IC Forum Archive
Full text search
Cooking Mama('s manual)
   IC Forum Archive Index -> Writer's History Dynamite Go to page: 1
Author Message
exodus



Posts: 385

PostPosted: Wed Sep 13, 2006 9:21 pm    Post subject: Cooking Mama('s manual)

what you say?

http://www.insertcredit.com/reviews/cookingmama/
Back to top
108



Posts: 2600

PostPosted: Wed Sep 13, 2006 9:55 pm    Post subject:

i'm getting a poppo over here!!
Back to top
luvcraft



Posts: 693

PostPosted: Wed Sep 13, 2006 10:07 pm    Post subject: Re: hi, I'm a placeholder for something you'll see tomorrow

exodus wrote:
what you say?


Main screen turn on!
Back to top
Wilkes



Posts: 1603

PostPosted: Wed Sep 13, 2006 10:09 pm    Post subject:

how about you all just get off my dick
Back to top
dark steve



Posts: 3002

PostPosted: Thu Sep 14, 2006 10:06 am    Post subject:

ngj at it's finest

not kidding!
Back to top
Legal Step



Posts: 1030

PostPosted: Thu Sep 14, 2006 10:31 am    Post subject:

These sorts of things remind of old post count era ic.
Back to top
Shapermc



Posts: 2450

PostPosted: Thu Sep 14, 2006 1:09 pm    Post subject:

You know, I really despise black and white manuals. It pissed me off greatly to pay $60 for Dead Rising and have the damn manual in black and white. There were no savings passed on to me.

The worst part is, most people don't care. It's kind of like inserts in DVD cases. It is becoming more and more rare to find them, even on more expensive DVDs. I mean, is that nickel you bastards are saving really worth it? No. Simple answer.

If this manual got a 6/10 rating from me (even though I have yet to see it) -3 would be from black and white. Pretty soon there will just be a slip of paper that is a flyer for their next game on one side and a “download the manual for this game from our website” (*cough*konami*cough*).

Yes.
Back to top
exodus



Posts: 385

PostPosted: Thu Sep 14, 2006 1:28 pm    Post subject:

I sort of agree with cliffyb's statement that manuals are just an excuse for bad game design.
Back to top
Pijaibros



Posts: 968

PostPosted: Thu Sep 14, 2006 1:31 pm    Post subject:

Tutorial levels are bad game design
Back to top
exodus



Posts: 385

PostPosted: Thu Sep 14, 2006 1:40 pm    Post subject:

tough call, but tutorial levels don't have to be 'HEY PRESS THE BUTTON'. I think the game should teach you how to play in an intuitive way. In Halo 2 you're 'trying out your new suit', so it makes perfect sense, hidden under the guise of calibration.
Back to top
Mr. Mustache



Posts: 551

PostPosted: Thu Sep 14, 2006 1:41 pm    Post subject:

It appears we are at an impasse.
Back to top
Shapermc



Posts: 2450

PostPosted: Thu Sep 14, 2006 1:50 pm    Post subject:

exodus wrote:
I sort of agree with cliffyb's statement that manuals are just an excuse for bad game design.

Well, true. Manuals need to be more like liner notes on CDs. But that is a whole different can of worms.
Back to top
klikbeep



Posts: 485

PostPosted: Thu Sep 14, 2006 7:38 pm    Post subject:

You know the drill -- HQ says we gotta run a maintenance check every million clicks! You want to give those thrusters a try, Blueski? Roll by tapping the stick twice left or right -- but hey, look who I'm talking to! The son of Alpha Squad legend Rance Blueski himself! Heck, you should have MY JOB!!

Now let's test the weapons systems -- I'm releasing a drone now. READY!?
Back to top
Psiga



Posts: 3990

PostPosted: Thu Sep 14, 2006 8:26 pm    Post subject:

Sup, Nich.
Back to top
Pijaibros



Posts: 968

PostPosted: Thu Sep 14, 2006 8:37 pm    Post subject:

I just wish more tutorial levels were optional. They also seem so patronizing in how it's presented. More games should just let me jump in and do my thing, learn as I go.

If they just simple made it an option whether to participate, I probably wouldn't have as much hatred towards them as I do now. I blame the shift from carts to CDs for that nonsense.

The only one that I was surprised with was Astroboy on GBA. I can skip the tutorial, but if I put up with it and listen to the professor, you recieve a bonus power-up. That was very crafty of them to hide a power-up in the tutorial stage.

Shapermc wrote:
Manuals need to be more like liner notes on CDs.


