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Just thoughts about Tim Shafer

Tim Schafer is a rather eminent name in the gaming industry. A veteran who, from recognized hits, went to his own studio with his projects. Games under his name and his Double Fine studio have always stood out against the general background, but for some reason rarely when they paid off. It is difficult to say why, like the game is hearing in the news feed, and they get there not because of PR, but because they stand out on their own. But still they do not bring huge profits and do not cause loud glory among a wide audience.

What’s the matter. Before Double Fine, Tim Schafer worked at Lucasarts Entertainment. Thanks to the competent publisher, almost all the games in the development of which he participated, entered the Golden Fund of the Game Industry. Then Tim Schafer founded his own studio, and here the problems began.

Psychonafts gathered high grades in the press, praise of critics and the love of players, but did not bring money. Then Brutal Legend came out with an interesting setting, but with a rather boring open worldwide world, in which the plot was quite mediocre. Brutal Legend was released in 2009, in seven years his studio had already filled additional cones. The studio managed to get the developers of the eminent Ron Gilbert, responsible for The Monkey Island, for the development of The Cave, but for some reason the game came out boring, but with its highlight. The game Spacebase DF-9 gathered a bunch of negativity around the studio, since at one point the studio said: “We are tired of doing it, let the modders finish it”. The Broken Age quest with a wonderful setting, but with casual puzzles for tablets, was noted by the fact that the second act was released after a year and a half, after the release of the first act, and that the first act, that the second, have a rather short gaming process. And all this with kickstarter money, which the studio was actively hooked on. So much that she even founded her own analogue of Kikstarter – Fig.

Why am I all this. Money for the studio has https://noidverificationcasinos.co.uk/review/betfoxx/ always been a sick theme, but what is surprising, and for which it is worth respecting Double Fine. Despite the fact that their games do not bring fabulous profits, the studio remains true to itself, and is not going to change its style for the sake of Meps. Tim himself said that he wants to create a real creative atmosphere for artists. And you can believe it, because who plays his games, knows that Tim deep down is a rock musician, and such a person’s type will always be a fighter with a system and will not bend. Than the studio and good. But is it so good for players. Experience shows that a balance between freedom and discipline always needs. But with the second, as the history of the studio shows, the guys have problems.

So the last game Headlander says a lot about the studio about its problems. It is interesting that Tim Schafer himself did not put his hand to the game, it was created by Lee Petty for Adult Swim, but has all the attributes of the studio and games of Tim Schafer. There is an excellent music that the studio is famous for, because Tim Schafer the musician himself. There is an artificial intelligence of the doors, very similar to the one that was in Broken Age, from there the love of designers for color scheme was taken. Head with bacenbard, like Black Jack from Brutal Legend. The system of bodies from The Stacking. Excellent humor, characteristic of only one Double Fine studio and Tim itself. But there are all sores that came straight from Brutal Legend from 2009. Open dull world and crumpled plot presentation. Although so many years have passed, they could have already improve.

The game itself takes place in the setting of retrofuturism. The official genre is metro -vanning, but with an admixture of the genre Bullethell. And I never understood why indicators love this genre. It is clear that the developers want you to raise the game as much as possible, but is it really no one who is still tired? Sit with a notebook and write down all the places where you cannot get to return later when you purchase the perk you need, and return only for the sake of a flipped place. What is the meaning? Is it possible only in order to get additional experience points, you need to enter an open world that does not cause anything but longing. Such a concept makes sense when experience is really needed when you cannot advance in the plot, but you really want. And you know what? It is here, but only partly. There are only two places in the game when you need pumping. And both of these places are dedicated to the two only bosses that make you strain. And then, only because it is the genre Bullethell, and not the classic platformer. Genre Bullethell gives much more pleasure than metro -vanning in the game. There would be a game completely built from battles with bosses, as in recent Furi, it would not be the price.

As a result, what? The open world is dull. Dull pumping in the spirit, remember ten key combinations to use techniques that you still do not need. The secrets are dull, they are all marked on the map, and you just need to go into them or wait for you to have the right ability. There are puzzles, and even very interesting, but it is impossible to get on them. The characters are just columns with a pair of phrases, and additional tasks can be counted on the fingers of one hand, and they just eat: go, do it, come, get the experience of experience, go away, they will not even show you a video.

And, it would seem, the game is dull, what to discuss here, but for some reason I could not tear myself away and played until the end. Why? Yes, because the design is excellent. Music, art, humor, all this is unique and done at a decent level. And the plot. What a wonderful idea. Humanity moved to the bodies of the robots, humanity has seized AI, humanity by this displeased, intrigues, scandals, investigations. And you still play for a flying head. I waited, I believed to the end that it would be interesting now, and in places it was interesting, but that was so few. And the ending is disappointing, just a video without everything. Neither epilogue nor nothing ended. And how could this end, when there was nothing to end, KAT scenes can be counted on the fingers.

And all these sores were in Brutal Legend, were in The Cave, were in Stacking. As a studios, it is possible to maintain its unique art style for the years only for years, but not learn a competent game design.

Apparently this is the price of creative freedom, to be an excellent idea, but a bad realizer. But even if so, the studios of this type on the fingers should be counted, because there are still more corporate soulless slaves than studios with creative freedom, with talent, but not at the level of low-budget turkeys.

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