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#8 | |
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Playing character
Last Online: 11-03-2017 01:10 AM
Join Date: Oct 2005
Location: Netherlands
Posts: 7,472
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#9 |
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Senior Member
Last Online: 10-10-2010 02:32 PM
Join Date: Nov 2003
Location: near Yosemite in California
Posts: 245
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I certainly did. And I liked the pictures of the locale, too. I remember the days of Sierra and Lucasarts with their newsletters and that sense of the companies being accessible, and your article did evoke those memories, as well as personalize the people and the company of White Birds.
Very cool you got to visit them, and I'll look forward to the rest of the article. ![]() |
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#10 |
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Senior Member
Last Online: 11-23-2010 10:30 AM
Join Date: Mar 2005
Posts: 153
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Indeed, enjoyable read. Michel Bams has a good way of explaining things with simple comparisons. The message that came across though was not that optimistic.
There are a couple of things i could disagree on though. I'm still wowed by adventure graphics, when done right. In fact, i was wowed by the graphics (and atmosphere) in Paradise for example. However, White Birds should realise that Paradise was in fact a step backwards from the Syberia series, which were released years before. Also taking into account that it had so many bugs, i honestly don't think that they should be surprised about low sales. However, if the bad quality comes from the lack of funds, then in the end, he is right again. And then they are indeed in a vicious circle. I'm looking forward to the next articles and i'm extremely curious if they got it right with their new game, Sinking Island. |
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#11 |
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Senior Member
Last Online: 05-19-2012 09:36 AM
Join Date: Aug 2004
Location: Germany
Posts: 726
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Yeah.
Personally, I was turned off by Paradise because I read everywhere about these many bugs. And I'm not sure if the most are fixed now. Not long ago I read on this forum I think that the main character simply disappeared and didn't come back! I mean, at least I want to be sure that I am certainly able to finish the game.... But I liked the articles. On adventure-treff.de was also one about Deck 13, makers of Ankh and Jack Keane. They also seemed like very nice people which have fun doing what they want (and having success with it). Nice to get this insight. |
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#12 |
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Super Moderator
Last Online: 05-19-2012 11:09 AM
Join Date: Nov 2004
Location: Ohio
Posts: 8,907
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I'm not sure where you're at but it was recently released in the UK and that game has most likely been patched. If you buy a North American version, there are 2 patches for it:
Patch v1.1 Patch v1.1.3 I don't know if the v1.1.3 covers the v1.1. |
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#14 |
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Senior Member
Last Online: 09-06-2015 07:34 PM
Join Date: Sep 2003
Posts: 310
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I played the first Syberia game and found it to be dull and tedious. The companies other games appear to follow in the same suit and I've yet to see any evidence to the contrary.
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#15 |
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Grue Master
Last Online: 05-12-2012 04:50 PM
Join Date: Dec 2006
Location: GreyFuss Castle
Posts: 237
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Like Marion I also have enjoyed the first to parts of the White Birds article. Very well written and I am anxiously waiting for part 3.
Thank you
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"Don't Hate Me Because I am Beautiful....There Are Many Other Reasons. " http://home.earthlink.net/~greyfuss/ |
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#16 | |
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Playing character
Last Online: 11-03-2017 01:10 AM
Join Date: Oct 2005
Location: Netherlands
Posts: 7,472
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![]() I sure hope White Birds take the comments about Paradise to heart. They have all that is necessary to make great games, and the things we read in the first two articles about them look very promising. I hope customers will still buy their games and make them a great player in the adventure scene. |
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#17 |
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Grue Master
Last Online: 05-12-2012 04:50 PM
Join Date: Dec 2006
Location: GreyFuss Castle
Posts: 237
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I am one that experienced absolutely no problems with Paradise and thoroughly enjoyed the game. The story was interesting and it wasn't until about a week after I finished that the ending which left me with my mouth open became more interesting.
Spoiler: Good job White Bird and please continue with trying new ways to tell the story why we are playing.
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#18 |
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Dungeon Master
Last Online: 05-04-2022 02:33 PM
Join Date: Nov 2003
Location: Poland
Posts: 4,152
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The articles were a fascinating read; thanks.
I am impressed by the developers' ambitions... and at the same time slightly disillusioned. It seems like while they are good sports about the less-than-stellar reception Paradise got, they (or at least Michel Bams) don't seem to grasp that the criticism wasn't aimed (only) at the story. Also, on the one hand they acknowledge that "as far as adventure games are concerned, conservatism doesn't pay", but on the other -- again, why apply this only to the story? I mean, not wanting to parrot LucasArts- and Cyan-style puzzles is fine, but if all you introduce in their stead is the equivalent of "page turning", you are playing it safe, and thus being conservative.That said, I feel and hope Sinking Island will be a new chapter for White Birds, if only because a detective story should provide gameplay tasks more naturally. And the idea of constantly-shrinking-playing-area definitely has an awesome potential. I am anxiously awaiting the preview. (The second Jack Norm game also piqued my interest, as would everything that mentions "Elizabethan theatre". )PS. The link at the bottom of Part One leads back to Part One.
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What's happening? Wh... Where am I? |
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#19 | ||||
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Senior Member
Last Online: 06-02-2019 07:15 AM
Join Date: Aug 2005
Location: Santa Barbara, CA
Posts: 3,038
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What makes White Birds different from other companies is that, usually, game designers have a strong gaming background, and gameplay comes first in their mind, or at least it's always somewhere in their mind when evolving the story. I don't think it's the case with Sokal (though the other people seem to have a much stronger gaming background; Bams seems to have played just about every game in every genre released in the last 20 years). What seems to have happened with Syberia/Paradise is that he wrote a story, and then they had to find a way to graft gameplay on it. And there's no reason why that should work well. Certain stories are naturally suited to adventure games (detective stories, McGyver-like characters, etc.), just like certain stories are naturally suited to other genres, but I don't believe for one moment that gameplay can be grafted on just any story successfully. While I do believe that some interactivity can be an interesting narrative device when telling Paradise's story, I think gameplay (any sort of gameplay) is completely alien to it. And, to be completely honest, I've yet to be convinced that it can be done with Nikopol. Quote:
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#20 |
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Playing character
Last Online: 11-03-2017 01:10 AM
Join Date: Oct 2005
Location: Netherlands
Posts: 7,472
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I just read the third installment of the series. These people are ver, very ambitious! If even half of what they want to do gets to market we're in for some real treats. O yummie, my nerdy heart beats faster when I think about the game engine that runs on all platforms they talked about. Hopefully this engine will be used to make more games for the Mac too!
The articles were all very interesting and gave us a good insight into what drives the people at White Birds and what they are working on. Kudos to Johann Walter for writing these fine articles, and all the best and good luck to White Birds! |
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