personality puzzle")? I get a really weird flickering effect when that screenshot is displayed in the preview window.

edit: Actually, strike that: I get a weird flickering effect on ALL the screenshot previews once I click on the next batch of screenshots.
Post edited September 03, 2014 by fronzelneekburm
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Shambhala: So... how is it?
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Erich_Zann: [Biased highly disappointed backer opinion incoming :]

It's a puzzle-less piece of shit, on the level of Broken Age when it comes to actual gameplay.
During the kickstarter, Jane Jensen talked about doing two difficulty modes, a "casual" one and a "Sierra" one. Guess which one was left in the planning room (if it even existed there in the first place) due to the minimal budget.
I finished the game recently and found it to be a pretty good adventure game.

It's true that the game is not difficult, but I don't agree that it's on the same level as Broken Age. In fact, as opposed to Broken Age where I had the sensation of just clicking myself through the game and the game just sort of advances without even having to stop and think, I'd say Moebius has a lot of puzzles which, granted, are easy, and the game probably offers too many clues to solve them, but at least they made me stop and think what I was doing.
Another point&click... Not being my genre i'll pass this up.
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fronzelneekburm: Sorry for the off-topic post, but could some of you guys please check the last screenshot on the game page (the one that shows a sort of "personality puzzle")? I get a really weird flickering effect when that screenshot is displayed in the preview window.

edit: Actually, strike that: I get a weird flickering effect on ALL the screenshot previews once I click on the next batch of screenshots.
Yeah, I've seen flickering in a lot of places now. Sometimes in the thumbnails, sometimes in the larger images. For me, it seems to be related to the position of the thumbnail scroller.
http://www.gog.com/forum/general/gog_known_issues_wiki_page/post36
Meh, $12 is too steep for my wallet...waiting for a true Gem promo price on this one...

~the pink is just to celebrate the Schnuff return and in no way reflects my acceptance of the GREY GOG ;-p~
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foxtrix: I finished the game recently and found it to be a pretty good adventure game.

It's true that the game is not difficult, but I don't agree that it's on the same level as Broken Age. In fact, as opposed to Broken Age where I had the sensation of just clicking myself through the game and the game just sort of advances without even having to stop and think, I'd say Moebius has a lot of puzzles which, granted, are easy, and the game probably offers too many clues to solve them, but at least they made me stop and think what I was doing.
The only time I had to stop somewhat were a couple of the historical comparisons things, since some of them were nonsensical (as in, more than one solution was correct when taking the game's clues in account) and required pure guesswork/trial&error.
The rest was clicking through, and backtracking when I couldn't click through anymore, because that meant something just became usable elsewhere.

[rant]
An adventure game using the "I don't need to pick that up yet" tactic (for the sake of what ? "Story progression" ? Realism ? Pissing me off ?) just calls for fire&brimstone.
That's what we got for abandoning pixelated 2D where everything was clickable & invoked a written description : backgrounds with barely three mutating clickable spots and backtracking for the hell of it instead of glorious inventories the size of landfills and head-scratching while prowling through increasingly insane objects combinations the longer one got stuck, with interaction possibilites that mitigated any brute-force approach. When you have three objects in your inventory and the currently accessible world is two screens with three hotspots each, there can be no thinking involved for more than thirty seconds.
But I guess that as long "story-oriented gamers" get their money's worth, all's fine in the world.
[/rant]

Luckily there are still a number of quality point&clicks being made. I'm just sad that it's one of the ancient ones that was responsible for this abortion. Maybe the Space Quest guys on the other hand will deliver another Space Quest 5 ?
Post edited September 04, 2014 by Erich_Zann
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Shambhala: So... how is it?
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fronzelneekburm: I liked it a great deal! If you can get past the technical shortcomings (the animations are horrid), it's a lot of fun. I'd say it's worth the $12 if you're really into point&clicks, otherwise maybe wait for a steeper discount.

And by the way, the OST being included is a BIG plus in this! It's really good stuff! (Not that I'd expect anything else from Robert Holmes)
He kinda has that "haters gonna hate" type of walk, lol.
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Erich_Zann: An adventure game using the "I don't need to pick that up yet" tactic (for the sake of what ? "Story progression" ? Realism ? Pissing me off ?) just calls for fire&brimstone.
Blame it on the dumbfuck backers. This "feature" wasn't in the earlier builds of the game and some people on the backers-only-forum explicitly asked for this to be implemented

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Erich_Zann: Maybe the Space Quest guys on the other hand will deliver another Space Quest 5 ?
Wouldn't count on it. They released an early prototype a year and a half ago, and that was fucking horrid. Shitty, non-responsive swipe controls (Yes, apparently this game is being designed primarily with tablets in mind), the majority of the puzzles is designed around said shitty, non-responsive swipe controls, underwhelming art, terribad writing, buggy as all hell,... The music was great and the animations were better than the ones in Moebius, so at least it had that going for it.

Keep in mind that this was a very early, pre-alpha prototype build, so they may as well have made something worthwhile out of it. But if the writing/art/puzzles from the prototype are any indication of the level of quality you can expect from SpaceVenture, it will be an awful, boring mess when it is released - that is, IF it is ever released.
Post edited September 04, 2014 by fronzelneekburm
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Erich_Zann: backgrounds with barely three mutating clickable spots
Kinda funny how Adrian Chmielarz, the Ethan Carter guy, criticized the game, bringing it up as an example of what's wrong with the genre, for the exact opposite of what you're saying (among other things): being too reliant on traditional, obtuse mechanics ("second guessing") and <i>too many</i> hot-spots.
Of course he'd just played the first 7 minutes (so I gather there are fewer of them later on?), and is an "interactive experience" convert, so I guess his perception is pretty far off from a traditional adventure game fan these days.

