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Topic: Puzzles in Still Life

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2 SEP 2005 at 2:42pm
Deleted UserI thought I should discuss the puzzles in Still Life, as it was the first game that I played without using a walkthrough, and I just wanted to know how difficult some of the puzzles were in the eyes of other people.

As a side note, I thought many of these puzzles had no place in the general narrative of the game, and were implemented only to prolong the game and because of a lack of ideas. More so because the game had a realistic premise to it, but the puzzles, which were mostly unrealisic to the core, hindered it from becoming so.  

So it goes like this, on a scale of one to five* (I guess I suffer the same lack of creativity as the developer's), how difficult did you find the following puzzles:

The security card puzzle -

The Morgue code numbers puzzle -

The cookies puzzle -

The crane puzzle (both the operating and using parts of it) -

The lock-picking puzzle -

Red Lantern 'special room' door code -  

Red Lantern statues puzzle -  

S&M club Slider Puzzle -

The lavatory powering up puzzle (with the bucket) -

The Maze in the sewers -

The rings/key semi-slider puzzle in the sewers -

The robot-spider-lasers puzzle -

The computer puzzle (tracking murderer's destination) -



*
1 - way easy, solved in about half a minute to a minute
2 -  moderately easy - solved in about 5 to 10 minutes.
3 - medium level - took to solve in the range of 20 minutes to 40 minutes.
4 - hard - solved only after many tries, about 50 minutes to about 80.
5 - difficult - solved between an hour and a half to two hours  

(you can always ignore the numbers above, and change them accordingly to your case).




2 SEP 2005 at 3:47pm

Shany

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Post Mortem was like this as well, an interesting plot but too many mechanical and unrelated puzzles that slowed the game.

I used a walkthrough for the tough puzzles here, so there were some difficult puzzles in the game (obvious puzzle SPOILERS):

The security card puzzle - 1, this puzzle's only fault is that it's a little unclear that this IS the right card. Getting the numbers was fun and simple.

The Morgue code numbers puzzle - 2 or 3, there's a slight confusion as to where you put the numbers which makes it a little tougher, but the symbols just look like the numbers they represent. The clock is also a clue, but most people missed it (I did).

The cookies puzzle - 3 or 4. It's easier if you write down all of the ingredients and the names given in the recipy and try and see what looks logical. The instructions are also a big hint - you usually sift flowe, and cream milk and butter etc.
Probably eaiser if you've baked cookies before.

The crane - 2, the levers take a while, but are not difficult. It took me a second to figure out what to do with the crates, but I really enjoyed that bit.

The lock-picking puzzle -  5, I needed a walkthrough It was just too confusing and mechanical.

Red Lantern door code - 3, I liked it. There were lots of numbers in the club, so the poem is there you direct you which numbers need to go where - all related to the place where they appear in the club. A nice clue hunting puzzle.

Red Lantern statues puzzle - 2, only problem was getting the second half of the apple, I was enjoying solving it until I found out I need to go get somewhere else to finish it.
I liked putting the items in a certain order, gave it a nice twist.

S&M club Slider Puzzle - 1, I hate sliders, but this one was way easy (and you see the full picture somewhere else in the club).

The lavatory powering up puzzle - 2, the well known 'get 4 gallons' puzzle. It took me alightly longer to get it because it's the second solution to this puzzle which is less known.

The Maze in the sewers - 1, it's an easy maze, and very small. And it's a top-down view, even if you can only see three small areas. Now the Post Mortem first person maze with the levers [smiley=shudder.gif] now that one was tough.

The rings/key puzzle - 3, a two part puzzle which took me some time to figure out. The first part (arranging the rings) was good and confusing and took me time to work out. The second part  
getting the key in) I solved mostly through trial and error, but it was also fun to solve.

The robot-spider-lasers puzzle - I tried once before getting a savedgame. That's not a puzzle, it's a stealth/action sequence.

The computer puzzle - 3, I liked it, looking at the pictures for keywords and then doing a computer search, that was pretty good. Although with a little work the puzzle could've been done much better - if it let you eliminate the words you don't think are needed and view the results whenever you got less than 10 or 5 would've made it better, but it was still fun to solve.

