caeska wrote: »
The episode got to be pretty good from 1876 and onwards.
That was a good puzzle in the saloon, with great ambiance. The only thing that drags it down is the awkward camera angles by the window and the fact that you couldn't walk over to the ladder in the narrow walkway behind the bar.
The Delorean chase puzzle was very clever. Again there was good ambiance and like the saloon puzzle there was a degree of suspense we haven't seen too much in these 5 episodes.
But there are many things that unfortunately make it a sub-par product.
First, my thoughts on the puzzles:
The first sequence is in essence just a movie with the only respite being chasing down the accumulator. And there all you do is run after it and climb the lamp post and use timing to grab it. That's not a puzzle, it's not even worth interrupting the collection of cutscenes just to click through that.
Another thing that bugged me is that I was trying to figure out "How to get these tickets so I can get through the turnstyles", and then I get very disappointed when all I had to do was...choose the right dialogue option and she just gives them to you. No unlikely combination of everyday items or unconventional puzzles involved.
Puzzles that are triggered by dialogue or puzzles that have you click on one thing to start an event are generally so by bad design, and there are quite a few of those.
There are a few glitches/bugs in the game as well; I got a glitch in the glass house: I magically teleported from the first to second floor and couldn't get out so I had to reload.
And the hat you have to put on the cactus; I was looking for it and it turned out it was lying on the ground way off the location where Edna placed it. And yet in the little cutscene when Marty picks it up it is in the correct location.
In addition to this there are a ton of invisible walls in the expo hall, very annoying to have to deal with that in addition to the bad camera angles.
Graphics-wise I have to say I'm very disappointed. The lip-synch is bad enough, but the animation of the characters walking and talking is laughable. The animation is so robotic you'd think the game actually was created in 1931. And that's no exaggeration. There is just no effort put into this aspect.
And I also want to poke holes in the actual story line. When Edna took the time machine, she went back and burnt down Hill Valley in 1876, right? And somehow the whole city magically disappears? Look...if Hill Valley was burnt down then there wouldn't be a whole bunch of nothing there, there would actually be ruins. It's impossible for there not to be remnants of the former Hill Valley. You can't erase everything.
And where would people live? You telling me they wouldn't rebuild? Surely there had to be settlements and people at the very least.
And Edna just supposedly goes nuts and abandons a working time machine, never to use it again? Yeah right. I don't think that story line was very well thought out. You sacrificed too much realism for the sake of convenience there, Telltale.
So that's my view. The ending was decent and there were some good moments with puzzles and good dialogue that actually were well designed. But a few good points cannot excuse the majority of the season that has undeniably been a complete failure.
I really hope that Telltale have learned from this and that they are actually clear-headed enough to see their own mistakes and where they went wrong in this endeavor.
I'd say learn from your mistakes and put this game in the past where it belongs now. Take the good aspects and use it to make better games in the future, avoiding the pits you stepped into in this project.
bigreader wrote: »
I liked the episode, but I was wondering, the new Doc seem to be created from this games time manipulation, at first it seemed he didn't remember any of their previous time adventures, but then mentions Clara and the kids that he met in the future?
Also how can multiple different time line versions of the same person all co exist at the same time will that be resolved in a second game?
06farukbaba06 wrote: »
Please make some thing for the glass house walls !! We can not make anything in there. Whatever it is, it will result for it !!
Maybe i have use some wrong words in my sentence. I am sorry about that. I don't know english for perfectly !!
Shadowknight1 wrote: »
I think part of the current consensus on the street of Doc's house not being the same is that Doc was probably considered an outcast in his old timeline because his dad turned against him. Powerful man says that the scientific enterprises of Emmett Lathrop Brown are dangerous and disasters waiting to happen, people start listening. I think that after the Brown mansion burned down, a lot of people probably moved out of that neighborhood, thinking Emmett did something far too dangerous and wanting to get away from it, so the city rezoned part of the neighborhood as business and let Doc keep his land(albeit grudgingly if the attitude behind the estate sale in 1986 was any indication). In the new timeline, Judge Brown supported his son's scientific pursuits, so he was probably more accepted by the community. So, now Doc has neighbors.
That's what I decided to take from it anyways.
Though the real answer is that it's probably cost prohibitive to build an entire street for one scene when you can just drop Doc's garage into the "same" neighborhood as the McFly house.
yoman45135 wrote: »
Ok fair enough but you cant deny that wasnt telltales intentions, they accidently recycled lyon estates.... :P
Shadowknight1 wrote: »
The only thing Doc doesn't seem to remember is all the stuff that happened to Marty during his trip to 1931.
Shadowknight1 wrote: »
Because of the fact that he made Doc's relationship with his father better and improving his overall timeline.
sn939 wrote: »
This Doc apparently never experianced the events of Episodes 1 and 2 and is surprised by Marty's presence in 1931. However, seeing as he remembers what happened at the Expo 55 years ago from his POV, he probably remembers 'Carl Sagan' and figures out that an alternate version of him was involved somehow.
