I kinda agree for TLC's second maze. The maze wasn't really complicated, nor the fights insanely difficult, but it had too much fights, making it difficult to concentrate on the maze when you were constantly interupted by countless fights. Plus, not being able to save at any point during the maze didn't really help. But the Castle Brunwald is in my opinion one of the coolest thing ever implemented in an adventure game but I recognize it had flaws. For one, you were not told anywhere that guards would become more suspicious and alerted as the body count increased, leaving you to wonder how they could smell you in a mile radius.
For two, fooling the guards was fun and interesting but tedious, you had absolutly no hints for the conversations that could have removed 1 or 2 dialogue trees. It's roughly 27 possibilities for a single disguise for a single guard if you exclude bribing a guard. And if that wasn't enough, 2 guards couldn't be fooled unless if you collected informations from 3 previous guards, informations which would no longer be available if you fooled the guards in a different way or if they were gone to neverland. So, that's 2 guards which would most likely make you waste your time and alert everyone if you had already knocked 2 guards. And it was impossible to immediatly restore in case of failure, everytime you'd have to knock the guard and go to the nearest room, or voluntary die to access the save/load menu.
The first time I passed thru that part, I remember feeling as baddass as someone who finished an old adventure game back when there had no internet for hints or walkthru and when walking deads were waiting for you at every street corners. It was cool, fun, new and interesting but tedious and badly executed. If it could be well executed, I'd love to see this in more adventure games.
As for the Sequel Police in SQ4, that was a timer issue that only happen when your computer is too fast, it wasn't a badly designed puzzle, just a badly coded one.
If I had to add puzzles to that list, I'd say the ending puzzles of Mystery of the Druids, basically you had 8 stone slabs that needed to be placed in a precise order, but you were only given 2 vague hints and it wasn't your average padlock puzzle where it's easily possible try every possibility. Instead they decided it would be ways better off if every stone slabs needed to be placed in differents rooms. Bad. And if there's one thing that's more annoying than this it's having to look in a walkthru to solve the final puzzle of a game. The best way to spoil the experience and make you feel cheap. Really bad.
Next I'd add dealing with Herman Toothrot in Escape from Monkey Island.
And the cookie recipe puzzle of Still Life. It was an original way to integrate a padlock puzzle (If I can call it like that) and would have been fun if it wasn't for the fact there had no hints anywhere and the only way to solve the puzzle was to ask grandma for her cookie recipe and hope the recipe is similar (good luck) or check a walkthru, which is usually the best way to determine if a puzzle sucks.
For two, fooling the guards was fun and interesting but tedious, you had absolutly no hints for the conversations that could have removed 1 or 2 dialogue trees. It's roughly 27 possibilities for a single disguise for a single guard if you exclude bribing a guard. And if that wasn't enough, 2 guards couldn't be fooled unless if you collected informations from 3 previous guards, informations which would no longer be available if you fooled the guards in a different way or if they were gone to neverland. So, that's 2 guards which would most likely make you waste your time and alert everyone if you had already knocked 2 guards. And it was impossible to immediatly restore in case of failure, everytime you'd have to knock the guard and go to the nearest room, or voluntary die to access the save/load menu.
The first time I passed thru that part, I remember feeling as baddass as someone who finished an old adventure game back when there had no internet for hints or walkthru and when walking deads were waiting for you at every street corners. It was cool, fun, new and interesting but tedious and badly executed. If it could be well executed, I'd love to see this in more adventure games.
As for the Sequel Police in SQ4, that was a timer issue that only happen when your computer is too fast, it wasn't a badly designed puzzle, just a badly coded one.
If I had to add puzzles to that list, I'd say the ending puzzles of Mystery of the Druids, basically you had 8 stone slabs that needed to be placed in a precise order, but you were only given 2 vague hints and it wasn't your average padlock puzzle where it's easily possible try every possibility. Instead they decided it would be ways better off if every stone slabs needed to be placed in differents rooms. Bad. And if there's one thing that's more annoying than this it's having to look in a walkthru to solve the final puzzle of a game. The best way to spoil the experience and make you feel cheap. Really bad.
Next I'd add dealing with Herman Toothrot in Escape from Monkey Island.
And the cookie recipe puzzle of Still Life. It was an original way to integrate a padlock puzzle (If I can call it like that) and would have been fun if it wasn't for the fact there had no hints anywhere and the only way to solve the puzzle was to ask grandma for her cookie recipe and hope the recipe is similar (good luck) or check a walkthru, which is usually the best way to determine if a puzzle sucks.