![]() ![]() How would you assume you get a group of blue collar workers to let you past? Well, you have to go speak to the angsty goth looking people in a bar a few screens away, trade them something so that they give you what is effectively the communist manifesto, and then you can give that to the bees, which starts a labour revolution and causes them to move. Unfortunately, some blue collar worker bees are blocking your path. I don't remember the specifics of every puzzle so I might be mistaken on some details, but I remember one example where you had to get into some place at the docks. Often I felt like 'man, I'd have never figured that one out'. I got satisfaction from the puzzles I solved, and even those I didn't, I tended to find the solutions interesting. I'd try and figure stuff out on my own, but I wouldn't beat my head against a wall if I couldn't figure something out after 5 or 10 minutes. I cheated to get through the game, and used a guide whenever I found myself stuck. The thing is I don't really appreciate the puzzles in these games, and Grim Fandango I also found quite obtuse a good portion of the time. It's the only P&C I've ever really enjoyed. This is something so many modern adventure games misses. As said in OP, the game in Year 2 starts giving you several objectives and puzzles at once, to avoid having you just go through a linear sequence, and gives you reason to explore.Your inventory is kept to a minimum, and is regularly cleared out of old redudant items when you reach certain goals. ![]() The game avoids red herrings in your inventory.That's definitely the feeling I have so far in my replay now. You're objectives are for the most of the time very clear.Second, some parts where the controls becomes focus, like the Petrified Forest, are bad. Well, my take, also being someone who has played all older LucasArts games, since The Secret of Monkey Island back on the Amiga 500.įirst and foremost, most of the praise, almost all of it, that the game gets is for other things then the puzzles.
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