Dudes. We love Whiskey. If you don't you're probably a communist. I don't care about the extras, I'm in because an Ad-free whiskey is all idealistic and shit.
If the slides do what the old fallout games did, going from town to town telling you what happened in each area because of your actions, I'd be satisfied. But agreed. The Fallout 3 ending sucked.
It is a little more intrusive than Whiskey ads usually are. Kinda threw me for a second, but I'm OK. It's an ad supported site, like most of the friggin' internet. I want whiskey to succeed. And let's face it GB in particular is the bomb-tits-damn-sweetness with full disclosure. Whiskey's gotta make bread, peoples and they are good about maintaining their integrity. No complaints from me.
I bought it, not disappointed. Some of the puzzles were kinda weak. Worth the 10 if you like this sort of game. Try the demo. If it goes on sale, it would be unquestioningly an easy purchase. I dug the hell out of it.
@Icemael: Actually, I agree with you. Which is better is moot. My point is that the two segments must coexist. Gameplay needs context within the story, and the purpose of cutscenes is to provide that context. Interactive media is a new way to tell a story and as a whole, and storytellers are stil experimenting with ways to work within this medium. I'm not saying that there aren't games that succeed in telling a compelling story, simply that storytelling in an interactive medium poses a lot of challenges and the industry is still in the early phases of mastering it.
@Icemael: Action sequences and action free scenes exits for changes of pace. LOTR: Return of the King: Tons of little bits of various characters killing various enemies (Legolas taking out the Oliphant) that do nothing to advance the plot. The film couldn't have been entirely Tolkien dailogue and it couldn't have been entirely action. The disconnect problem exists in film, but I don't think it proves as big a problem.
In a game, where in most cases you are going to be doing interactive segments, if you find yourself struggling with the gameplay to see the next cutscene the game has lost. The interactivity needs to be embraced and integrated.
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