Total agreement here, throw in some fancy art and I'll be happy. They should also have personal notes from the people involved. That would be keen.
Back to top
exodus



Posts: 385

PostPosted: Thu Sep 14, 2006 10:08 pm    Post subject:

I think we're in basic agreement - I was actually thinking tutorials should be the 'learn as you go' thing. There have to be good, intuitive ways to teach people without being completely on rails. Like Indigo Prophecy for instance - not the best game ever, but you sure don't need a manual, and it never says PRESS THE A BUTTON TO TALK.
Back to top
ReroRero



Posts: 2148

PostPosted: Thu Sep 14, 2006 10:09 pm    Post subject:

Booklet, not manual.
Back to top
colour_thief



Posts: 116

PostPosted: Thu Sep 14, 2006 10:15 pm    Post subject:

Pijaibros wrote:
I just wish more tutorial levels were optional. They also seem so patronizing in how it's presented. More games should just let me jump in and do my thing, learn as I go.


I recently picked up Donkey Kong Jungle Beat and was really impressed with the seamless learning curve. With only the most non-intrusive of guidance you learn an entirely novel control style.

...The opposite end of the spectrum would have to include any recent Zelda game with the sinful unskipable textbox descriptions. How that repeatedly passes play testing I'll never know.
Back to top
klikbeep



Posts: 485

PostPosted: Fri Sep 15, 2006 12:08 am    Post subject:

You'll notice that we've integrated some innovative new surprises into this revision. I know that some of the new cybernetic implements may give you some difficulty at first, but we'll just take this slow and easy -- ok, Tiger?

Press the blue button to activate your comm system. We're using it now, so I guess you've got things pretty well wired in that department! Let's talk weapons: rotate the control stick to activate the Ion Net. Don't do it now! We don't want you messing up HQ again -- the boss would have our asses on a platter!

Take a look at your HUD. You'll see a pulsing green flash -- that's you, honey. Enemies show up as red dots; civilians as blue. Don't get them confused!

Now let's move on to the obstacle course. We've got a few surprises lined up for you!
Back to top
aderack



Posts: 5018

PostPosted: Fri Sep 15, 2006 12:22 am    Post subject:

A game should never have to, even once, give you a text message telling you what to do. What's expected of you should all be implicit in what's laid out before you. That is to say, the game should teach you without you even knowing you're being taught. If the designers can't manage that, they have on some level failed.

Manuals exist for the people who are still too dense to pick up on what the game's doing. They serve an important role, in that respect.
Back to top
exodus



Posts: 385

PostPosted: Fri Sep 15, 2006 12:24 am    Post subject:

level one, probably?
Back to top
aderack



Posts: 5018

PostPosted: Fri Sep 15, 2006 12:35 am    Post subject:

Usually!
Back to top
Persona-sama



Posts: 1145

PostPosted: Fri Sep 15, 2006 12:38 am    Post subject:

Manuals should feature backstories and illustration!

And then they should stop being referred to as "manuals" and instead something pleasing like "bonus artbook!"
Back to top
exodus



Posts: 385

PostPosted: Fri Sep 15, 2006 12:40 am    Post subject:

the word 'manual' is too gender-specific.

how can this go on?
Back to top
aderack



Posts: 5018

PostPosted: Fri Sep 15, 2006 12:40 am    Post subject:

Yes. That's the other thing they're amazing for: providing in-universe peripheral information -- like listing equipment, and spinning stories around it that are irrelevant within the game itself yet which add a neat perspective to the items. Same with common monsters.

That isn't done too much anymore.
Back to top
Maztorre



Posts: 1175

PostPosted: Fri Sep 15, 2006 3:58 am    Post subject:

Metroid Prime provides similar optional jollies in-game, though. But I see your point.

The GTA series manuals are great for this, since they're laid out like tourist brochures for the player. Full of nice little touches, like having authentic ads for the in-game shops.
Back to top
Mr. Mustache



Posts: 551

PostPosted: Fri Sep 15, 2006 9:02 am    Post subject:

The manuals for the Marathon games were quite nice.
Back to top
Sub



Posts: 696

PostPosted: Fri Sep 15, 2006 9:06 am    Post subject:

exodus wrote:
the word 'manual' is too gender-specific.

how can this go on?


mynuyl
Back to top
Pijaibros



Posts: 968

PostPosted: Fri Sep 15, 2006 9:50 am    Post subject:

Super Mario Bros 2 had a spiffy manual. But it's kinda sad that I have to go that far for something memorable.

Without the booklet itself, Birdo wouldn't be the legend it is today!

"he thinks he is a girl and he spits eggs from his mouth."

Just that line sent Birdo from plain ol' mid-boss to legend. Achieveing cult status in some circles.

Though the same thing didn't happen to Mouser, I always liked him. Then again next to Birdo, anything appears plain.
Back to top
   IC Forum Archive Index -> Writer's History Dynamite All times are GMT
Page 1 of 1