Mino_Dan wrote: »
The finale was a convoluted mess storywise.
anashastar wrote: »
Either way I await BTTF2 now!!
Mino_Dan wrote: »
Exactly, that must have happened between BTTF3 and BTTF-E1.
Which means that Doc never went to 1931 in the first place...negating the whole videogame series...but then why did have the gift for Marty in the end of the episode?!
PhunkyPhazon wrote: »
So did anyone else stick around after the credits? Does this truly mean what I think it means? If so, I am happy.
If Edna is Biff's stepmom, then that makes Principal Strickland his step-uncle. They didn't say how long Kid and Edna had been married, but this kind of puts Biff's and Prinipal Strick's relationship in the second movie under a different light, doesn't it? (Assuming Kid and Edna were married by 1955)
doodo! wrote: »
Does this mean BTTF 5 will have all MJ Fox again?
forummouse wrote: »
You just made this thread 20% cooler.
On topic, enjoyed everything...except the bunch of Martys at the ending. That was just too bizarre.
dmcman wrote: »
The only real messy part is how Doc wound up with ANOTHER DeLorean. It can't be the duplicate, as Edna had it and pretty much destroyed it when she was stuck in the 1800's. So that leaves Doc creating a second DeLorean aside from already having the duplicate, while he was in 1986 (which is reasonable), or some strange explanation for Doc having found another duplicate in time.
PhunkyPhazon wrote: »
Speaking of Doc's re-appearance, he asks Marty what he was doing in 1931 to begin with, yet at the end when he gives Marty that book, Marty says "So THIS is why you were in 1931" to which Doc says "Yep." So...does Doc remember Episodes 1 and 2 or not?
CasuallyD wrote: »
Maybe he remembers something but he cannot actually have lived it since he disappeared at the beginning of episode 3.
Still I do not like that explanation.
Rileyjo7 wrote: »
Umm am the only person who cant click any thing in the glass house )_)
McSuperfly101 wrote: »
I'm still annoyed about the synopsis saying "Climatic chase through Hill Valley's past, present and future"
And I'm sure I wasn't the only one expecting some kind of "Back to the Future: The Ride" style chase once you'd attached those things to Edna's DeLorean. Instead the game just ends and we get a big cutscene to finish up with.
hibob7 wrote: »
THE REASON WHY BTTF IS SO EASY IS BECAUSE IT NEEDS TO APPEAL TO ALL AUDIENCES, EVEN THOSE WHO ARE NOT ADVENTURE GAMERS.
Mino_Dan wrote: »
With what exactly is the timestream catching up. What happened that would negate this DeLorean out of existence?
Lauren1991 wrote: »
Overall I liked the episode, but
Where the heck was the travelling to the future part?! It said in the description that this was a grand adventure to Hill Valley's past, present and future! I was really hoping we'd get to travel to 2011 or something.
RAnthonyMahan wrote: »
The puzzles were OK. Not as good as Episode 4's, but still better than the hand-holding the first three episodes were. (What was the point to the algae cakes' return, by the way? Giving them to people didn't seem to get a response, although I didn't try everybody. And also the blacksmith sign.) Jogging Edna's memory and the whole saloon puzzle were pretty clever. The environments were great. Loved the Expo, wished there was more of it. (I'm a sucker for all that "future that never was" stuff.)
At the same time, though, there is such a thing as being too faithful. Many times an adaptation/continuation of a franchise is so afraid of deviating from the source that they just throw as much fanservice as they can. This is better than ignoring your source completely, but not by much. I was afraid Telltale would go this route, but fortunately they managed to make things different while still keeping them the same. Marty causes a lot of trouble just by trying to do the right thing. There's actual tension between Doc and Marty, when previously they got along so well it seemed like they were two halves of a single character. And the villain wasn't a Tannen! These are all very different elements from what BttF is known for, and yet it still made sense as part of the series. So I applaud Telltale for that. The whole thing was well-written all around.
The Hint System: Wait, wait, hear me out. Sure, with how easy the game was the hint system was mostly unnecessary, but it was still well done. Think about Telltale's previous hint system (although maybe I shouldn't say "previous" since BttF used it along with the new system). If you were stuck on a puzzle, you had to wait around and do nothing for who-knows-how-long until one of the characters decides to drop a piece of extremely vague dialogue that may not even be useful for you.
The adventure genre was practically dead before Telltale came around, and even now they're the only reason it's not dead. I love adventure games to death, but there's a reason they went away. The gaming industry is constantly changing, and they just stopped being profitable. The best adventure game ever wouldn't sell a quarter as much as a mediocre first-person shooter. As Telltale grows further, they may have to make some difficult choices, and it's possible they already made it. Jurassic Park is a Heavy Rain clone. We don't know what The Walking Dead is, but it's not a point-and-click. I could be wrong (and I hope I am), but Telltale's days of making adventure games might be numbered.
Remember the office in the first two Sam and Max seasons? It was cluttered with so much crap, each of it with a funny response attached. Most of the stuff in the room was pointless (in fact, in quite a few episodes the whole room was pointless), but it was fun. Or all the memorabilia on Stinky's wall in Season 2? I wasted so much time playing 201 just listening to every one of Stinky's bullshit stories. This stuff adds to the atmosphere, makes the setting feel deeper, and gives the game some length so you're not just beating it as soon as possible.
Uneventful Night at the Inventory: Marty's inventory was almost completely superfluous. Most puzzles don't even involve your inventory, and the few that do are pretty...basic, I guess is the word. You use something, then lose it, having quickly fulfilled its purpose. Just about everything in your inventory is a one-use item. Or a zero-use item, as the case may be. I still don't understand the purpose of the picture of George McFly. I thought it'd be like the wedding ring in Tales of Monkey Island, where it sits in your inventory being useless for most of the series then comes into play at the very end. But no. It spends Episode 1 being useless, is used for a puzzle in Episode 2, then goes back to being useless for the rest of the series. Why did we still need to hold onto it after the one time we actually needed it? Anyway, more inventory puzzles would've been nice.
Back to the Future is a very...polarizing game. The lack of interactivity is a huge, huge flaw, yet the writing, the atmosphere, the acting was all just so well done that I'm somehow able to forgive it. I'm not going to call it one of Telltale's best, and it definitely has me afraid about Telltale's other projects, but at the end, I can say it was an enjoyable experience.
Michael J Fox is Canadian wrote: »
Also what doc it is presents an interesting question; the ending is essentially another alternate timeline but this doc remembers the one at the start of the game.
Masta23 wrote: »
1.Which Delorean did Doc arrive in? If it was a past one, this would cause a paradox surely.
2. Why did Doc get the key to the city? Improved relationship with his father? and why couldn't Emmett read the newspaper clipping until that event occured?
3. When did the new Doc arrive from? Considering he has no knowledge why Marty is in 1931, it must have been before episode 1, between the time that Doc got arrested and when he as researching Sylvia?
4. Why did Doc erase? Is it because he was the "first citizen" one and he never existed because he doesn't marry Edna anymore, and the alternate timeline is no more?
5. Why do you think there are 3 future Marty's tracking down Doc? What a cliffhanger.