Veganzombie wrote: »
No, I don't think so, I think this Doc would have experienced the events of 1931. Without the event of 1931 in which the Doc was caught and got locked up for the speakeasy fire, nothing else in the game could have happened.
For one thing, if the Doc never went back to 1931 in the first place, then Marty wouldn't have gone back to 1931 to save him in which case, Marty would have never befriended the young Emmett Brown and the Doc couldn't have fixed his relationship with his father.
As far as I'm certain, this is more or less what happened in the final version of event....
1) The event of the movies played out as it did but the Doc never made the connection between Marty and the young man he befriended in 1931.
2) The Doc goes back to 1931 to make a present for Marty but got jailed for the speakeasy fire. Marty to the rescue (events of Ep. 1/2) and befriends a young Emmett Brown.
3) As far as the Doc is concern, after the rescue, everything was fine and he heads back to 1986. He still has not made the connection between the Marty of 1931 and the Marty of 1986 (even through he was right there and told Marty to befriend his younger self!).
This Doc Brown doesn't know the existence of Citizen Brown. As far as he is concern, as a young man, he dated Edna for two months or so, he never went to see Frankenstein and he had a good relationship with his father. The young man he befriended who helped him catch Kid Tannen disappeared for two months only to reappeared on the day of the science fair (events of Ep. 5).
4) Later (in 1986) he accepts the Key to the City and opens the newspaper clipping from 1931 like he promised. Finally the Doc makes the connection and heads back to 1931 to help Marty.
The main problem with this explaination is Marty. As far as this timeline is concern, there is a Marty McFly that exists who landed safe and sound with Doc Brown, in 1986 after the events of Ep 1/2 but because the events of ep. 5 needed to happen in order for this timeline exist at all, this 1986 Marty would have been phase out of existence but we never got to see it on screen (much like the goody two-shoes Marty would have phase out of existence along with the entire Citizen Brown timeline).
The thing I'm unhappy about is it was the stolen DeLorean that got phased out of time and not the Doc Brown's one. The DeLorean that crashed is the same DeLorean that Marty took with him from Ep. 1 so if it's accepted that this Marty, the one we've been playing is the correct version of Marty, then the DeLorean that should be phase out of existence after the crash should have been the one Doc Brown came in on.
Michael J Fox is Canadian wrote: »
The automatic retreival system sends the delorean through time near the end.
MrCyberFreak99 wrote: »
I just restarted and got through the glasshouse.
MusicallyInspired wrote: »
How is it not the same Doc? At the end he gave Marty that McFly History book and mentioned the whole reason he went back to 1931 in the first place was to find more information about his grandmother. So he must remember everything.
Datadog wrote: »
LOVED that ending.
Actually, that ending seemed like something they'd do in a parody of "Back of the Future," but if you guys could actually make a sensible story out of what I just saw in the last two minutes before credits, I'd be behind you 100%.
The rest of the game was really fun and very well done. The closing chase, especially.
My chief complaint is that these last three episodes all feel mismanaged in terms of pacing. Where episode 4 begins is where episode 3 should have ended, and where episode 5 begins is where episode 4 should have ended. I sometimes like cliffhangers, but I much more enjoy the feeling of a complete plot per episode. "Citizen Brown" should have been all 1986, "Double Visions" should have been all 1931 Expo, and "OUTATIME" should have been all chase (and include a trip into the future as the synopsis had been promising for months.)
My other complaint is difficulty blah blah blah linearity blah blah blah - just go back to the old formula already. Opening puzzle, three puzzles, mid-game puzzle, three puzzles, ending puzzle. It was formulaic but it felt so much more rewarding. Want it back now.
Third complaint: do serious beta-testing next time. The fact that doing the "Dirt on Edna" puzzle first can break the game in the glass house was ridiculous. Especially since Edna's puzzle can be easily solved first.
End of complaints:
You people did an amazing job of recapturing the magic of "Back to the Future." All the twists, turns, and awkward reveals are there, and you even eventually escaped the fan-service long enough to bring some new elements into the franchise.
The music was exceptionally good this time around. Something about it felt familiar, yet new. Maybe it was new music, or maybe it was just put into a new context. Either way, I felt something listening to it.
The voice acting was fantastic as usual. Michael J Fox was an awesome addition to the episode. Somehow after waiting two months, I found myself particularly attached to these characters. Within the first couple minutes, I was already excited to see what Artie was up to this time (he was sitting behind a table. Good for him!)
Beautiful work on the cinematics. The composition, the placement, the direction - I can see where all the real work went into.
If I could request anything for a later "Back to the Future" game that I was really hoping for from Telltale, it's this: I want to use time travel to solve puzzles. Just like in "Day of the Tentacle" or "ChronoTrigger," give me multiple time periods that I can jump back and forth to so I can play with the space-time continuum. Hopefully this will become more feasible in the second season.