LCP! Talk about a game with no clear goal or tutorial right there! Luckily our little guy was quite talkative (no full voice over though)- remember the box saying every little computer person being unique- but there were a few things he refused to do. So we starved him to death after annoying him by making him run to the attic and then ringing the doorbell. That’ll teach him!
… she said it was Lenore O.O
Lenore? Who’s that? I missed something…
Or isn’t she the big -cough-bitch-cough- sister of Delores? Would make perfect sense!
I don’t think I explained her well the super complicated other reality thing? But just going by motives, Lenore. She was first in line in the inheritance, and once Delores was out of the way, she offed her dad (for whom she didn’t have a modicum of respect) and then Boris to make it appear Franklin’s disappearance was tied to the whole pillow bear deal.
An entire new line of investigation needs to be opened, now.
I trust you were just being sarcastic with that scientific neurological info on the brain and songs after my minor complaint that this forum seems to be increasingly popular with pseudo neuroscientists.
What I meant was that I -unlike some others- find it not annoying nor intrusive or distracting to have the text being displayed (which I might read slightly faster or slower than the simultaneously spoken version) while hearing the voice acting. As an example, take Nirvana’s Smells like teen spirit. 99% of the time you just don’t even care about the words to enjoy it. But if and when I do want to know exactly what is being said, I’ll read the lyrics while listening simultaneously to the song. Just in case it contains a hint to a puzzle that needs to be solved. No singing on my part involved! And it doesn’t distract at all, contrary to trying to read lyrics to another song while listening to said Smells like Teen Spirit.
Perhaps non-English speaking people are better trained at the matter by watching a lot of subtitled movies and series from US/UK (which is even a bit harder as the text is a translation rather than a pure transcript) - except for those countries where everything gets dubbed- so we are accustomed to the micro-spoilers resulting from reading slightly ahead of the actor’s vocal delivery.
Interesting! But she did not act alone… I say she had an affaire with the Sheriff…
See:
even when the text is on top of the heads? Personally I’d like the text to be on the bottom of the screen, so it does not attract my attention, but I can still read it when I don’t understand something.
I grew up playing Zak, so, no that doesn’t bother me. It’s not that they are lip synched or anything… oh, wait
I’ve also seen a shortened version of the text log. Each conversation had a summary.
It probably served as a hint book as well because you knew that most cues needed to be there somewhere.
Another plus is that you can read back if you come after a long pause.
Pure log plus search is okay but this really felt like an improvement. I guess it’s not easy to write the summary and avoid all spoilers. On the other hand - when do you resort to read the backlog? Probably when you’re stuck or when you want to go way back to find a detail you forgot.
Of course you could you your own notes and write down everything but
Somehow, this exists in Thimbleweed Park. The two agents write notes down on their agenda. Yeah, those are personal notes, but it’s a sort of log.
Yes, useful as well but it’s not a conversation log.
RPGs tend to have pretty decent logs. Not full conversation transcripts, but ongoing summaries of what happens in the various quests and what the new goals are. Usually it’s the new info gleaned from a conversation during the quest.
There’s no reason you couldn’t summarise conversations in adventure games too, and keep a log of that. However, in the case of adventure games, often it’s a hint to a puzzle and you don’t want to spoil the puzzle by simply putting the “conclusion” in a log book. So care must be taken to retain the hint while not giving too much away, and that seems hard to pull off well. Might work for a detective game, but not for something with whacky game logic.
Being able to go back anytime and have the conversation over again to refresh your memory is a workable solution though. That’s something I kind of missed in TP: once you had a conversation, you could no longer revisit it.
You can ask about some important things repeatedly. In TWP as well in other adventure games.
The conversation transcript is more convenient though, it’s faster, it doesn’t involve traveling and you can reread only parts you’re interested in.
Actually, come to think of it. A chat log organised by character. For every character you meet, an entry is added, and when you select it, you get to see your chat transcript with said character.
Serves the same purpose, but adds the convenience of not having to scroll through reams and reams of irrelevant text (which is why I prefer talking to characters again over reading a raw conversation dump).