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| 16 MAR 2005 at 3:09pm |
EvaGuild Master


Posts : 3247 Joined: 5 NOV 2002
Status : Offline | Originally Posted By Elfstone (16 MAR 2005 3:06pm) I liked GK2 less of the three. Well, there's no accounting for taste.
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| 16 MAR 2005 at 6:18pm |
JEIntergalactic Janitor


Posts : 58 Joined: 20 JUN 2003
Status : Online | I thought the GK3 interface was great, too. Not "perfect", just great. Considering the size of the game, it sure sped up getting around. It worked better than I thought it would at first when it took some getting used to.
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| 16 MAR 2005 at 7:17pm |
jalexSchattenjger


Posts : 2503 Joined: 5 MAR 2003
Status : Offline | Originally Posted By Steve Dorian (15 MAR 2005 5:25pm)
[smiley=music.gif] [smiley=rockin.gif] [smiley=thumbs.gif] [smiley=hi_five.gif] [smiley=clap.gif]
Traveling a long ways to get something is one of the ways to extend game play that I can tolerate. I don't mind it when I know what I am going for and it gives me a chance to look over the screens they worked so hard to create. I hate being stuck on some puzzle or action scene they threw in to extend the game play time.
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| 17 MAR 2005 at 2:51am |
DJ SouzaJourneyman


Posts : 1452 Joined: 19 OCT 2002
Status : Online | Originally Posted By Eva (16 MAR 2005 12:20pm)
Try playing GK2 then, to make the choice even more difficult. I'm looking forward to play it when I find some time to.
I don't want anything else to interfere with it, so I will probably play GK2 during my next vacation.[smiley=detective.gif]
[center]DIEGO J. SOUZA&&Consulting Detective for Hire[img]http://www.justadventure.com/public_html/YaBBImages/smilies//detective.gif[/img]&&&&[img]http://img78.photobucket.com/albums/v249/Fairygdmther/Avatars/A-G-E-S_SIG.jpg[/img][/center]
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| 20 MAR 2005 at 9:50pm |
SusanGuild Master


Posts : 5485 Joined: 13 OCT 2002 Location: 0
Status : Offline | And now that you've finished GK3, you can try out the Easter Eggs.
For some additional fun when you've opened the console, put clown shoes on each character and change Gabe/Grace's clothes. This was posted by Adam D. Bormann (member of the GK3 team) on the Sierra forums awhile back: If you want to wear clown shoes on the people, type in ClownShoes after bringing up the console, and then the person's name in the ("**".
Clothes: graclothesblack.anm gabclothes110a gabclothes207a gabclothes307a
"I named most of them by day they wear them. so, for example, Gabriel's are gabclothes110a, gabclothes207a, gabclothes307a. graclothesblack is a special case, because she never actually wears those clothes in-game, only in an AVI." -- Adam D. Bormann
I miss my Bubba: 1986 - 2006.
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| 21 MAR 2005 at 5:37am |
AntoinettaIntergalactic Janitor


Posts : 89 Joined: 22 OCT 2002
Status : Online | Of all the Gabriel Knights, GK3 is my favourite, however, this may be influenced by the fact that this was the first computer game I played through to completion.
I think the control system was fantastic. Gabriel Knight III was one of the early 3D games, and the first to get the controls right. And the last to get 3D controls right as well, at least until RealMyst and the second two Schizm games came out.
Antoinetta
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| 21 MAR 2005 at 9:58pm |
WimliGuild Master


Posts : 3259 Joined: 14 MAR 2003
Status : Offline | Originally Posted By Antoinetta (21 MAR 2005 5:36am) Of all the Gabriel Knights, GK3 is my favourite, however, this may be influenced by the fact that this was the first computer game I played through to completion.
I think the control system was fantastic. Gabriel Knight III was one of the early 3D games, and the first to get the controls right.
[smiley=clap.gif] Couldn't agree with you more! It wasn't the first adventure game I played, but it's still my favourite, and the intinuitive control system was one of the many reasons I liked it so much.
Welcome to the forum btw!
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| 29 MAR 2005 at 2:14am |
EricHG23Space Cadet


Posts : 155 Joined: 23 JUL 2003
Status : Online | I'm another of those fans who thinks the Gabe Knight games have simply never been surpassed. They're like a great genre movie or novel--I can never remember getting quite as absorbed in other games.
I also loved the controls for part 3. My one complaint? I think part three lacks the true scariness in atmosphere or impending scares that the others have--most of the game doesn't feel very... I dunno the word. When playign it I rarely felt the need to look over my shoulder in the middle of the night--and for a game abotu vampires (on some level) that disappointed me.
E
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| 29 MAR 2005 at 4:31pm |
NewtIntergalactic Janitor


