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I'm an old school adventure gamer with a lot of classic Sierra and Lucasfilm games under my belt.
However as hard as I try many of the puzzles in the Feeble Files make no sense to me, and often I can only progress by looking up the solutions in walkthroughs.
Is it just me and am I losing my edge or is this game just too non-sensical?
It has a great sense of humour though!
N o it's not just you, it can be a bit daft from time to time, I've resorted to looking up some things as well.
Still worth it though for the storyline and humor. I'm surprised I let this game pass me by when it came out..
Yep, would agree with you on the puzzle difficulty as indicated in my review. Feel I should make a little adjustment to my comments though: I think the main problem with the more irritating puzzles in this game is that even when they make logical sense, this is usually dependant upon you being led to the solution by a clue which is too obscure - and I don't mean info in the encyclopaedia.
One of the signs of an inexpertly planned game is that it's too hard for the wrong reasons - which makes this an odd one, because the puzzles in the first two Simon games are exactly right.
I concur. A lot of the puzzles seem arbitrarily hard.
One of the signs of an inexpertly planned game is that it's too hard for the wrong reasons.
I'd phrase this differently; one of the signs of an inexpertly planned adventure game is that it doesn't make you think of the solution. For instance, I remember on part of the game I went through towards the end when I thought to myself "You know, this puzzle could be solved easily if my Warbot fired a missile at the problem." However, you're never allowed to do any such thing, even when it would make a lot more sense to do that than to do what Feeble actually does. Seriously. Locked door? Blow it up! Guards blocking the way? Shoot/stun them! Object out of reach? Try to shake it down with concussive blasts! Why are you provided with a warbot when you can never use it for anything?
I hold up Grim Fandango as the gold standard for what an adventure game should be like. Now THERE was a game that let you cause plenty of random havoc... and it was sensible havoc too, which was generally fairly clear to the player!
...Maybe I should be playing shooter games instead.
Well, I think a good adventure game does have logical puzzles. When I'm stuck at a puzzle for an hour and decide to use a walkthrough then I should be thinking "Of course, why didn't I think of that myself? It's so obvious." And I should not be thinking "How in heavens name was I supposed to find this solution?". Too many of the second moments and it's no longer any fun, more frustration.
The feeble files is on my list to play, haven't checked out those puzzles.
Yeah that sums it up pretty well. As a rule of thumb, using a walkthrough for an adventure game should never make you feel like you actually needed to use it, that you couldn't have feasibly figured it out for yourself with a bit of patience.
On the other hand... Discworld 1 is a brilliant adventure game, with some of the most insanely obscure puzzles in the whole genre. What should you put in someone's mouth to stop them snoring? A frog, of course! How do you get rid of someone standing under a lamppost? Why, simply travel back in time to the previous evening and release a butterfly under the same lamppost! The flapping of its wings will create a thunderstorm over the person's head the next day, obviously, and they'll go away. Simple, really.
Post edited June 09, 2009 by al_cross
Decent game.. But I can't say that I disagree with anyone's point they have made here.
And Discworld 1.. That'd be a gem on GOG. lol. Everytime someone brings up a really awesome game from the past I end up wishing it was on here.
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gsmturing: I'm an old school adventure gamer with a lot of classic Sierra and Lucasfilm games under my belt.
However as hard as I try many of the puzzles in the Feeble Files make no sense to me, and often I can only progress by looking up the solutions in walkthroughs.

Is it just me and am I losing my edge or is this game just too non-sensical?

It has a great sense of humour though!
I agree completely. I like the the game and all, but I just can't make any sense of the puzzles. I have to use a walkthrough as well, there's no clear instruction on what to do next. I'm stuck on making the life-sized replica of Feeble. When I try to put on the prison uniform, I'm supposed to "blow it up first." I tried going back to the lab, it's blocked. I try the air supply, "he's already got enough air." I even tried the single-action to try to blow it up, and that didn't work. This doesn't make any sense! The walkthrough didn't say anything about that.
Never mind, I had to "fix the space hopper" and blow IT up. How was I supposed to think of all this myself?
Post edited August 17, 2012 by spamdude1992
I agree with everyone that the Feeble Files has some really frustrating and even unfair puzzles, but it also has plenty of challenging but fair puzzles. I don't know why they decided to make the game harder, because all 3 Simon games had good difficulty level. Those games gave decent challenge without the frustration. But nevertheless I liked this game even with all it's faults, although not as much as I liked Simon games.
I'll echo the sentiment of the others before me and say it's a good game that's not necessarily let down by the obscurity of the solutions to puzzles but certainly hindered by them. The story and the writing certainly make up for those annoyances though, but only just.
Post edited May 06, 2016 by Xandrosa
There must be something wrong with me... I bought this game on CD long time ago, with terrible Polish translation (for example 'jumper' wasn't translated as 'blouse' but as 'one that jumps') and reached as far as the gaming saloon (where I got stuck not because I didn't know what to do, but because of how frustrating it was). Some puzzles were stupid, but that happened in almost all adventure games of the old days :)