indyjones2131
New member
Hopefully they'll take this feedback to heart:
1. No or far less context sensitive actions - There is no fun in pressing one button only to watch Indy take out his whip, wrap it around a branch, swing, let go and land. With no chance of failure, we as players feel FAR TOO separated from the character and the action. Let us choose the whip. Walk or run around with it in our grasp. Then crack it where we want. Let us figure out where to swing with it and when to let go for the landing.
2. Less action more adventure - Put us in dangerous situations and let us use our head to escape. Where are the set pieces that we know and love from the films? Indy should not just run around an environment beating up and shooting people. He should be in over his head in a crashing plane, a pit of snakes, a runaway mine cart, etc. He should be EXPLORING tombs and crypts. Indy thinks on his feet, so why are we forced to do ONLY what the designers want us to? Let us "make it up as we go".
3. Slower more deliberate controls - Slower controls!? What do I mean!? Well, there's no fun in RUNNING through a temple. And no one complained in Fate of Atlantis about Indy walking everywhere. There should be a sprint button no doubt, but having Indy run like a cartoon character around what should be a tension filled, atmospheric crypt ruins the mood and feeling of discovery. In SoK I never ONCE felt like I was actually IN these environments. They weren't immersive and I just ran through them anyway.
4. Story and Character. Indy is an icon. From his gear (ehem, satchel) to his clumsiness and smarts. His weakness for women. His swagger. His temper. His fierce determination. You lose this, you lose everything. And what is the player model of Indy always so stout? He should be tall and lean.
5. Have it come out for 360, PS3 AND PC. Give the Wii its own version (like Ghostbusters is doing).
In the end what I am proposing is the immersion of IM, the depth IM, the attention to story of IM and ET (minus the Frankenstein) and the fighting system of ET, but with less of it.
1. No or far less context sensitive actions - There is no fun in pressing one button only to watch Indy take out his whip, wrap it around a branch, swing, let go and land. With no chance of failure, we as players feel FAR TOO separated from the character and the action. Let us choose the whip. Walk or run around with it in our grasp. Then crack it where we want. Let us figure out where to swing with it and when to let go for the landing.
2. Less action more adventure - Put us in dangerous situations and let us use our head to escape. Where are the set pieces that we know and love from the films? Indy should not just run around an environment beating up and shooting people. He should be in over his head in a crashing plane, a pit of snakes, a runaway mine cart, etc. He should be EXPLORING tombs and crypts. Indy thinks on his feet, so why are we forced to do ONLY what the designers want us to? Let us "make it up as we go".
3. Slower more deliberate controls - Slower controls!? What do I mean!? Well, there's no fun in RUNNING through a temple. And no one complained in Fate of Atlantis about Indy walking everywhere. There should be a sprint button no doubt, but having Indy run like a cartoon character around what should be a tension filled, atmospheric crypt ruins the mood and feeling of discovery. In SoK I never ONCE felt like I was actually IN these environments. They weren't immersive and I just ran through them anyway.
4. Story and Character. Indy is an icon. From his gear (ehem, satchel) to his clumsiness and smarts. His weakness for women. His swagger. His temper. His fierce determination. You lose this, you lose everything. And what is the player model of Indy always so stout? He should be tall and lean.
5. Have it come out for 360, PS3 AND PC. Give the Wii its own version (like Ghostbusters is doing).
In the end what I am proposing is the immersion of IM, the depth IM, the attention to story of IM and ET (minus the Frankenstein) and the fighting system of ET, but with less of it.