Quote from: Snarky on Mon 16/06/2008 01:50:49I don't feel particularly good about a thread set up specifically to criticize one particular game, especially one that is a very earnest commercial effort, so hopefully some of those reviewers and other players who think the ending is amazing will show up to defend it.
I agree, and I'm sorry if I put you off buying the game. I didn't mean to do any such thing. I've added a further disclaimer to my original post and some links to less vitriolic reviews. I also hope that other players, or Alkis himself, will step in and hopefully put the ending into proper context.
QuoteThis bit is borrowed, with a twist, from...
I realize, and actually it's quite nicely implemented:
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The fact that she's been poisoned is indicated very subtly in a well written piece of narration at the very very end. A great exit note for an otherwise problematic end sequence.
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QuoteUgh! That writing is... not good. It's not even good English. That weird Len Green dude has been going around arguing with people who complain that the writing is sometimes awkward, demanding examples. Well, here's one for you, right here, Len!
Yeah, I agree its not the finest piece of writing, but adventure games in general could use a lot of script doctoring. Except for the Blackwell games and, on the non-AGS side, the Sam & Max series, snappy dialogue is rare in the adventure genre. Everybody takes forever to convey the simplest of messages in the most unnatural phrasings thinkable (like so). I don't think Diamonds in the Rough is any worse than most current games.
I forgot to mention another thing, which in my opinion could have improved the ending:
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With only one other gameplay task to perform before the talkative end sequence rolls, you cannot proceed before picking up the vial of poison. At this point of the story, you don't know the master plan yet and have no use for the poison. But you cannot trigger the final event without picking it up. Obviously you need to get it at some point, because the game is told in flashback, after Jason took the poison. But it certainly could be done in a less artifical manner. The player is bound NOT to want to pick it up knowing the outcome. Also, the game centers around choice, and how Jason has always chosen what others wanted him to chose, even though it may not be - as he says - the universally right choice. Ultimately he DOES make his own choice, what he feels is the right one, to tell his story to the outside world and to end his life. However, at this point the choice is out of the player's hands. We're watching a cutscene robbing us of the essential choice that is interactivity. Wouldn't it have been a much more powerful moment if you found yourself controlling a griefstricken Jason, nervously pacing his apartment with his proverbial back against the wall - and realizing that the only choice possible was to take the poison?
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