Posts : 7 Joined: 26 MAR 2005
Status : Online | Originally Posted By EricHG23 (29 MAR 2005 2:14am) My one complaint? I think part three lacks the true scariness in atmosphere or impending scares that the others have--most of the game doesn't feel very... I dunno the word. When playign it I rarely felt the need to look over my shoulder in the middle of the night--and for a game abotu vampires (on some level) that disappointed me. How amusing, to me it's the complete opposite! GK3 always had this creepiness to it, I always felt the atmosphere eerie, like something ominous is about to happen (and indeed happened).
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| 31 MAR 2005 at 12:16am |
| Deleted User | I don't like the fact you have to control both the CAMERA and the Character... Having to control the camera is too clunky in my book.
However, I am going to give GK3 another go tomorrow, only this time I'm going to play it along with someone else. To be fair, I suppose you dont HAVE to move the camera too much, but its still not an efficient method of 3rd person control especially when compared with the myriad of other games that I think did it far better (not adventure games of course, they always seem to try and re-invent the wheel when it comes to direct control methods and end up with a pentagram ).
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| 31 MAR 2005 at 12:24am |
| Deleted User | Originally Posted By Bazza_v2.5 (31 MAR 2005 12:15am) I don't like the fact you have to control both the CAMERA and the Character... Having to control the camera is too clunky in my book.
However, I am going to give GK3 another go tomorrow, only this time I'm going to play it along with someone else. To be fair, I suppose you dont HAVE to move the camera too much, but its still not an efficient method of 3rd person control especially when compared with the myriad of other games that I think did it far better. I always think of GK3 as a 1rst/3rd person hybrid: you see the character but you play in 1rst person. Then when you find something to interact, you realise the character has been following you all the time!! Pure genius! 3rd person without the chore of budging the person. 1rst person with personality. Its a shame no other game tried this. A shame.
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| 31 MAR 2005 at 3:22am |
Terry PenrodGrand Inquisitor


Posts : 6693 Joined: 16 OCT 2004 Location: US, Texas
Status : Offline | .
I too loved the intuitve, silky smooth control scheme in GK3 - especially with the optional, free-floating 1st person camera to zip around the maps with ease. Then, when you wanted to get back to the traditional third person perspective, you just released a single key and BAM!, Gabe or Grace would be standing right there.
About the only real-time, 3D non-action game I've played that beat it was Morrowind, which allowed for super quick switching from 1st to 3rd person on-the-fly in a much bigger game world in a far more mechanically complex game. Of course, being a later release, it also had vastly superior graphics to GK3.
That's why I would love to see some real AGs made with an existing, high-end 3D RPG engine like that. It could be modified to simply delete the genre-specific stat screens, and most or all the combat controls. The 3D game world, character models, interactive items, basic inventory screens, dialog system, etc. would remain but would be adapted to whatever original story and settings the designer wanted.
It would be so easy move around, explore, meet NPCs and interact with the exterior surroundings - absolutely gorgeous ones mind you with spectacular day / night cycles featuring glorious sunrises, sunsets, storms, rainfall, whatever the developer needed to enhance atmosphere. And the interiors could be as richly detailed and interactive as desired with all sorts of options to integrate trigger points for scripted in-game scenes with no need for separate load screens.
For close-up examination of items / areas and focused puzzle screens, that would be easy to do as well using any number of seamless visual devices to transition from a wider view to CU / ECU and then to special "mini-game" panels that would act exactly like classic 2D AG puzzle frames. However, there would be a whole world of new options for the designer to create a wider variety of puzzle types (similar to how Tom Hall handled the puzzles / mini-games in Anachronox but perhaps with fewer "action" elements and more logic components).
Too bad there aren't more visionary PC game publishers willing to support / fund true AG projects that utilize all these fantastic new technological advantages as they often do for new action-adventures, FPS, hybrid RPGs and RTS titles. Of course, they would also need to assign the same kind of big advertising budgets and wide distributorship models in order to justify the higher dev costs and stimulate mass market sales. But if they enhanced the mass appeal by using existing entertainment franchises the same way they are often used for games in other genres, even the console crowd would get sucked into all the hype and quite a few of those fans would probably end-up really liking a new generation of games that required a bit more thinking and a little less reflex skill.
Cheers, Terry
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