This is good advice. The same thing happened to me in Year 1 while I was looking for the gate key. Luckily I had saved fairly recently, but it did mean that I had to redo the wheelbarrow puzzle which was annoying. Still enjoying the game though!MrPopo wrote:Warning: save often. The game does not autosave ever, and apparently it has a bit of a soft locking problem. I blasted through year three and was part way through year four and then I soft locked the game; got stuck in an animation trying to trigger a conversation after using an item on a character and the game was unrecoverable.
Together Retro: Grim Fandango
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Re: Together Retro: Grim Fandango
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Re: Together Retro: Grim Fandango
Ok I've played a a bit more and ran into few more of puzzles causing "WTF moments". I don't mind obtuse puzzles all that much as they are part and parcel of this genre; and particularly so in Tim Schaefer adventure games. What I don't enjoy is when the game presents a particularly obtuse puzzle and intentionally adds a red herring on top of it to further obfuscate the puzzle at hand.
The first time this happened I didn't think too much of it. I'll put these in spoilers being as they involve talking about specific puzzle elements within the game.That one wasn't so bad though. Perhaps a bit of an odd choice in terms of design, but well within reason. The second one though I felt was downright frustrating.I'm coming to agree with Popo's comments that the game is good despite it's puzzles rather than strengthened because of them. But make no mistake it is still a good game, and I'm looking forward to seeing where it takes me next.
The first time this happened I didn't think too much of it. I'll put these in spoilers being as they involve talking about specific puzzle elements within the game.
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Re: Together Retro: Grim Fandango
i never thought the forest, "maze," was that obtuse. It took a second, for sure, but I figured it out quite naturally.
the ticket machine though....yeah...that is a horrible puzzle.
the ticket machine though....yeah...that is a horrible puzzle.
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Re: Together Retro: Grim Fandango
You're probably right about that. It didn't take me more than a few minutes to land upon the proper outcome for the forest area, but I definitely went all the way through the tree tunnels 3 or 4 times before hitting upon the correct solution. I kept on planting the sign which would point at one tunnel or another, and I'd head all the way through the tunnel rather than taking a more incremental approach.BogusMeatFactory wrote:i never thought the forest, "maze," was that obtuse. It took a second, for sure, but I figured it out quite naturally.
the ticket machine though....yeah...that is a horrible puzzle.
The ticket machine thing I don't know if i would have solved without outside confirmation that I had the proper inputs. As soon as the ticket guy dismissed the ticket as counterfeit I would have just assumed that my inputs were wrong. OTOH I never realized there were two ticket windows until after solving the puzzle. Maybe the "other ticket window guy" makes an indication of being slow or near sighted or something in previous dialogue. I hadn't talked to him previously.
Re: Together Retro: Grim Fandango
I believe the two ticket counters make it obvious that they're different if you're just talking to them. When I first got to year two I made a pass through everything talking to everybody, so I saw there were two ticket counters; one if you turn right after going up the stairs to that area and one if you turn left.
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Re: Together Retro: Grim Fandango
I'm sure you're probably right. After discovering the second window, it does seem pretty hard to miss. I may have to replay year two at some point so I can hear any of the previous dialogue that I missed. Here's my main question though, because it may have been something that I just missed; is there ever any indication that one ticket window will accept the counterfeit ticket whereas the other one will not? That's the part I found most confounding with that puzzle (well other than interpreting the clues for determining the proper inputs to generate the ticket in the first place).MrPopo wrote:I believe the two ticket counters make it obvious that they're different if you're just talking to them. When I first got to year two I made a pass through everything talking to everybody, so I saw there were two ticket counters; one if you turn right after going up the stairs to that area and one if you turn left.
At any rate I played through year three last night, and I felt that the puzzles were a lot were a lot more manageable once again. So far year two seems to be an anomaly both in the length of the level and in the difficulty of the puzzles (although admittedly it's also probably been the most interesting level thus far).
Re: Together Retro: Grim Fandango
Yeah, once you get past the first puzzle of year 3 (seriously, that thing is what the hell) you're past the hump. As for the ticket thing, as I recall the only dialog I ever got at the first counter was talking about not getting the free thing while the other counter mentioned you could turn in tickets for the photo finish results. I don't remember all the details, but one sounded more useful to me than the other.
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Re: Together Retro: Grim Fandango
Oh dude, YES I almost forgot about that part. I think I probably waited for Chepito to come around at least 5-6 times before I (sort of) got lucky on that one. It wouldn't be half as bad if it didn't take him so looonnnnnng to complete his circuit. The "sea monsters" bit was pretty great though!MrPopo wrote:Yeah, once you get past the first puzzle of year 3 (seriously, that thing is what the hell) you're past the hump.
Re: Together Retro: Grim Fandango
I was actually talking about the escape at the start. Chepito I did one circuit with then figured out the right thing. But yeah, that takes WAY too long.
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Re: Together Retro: Grim Fandango
There's something I've been meaning to mention specifically in regards to the Remastered version of the game. While the gameplay segments of the game have all been remastered and look very nice with crisp edges, it seems like the CGI cutscene movies remain untouched. For any seasoned retro gamer this issue is a trifling thing, and the cutscenes do look good enough, but the fact remains that it's a slightly jarring transition when the game suddenly shifts from nice crisp anti aliased visuals to a grainy CGI cutscene. Definitely not game breaking or anything but definitely noticeable.
Last edited by nullPointer on Mon Nov 09, 2015 3:53 am, edited 1 time in total.