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2 SEP 2005 at 4:11pm

jalex

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Originally Posted By Marney (2 SEP 2005 2:42pm)


I thought many of these puzzles had no place in the general narrative of the game, and were implemented only to prolong the game and because of a lack of ideas. More so because the game had a realistic premise to it, but the puzzles, which were mostly unrealisic to the core, hindered it from becoming so.  





Your right , I thought  Post Mortem  was a much better game for this reason.   I thought all the puzzles were hard because they were not logical and didn't seem like they belonged in the game.  The only ones I enjoyed where the old stadby's like the slider and they didn't fit into the game ether.
I thought the part that Gus did in the game was much more logical than Victoria's part.  If the FBI was really like that it would be scary.


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2 SEP 2005 at 4:59pm
Deleted UserThank you both!

Shany
I was surprised at your score. To me, the slider puzzle was very difficult. The picture that you see in the other part of the club wasn't exactly like the puzzle picture, and, well, I guess I suck at jigsaw and sliders anyway. I almost referred to a walkthrough.

Now the lock-picking puzzle was tough, but I thought it was reasonably solvable without help.

About the lasers - Yes, it has to do with stealth and maybe reflexes, but, I think, much more with thinking and strategy. Even more so if you didn't notice that they show you where you need to get to with the robot in the monitor (by pressing some button), as in my case.
But besides that, there is a lot of thinking involved (I think).  

Jalex
I don't know much about the FBI, can you please elaborate? (btw, I haven't played Post Mortem yet).

2 SEP 2005 at 5:08pm

Shany

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The slider was easy for me because it was small and I found out where each piece needed to go fairly quickly.

The lockpicking puzzle was too difficult for me. I just didn't get the hang of it, and at one point got it into an unsolvable situatuion.

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2 SEP 2005 at 6:18pm

from_finland

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Darn that lock picking puzzle was hard even when i used walktrough
..that was the only time when i used walktrough in that game.
I tried to solve that puzzle literaly 8 hours straight and then i gave up and used walktrough


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2 SEP 2005 at 10:20pm

Susan

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The security card puzzle -  2; This one frustrated me at first b/c I knew I was doing the right thing.  Then I realized I was off a row.  When I pick up a phone, I don't always think of it as the letters above the numbers, so that's why.

The Morgue code numbers puzzle -  3; Since some of the symbols look like the actual numbers, I had those down.  I think I did spot the clock but didn't make the connection right away.  The rest were confusing, then I got a clue that the number of sides = what number it actually is.

The cookies puzzle -  5; I've baked cookies dozens of times, but this made no sense to me.  I rated it as a difficult puzzle, although I didn't spend that long on it.  I knew I wasn't going to figure it out, so I just looked up the answer.  


The crane puzzle (both the operating and using parts of it) -  1; Easy as pie!

The lock-picking puzzle -  4; This one I started on and worked with it for awhile.  I had the right idea & things were going, but not in the right direction.  If you read up on lock-picking at How Stuff Works it's probably more reflective of a real lockpick procedure with an inside view (compared to Post Mortem), but I hope real locks aren't that complex.

Red Lantern 'special room' door code - 3; Not bad, just a matter of putting things together.

Red Lantern statues puzzle -  2; This was fun!  Possibly because I actually figured out everything on my own within a short time.

S&M club Slider Puzzle - 2; Not a fan of sliders.  The hardest part was putting the picture together, not figuring out what it was.

The lavatory powering up puzzle (with the bucket) - I'd say a 3 or 4; I was not in the mood (and apparently lacked the mental capacity) to do math equations when I first encountered this puzzle.  :


The Maze in the sewers - 1; Then I got to one end ...  [smiley=eww.gif]

The rings/key semi-slider puzzle in the sewers - 2; This was another fun one and reminded me of a puzzle I had encountered before (Nancy Drew game or Shivers), so I knew how to maneuver things.

The robot-spider-lasers puzzle - 4 or 5; This is like the cookie puzzle, in that I worked at it for awhile and then realized I was never going to solve it, so I went for a saved game.  Second time through the game I followed LenG's walkthrough, and it wasn't so bad.  I realized that before I was looking for the shortest/easiest route possible, and that was not the answer.

