Quick background for anyone who hasn't been reading GameCola's rabid fanboy news articles over the last several weeks: Telltale Games, the people behind the most recent Sam & Max and Monkey Island games, began releasing a point-and-click Back to the Future adventure game that effectively plays out like Back to the Future: Part 4: The Interactive TV Show. Five self-contained episodes, a new one released every month, which form a complete story.
Two, the game truly felt like a movie where I had some sway over how things happened. I normally gripe about games that are too cutscene-heavy, but this isn't your average licensed game--this the next installment in the Back to the Future story, told through the video game medium. There's not an absurd amount of exploration--the game offers a limited number of locations to visit, and breaks areas down into linear sections where you can't really run around in all directions. You've got a handful of inventory items, almost all of which are very clearly not going to be helpful except where it's very obvious you need an item.
Instead of feeling restricting, these limitations keep the story moving along. Enough of the challenges are sufficient enough to appease veteran gamers, but a well-designed incremental in-game hint system keeps less-puzzle-minded adventurers from getting hopelessly stuck. There are other games with more brain-bendingly clever puzzles, but I wouldn't hesitate to say that BTTF:TG's first episode contains the most consistently coherent puzzles of any adventure game I've played, and that is a satisfying thing indeed.
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Name virtually any new game I've played over the past...oh...three years, and I can guarantee you that even the absolute most fun ones in the bunch had frequent stopping points where I'd say, "Alright, enough of that; time for something else." Not so with BTTF. I only stopped playing to give myself time to cogitate over the next solution, and to go to sleep at a halfway reasonable hour, after having stayed up more than half an hour later than anticipated.
The last time I was so eager to continue playing a game was in my senior year of college, when I replayed Star Wars: Knights of the Old Republic. I wanted to know what happened next. I wanted to try out more solutions and hear more dialogue options. I wanted to keep enjoying the fun. No stupid gimmicks, no grinding for XP, no excessive backtracking, no nothing. Nothing to put a dent in my enjoyment of an otherwise terrific game. Plain ol' fun. Where has that gone?
Whoa, this not-filler post turned into a real review.
I like the thought of having to wait for the next installment. If the next episode is even half as fun, it'll be worth stretching out the experience over a few months so I can savor a flat-out fun video game.
2 comments:
It's a great game, to be sure, but I'm still not sold on the idea of episodic gaming. My cynical side can't give up on the idea that they're just splitting up a normal game into multiple parts for financial purposes.
It's sort of like taking a Shakespeare play and releasing each act separately. Why?
I can't say I disagree. Telltale obviously has enough going on that they could get away with releasing one big game every few months, and still be profitable, but I don't think adventure gaming works as well for this format.
If we were truly doing episodes, which may or may not have anything to do with the previous installment, and could run indefinitely instead of for exactly five episodes every time, then maybe it wouldn't seem so odd.
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