It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
One of the cheesiest things I think games do is try to work tutorial information into dialogue. It's right on par with movies made from video games working in mechanics from the game.

Um... discuss.
The game doesn't have options to turn off tutorial?
The way Outcast introduces the ability to save is a bit silly, your character is given a crystal named something like "Gamsav" and you're told it has magical abilities such as saving your spirit whenever you use it, some mumbo jumbo like that.
avatar
NoNewTaleToTell: The way Outcast introduces the ability to save is a bit silly, your character is given a crystal named something like "Gamsav" and you're told it has magical abilities such as saving your spirit whenever you use it, some mumbo jumbo like that.
I think it's the charm of outcast : most of it is mumbo jumbo that ultimately makes sense.

I usually like tutorials to be a packed mini level with a lot of freedom. I like myth 2 tutorial because it is a nice sandbox, and the first level is advice heavy. What I can't bear are unskipable cinematics or forced practice on obvious things ("shoot 50 targets with your gun and proceed to the next step", "use WASD to scroll the camera : DO IT NOW !")

Now, a well integrated tutorial .... I remember E.Y.E Cybermancy to have a varied first level, with barebone explanations, and the possibility to go in the menu watch video tutorials on multiple aspects of the game. The result doesn't feel pushed down the throat as you can pick what level of information you need.

Edit : Misteryo, how is your stress level btw ? are "things" going as planned ? :-)
Post edited May 30, 2015 by Potzato
The funniest fourth-wall-breaking tutorial I've encountered was in Lionheart. You start in a jail and a spirit ghost thing appears and give you that start-of-game story setup. She's voiced by Jennifer Hale and she's doing her British accent as the ghost. Then partway through the text she's voicing, there's tutorial text in parentheses, and without a beat she reads that part in her normal voice. It makes it so obvious that she's just a voice actor (rather than the character) and is so immersion breaking that's it's funny. Your spooky ghost guardian character going "you're the chosen one and you must escape from this prison! (Also, click on this key then put your cursor over the door to open it)".
avatar
misteryo: One of the cheesiest things I think games do is try to work tutorial information into dialogue. It's right on par with movies made from video games working in mechanics from the game.

Um... discuss.
idk, I don't mind it so much. Did you have a game in mind? The only types of tutorials I've encountered were the very dry and basic ones which didn't contribute except giving you practice using the controls; one that took on a serious tone as if this was part of the game (such as basic training missions in Medal of Honor); and the ones that don't take themselves seriously. Adds levity and perhaps some cheese!
avatar
NoNewTaleToTell: The way Outcast introduces the ability to save is a bit silly, your character is given a crystal named something like "Gamsav" and you're told it has magical abilities such as saving your spirit whenever you use it, some mumbo jumbo like that.
avatar
Potzato: I think it's the charm of outcast : most of it is mumbo jumbo that ultimately makes sense.

I usually like tutorials to be a packed mini level with a lot of freedom. I like myth 2 tutorial because it is a nice sandbox, and the first level is advice heavy. What I can't bear are unskipable cinematics or forced practice on obvious things ("shoot 50 targets with your gun and proceed to the next step", "use WASD to scroll the camera : DO IT NOW !")

Now, a well integrated tutorial .... I remember E.Y.E Cybermancy to have a varied first level, with barebone explanations, and the possibility to go in the menu watch video tutorials on multiple aspects of the game. The result doesn't feel pushed down the throat as you can pick what level of information you need.

Edit : Misteryo, how is your stress level btw ? are "things" going as planned ? :-)
Yeah, I thought it was kinda cool (if a bit silly with the name) in Outcast.

Good call on the E.Y.E. Cybermancy tutorial, it's short, gives extremely little explanation beyond the very basics of the basic, but I liked it. It feels like the game said "here is the very basic core of the gameplay, now experiment and learn the rest of it yourself", sort of like how they did the lore and story.
Post edited May 30, 2015 by NoNewTaleToTell
avatar
NoNewTaleToTell: Good call on the E.Y.E. Cybermancy tutorial, it's short, gives extremely explanation beyond the very basics of the basic, but I liked it. It feels like the game said "here is the very basic core of the gameplay, now experiment and learn the rest of it yourself", sort of like how they did the lore and story.
(I secretly hope all the Streumon Studio behind this game was kidnapped to be made to work on Cyberpunk 2077)