The computer puzzle (tracking murderer's destination) - 3; I had looked at all the paintings once or twice before when I first entered the museum, but now it actually made sense to do so (after Richard's lecture).  I agree with Shany's comment, though.  I thought it would be more like a puzzle in GK3 where you pick a word, then the list is narrowed down and you pick another word, etc.


You've probably noticed that I prefer easy to medium puzzles.  When I encounter a hard puzzle I don't want to spend hours on it, I want to move on --> either to the next puzzle or the next part of the story.  

I miss my Bubba: 1986 - 2006.


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3 SEP 2005 at 2:28am

Ghost

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Originally Posted By Susan (2 SEP 2005 10:20pm)

The robot-spider-lasers puzzle - 4 or 5; This is like the cookie puzzle, in that I worked at it for awhile and then realized I was never going to solve it, so I went for a saved game.  Second time through the game I followed LenG's walkthrough, and it wasn't so bad.  I realized that before I was looking for the shortest/easiest route possible, and that was not the answer....


By the way, Susan, thanks again for the laser puzzle saved game.  Unfortunately, after many days struggling with this 1 puzzle, it really put a damper on playing the game.  As much as I hated "throwing in the towel", I didn't want to waste anymore time.  I really enjoyed playing the game up until that one puzzle.




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3 SEP 2005 at 10:01am

Chris.

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Security card: I did it straight away, no problem. 1

Morgue code numbers: I managed to do by trial and error, but I didn't know why it worked. 3

Cookies: did it on the second attempt. 2

Crane: I had to use a walkthrough to work out how to get the levers moving, but after that, no problem. 3

Lock pick: I did it all by myself!  It took about 6 hours.  I'm so proud of myself for not giving in.  5

Door code: I spent forever on this one, but I couldn't work out what to do.  I had no idea that the poem was a clue. 4

Statues: I used a walkthrough straight away; the door puzzle had annoyed me and I just wanted to get on with the story.

Slider puzzle: a piece of cake. 1

Bucket puzzle: couldn't work this one out at all.  Why didn't he just turn the tap off after 2 litres? 4

Maze:  I don't remember a maze, so it can't have been difficult...

Keys puzzle: this one was quite fun to do. 2

Robot spider: this is where I started to cry... even my action-gamer brother couldn't do it5

Computer puzzle: I didn't have a clue on this one.  I couldn't do it in GK3, either. 4
...not to be confused with Keira Knightley

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3 SEP 2005 at 1:03pm

kuddles

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Rating these things by difficulty is kind of hard for me to do.  Some puzzles can be really challenging in a good way, and others just bad and frustrating.

The only puzzles I hated were:

The cookie puzzle (too much of a guessing game for my taste)

The sliders (These ones are really getting old now.)

One I found alright was:

The security key puzzle.  
Without it, the way you can look at inventory items is nothing more than a gimmick.)

The two puzzles I loved were:

The lock-picking puzzle (Pretty original as far as adventure games go.  It was tough, but highly rewarding when you finally got it.)

The lazer/spider puzzle (Really clever, especially when done on a 3D wall like that.  Adventure games need to head in this direction if they want to start attracting the mainstream audience again.)
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3 SEP 2005 at 2:04pm

trudysgarden

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I admit I finally broke down and used a walkthrough for the lockpick puzzle after a couple of hours.  I was moderately annoyed by the cookie baking because it made no sense in the game - did not relate to her character developement or further the plot but I didn't find it extremely challenging.

I liked the game because the puzzles were scattered about the middle range and I could generally see what my goal in solving them was.  I had no major heartache over the laser puzzle because I could see what to do and knew it was a matter of patience to get there.  I'm generally ok with that as long as I can take my own sweet time.

happy trails,

Carolyn

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3 SEP 2005 at 3:58pm

mszv

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Whether I liked them or not, most of the puzles seemed like they belonged in the game., well, sort of mostly!  I'm not saying that I liked them all, or thought they were good puzzles, but didn't seem like they dropped in, from another game.

Then there was the ccokie puzzle - why was it in the game?
Regards, mszv

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