Despite being a backer, I still haven't played the game, so won't comment either way, apart from Malachi's model and animation being indeed horrid. I never really complain about the technical/graphical side of a game, as long as it's serviceable I'm fine, but this was one of the very few instances where it's actually distracting. Which is even more annoying that backers had been pointing out how distracting it is during development; they had fixed it up a bit in the following chapters apparently, so it's not that bad later on as in that video linked to earlier, but for some reason they couldn't do the same for the initial chapters.
Post edited September 04, 2014 by MoP
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fronzelneekburm: Blame it on the dumbfuck backers. This "feature" wasn't in the earlier builds of the game and some people on the backers-only-forum explicitly asked for this to be implemented
I backed this, but I never check all this in-progress stuff, and I wish the designers didn't either. Either they know what game they want to make, or they shouldn't make a game in the first place.
So the blame is to be put equally on dumbfuck backers as you put it, and on Jane Jensen for caving in to idiotic demands from outsiders.

How I hate this mentality that because you backed/preordered/are interested in the game, you somehow have a right to influence the development of the thing. Feedback should be taken in account, if at all, after the thing is done and infused in the next thing...
Do writers get plot change suggestions from their readers as well, or are only gamers this stupid ?

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fronzelneekburm: [Not pretty picture of SpaceVenture]
Ouch.
Well, I never was a fan of Space Quest anyway, but lame comebacks - which is quite the norm now that I think of it - are always sad.

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MoP: Kinda funny how Adrian Chmielarz, the Ethan Carter guy, criticized the game, bringing it up as an example of what's wrong with the genre, for the exact opposite of what you're saying (among other things): being too reliant on traditional, obtuse mechanics ("second guessing") and too many hot-spots.
Of course he'd just played the first 7 minutes (so I gather there are fewer of them later on?), and is an "interactive experience" convert, so I guess his perception is pretty far off from a traditional adventure game fan these days.
I just read the part about the hotspots : he doesn't so much complain about their number than about the fact that not only are most of them "useless" and that the descriptions are badly written.
The second complain I agree with - mediocre writing is even worse than bad, bad can be hilarious - the first is inane : if you only keep "useful" hotspots, you end precisely with Broken Age, a click-through barely-interactive "experience". Might as well do a movie right away.

And his part about second-guessing is precisely why we need everything in a scene to be interactive, because only then can you be free of second-guessing : if everything is interactive, then everything can be useful, and you can start thinking on the game's internal logic's term. You should be able to look at everything on the screen, pick up everything your character can reasonably carry, fiddle with everything that's fiddle-able, and solve obstacles in an organic way. That's an ideal view of it, but I think the older games were closer to this than the new cinematic interactive experience bullshit.
But then this guy would probably scream for an overabundance of red herrings.
He effectively calls for only the useful stuff to be interactive, but the result of this is just easier second-guessing.
Post edited September 04, 2014 by Erich_Zann
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MoP: being too reliant on traditional, obtuse mechanics
Clearly, in these enlightened times "Press X to win" is the way to go!

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MoP: Adrian Chmielarz, the Ethan Carter guy, criticized the game
Thanks for that info! I was kind of on the fence about that pre-order.
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fronzelneekburm: Thanks for that info! I was kind of on the fence about that pre-order.
Pro-tip : when a game is advertised as "story-driven" nowadays, there's a good chance it's code for "I want to be a movie,
be a movie soon, I want to be a movie, be a movie too !"
Post edited September 04, 2014 by Erich_Zann
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Erich_Zann: Do writers get plot change suggestions from their readers as well, or are only gamers this stupid ?
George Martin, for quite a while, having been convinced by the pedo nutcase Marion Zimmer Bradley that if a fan guesses your plot, they can claim copyright on your work. That's why A Game of Thrones was taking so much time to write - he was constantly changing stuff to be one step ahead of the fans. Seriously, it's on his blog.

edit:
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MoP: Kinda funny how Adrian Chmielarz, the Ethan Carter guy, criticized the game
Thank you for the info. I'm continuously broke, but preorder exclusives made me buy it (it's arm-twisting, but it works), and now I feel way better. I just hope the guy follows up in his design work on what he says as a critic.
Post edited September 04, 2014 by Starmaker
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fronzelneekburm: Wouldn't count on it. They released an early prototype a year and a half ago, and that was fucking horrid. Shitty, non-responsive swipe controls (Yes, apparently this game is being designed primarily with tablets in mind), the majority of the puzzles is designed around said shitty, non-responsive swipe controls, underwhelming art, terribad writing, buggy as all hell,... The music was great and the animations were better than the ones in Moebius, so at least it had that going for it.

Keep in mind that this was a very early, pre-alpha prototype build, so they may as well have made something worthwhile out of it. But if the writing/art/puzzles from the prototype are any indication of the level of quality you can expect from SpaceVenture, it will be an awful, boring mess when it is released - that is, IF it is ever released.
The SpaceVenture alpha proto demo didn't really have any writing at all, so I wouldn't call the writing terrible, more like not there. And the guys did admit, that they didn't really have that much of writing back then and that their progress to date hasn't been as fast as they'd hope.

I still do hope that they'll manage to deliver something, as what they've shown does look better than what Moebius was. But even they've admitted, that they don't yet know when the game will be ready. Only thing they've said about it is, that it MIGHT come out some time next year.


And they appatently have redesigned the UI after the feedback they got from the alpha demo, so that's something at least.
Post edited September 04, 2014 by tomimt