Windowed mode would crash the game. And yeah I think that's what allowed it to actually run. I'm not overclocked on the gpu and not using any weird tools either.
I found a solution for me - I used RadeonPro and set up a profile that disabled the Catalyst AI from there. Hurrah, no more graphical problems. Thought you would like to know.
To be fair, Catalyst AI hurts more than it hinders most of the time.Yup - the few people having graphical issues always have it go away when Catalyst AI disabled. We're trying to get answers from ATI directly on this one, but I'm happy theres a workaround.
YAY PC HARDWARE.
Uh, it was something that happened in the iOS game as well, I don't really see the problem. You're not forced to at all.Is anybody else really put off by the devs trying to get free advertising by outright begging people to "Tweet this" in the game?
Is anybody else really put off by the devs trying to get free advertising by outright begging people to "Tweet this" in the game?
edit: That came across a little harsh... I hate Twitter, and don't like it invading my personal space.
Yup - the few people having graphical issues always have it go away when Catalyst AI disabled. We're trying to get answers from ATI directly on this one, but I'm happy theres a workaround.
YAY PC HARDWARE.
Is anybody else really put off by the devs trying to get free advertising by outright begging people to "Tweet this" in the game?
edit: That came across a little harsh... I hate Twitter, and don't like it invading my personal space.
My thought behind it is that it was developed not only as an audio/visual experience, but also as a social experiment. Like when I used to compare Zelda maps with friends at school, and share the cool scenarios we experienced, except for a social-networking focussed age.
So they are miniature hippos. For a while there I thought they were rodents or guinea pigs.That did come across a little harsh, but our skin is thick and our intent is true. The good thing is, you don't have to use it. At all, ever.
Or perhaps...capybaras?So they are miniature hippos. For a while there I thought they were rodents or guinea pigs.
I got an update with no patch notes today. Anyone know what it was?
Logfella was voiced by Robert Ashley right? I quite enjoyed that.
That's been in the iOS version since the beginning as well.This game is awesome. But I found a typo! "Andre the giant ASSEMBED a posse..."
Well, you only have to say no once, so it isnt extremely invasive.
That's been in the iOS version since the beginning as well.
"Last year before the yuletide Andre The Giant assembed a posse & we set out to re-assemble The Trigon Trifecta." #sworcery"
WTB iPad retina support
shiiitttttt typo. there's a whole lotta text in the game so we were bound to miss one or two (right? right?)
thanks for noting it. we'll get'er fixed next patch.
Has anyone seen a case where in an early on boss fight, you don't have a shield? They say they only see the sword I guess, but they used the shield in an earlier fightwhen the black shadow rushes you next to a statue?with the wolf
I don't know if it's a bug or what, but it makes me feel kind of bad since I gifted the game to them and I want them to be able to actually play it. XD
Yeah, it'sIf this is right after getting the megatome the boss can not be defeated, the player has to run back to the hut and once the player gets to the gate the boss will stop following the player. The boss will initiate combat if it touches the player and a faded out sword icon will appear that will do nothing when click because the characters sword is sheath; the player has to right click to unsheathe the sword after doing so a new screen should appear with a the shield and sword icon. If they have already done this then it must be a bug.
Curious thing: I think this game is way more enjoyable to play than Bastion. Opinions and all that.So, uh, I hate to be a dissenter, but this isn't a very good "game".
It's hyper linear, terrible at explaining its mechanics, without adequately incentivizing the player to discover those mechanics on their own (such as, say, Demon's/Dark Souls), and immensely repetitive.
That said, I love the artstyle, writing, and music. I just hate the part where I have to play it.
If it makes any difference, I've only played the first two Sessions, but I have no interesting in playing the rest. It's just not good. Like, at all. As a game.
Would have been a great two-three hours pixel-animation movie or something.
Unfortunate that the game's sincere shortcomings have been overlooked in the face of its "indie cred." Especially considering there are tons of games that nail both excellent visual/audio styles AND gameplay, such as Meat Boy, Bastion, Fez, Outland, etc.
Non-games or almost-games can be fun too. I guess you're not into visual novels or anything like that.
I'm not sure that's it. It's just... frustrating. For example, the fourth puzzle involving the sprite things that you have to summon to sooth the storm, the game does nothing (unless I missed something) to indicate the solution to you. Instead, I just ended up clicking on every last thing in the environment, till i got a sound out of the trees that... looked like the trees in every other section of the game, where they served as background decoration. That's like annoying 90's point and click adventure game stuff, but just super simplistic. That and the boss fight in Session II were enough to make me look at the game and just say to myself "wow this looks and sounds amazing. If only it were fun."
I just played Ico for the first time recently a couple months ago, and it instantly became my favorite game of all time because it actually changed how I view games. I used to enjoy big open action/adventure games (your Skyrims, D- Souls, Risens, Zeldas, etc.) and Ico made me realize that adventure and discovery were really the parts of those games I enjoyed most. Since then I've gone into stuff like Journey, a game I never thought I'd ever care about before I played Ico, and found one of the most intensely unique and emotional games of discovery and adventure I've ever played (in spite of its own linearity and repetition), which is roughly what I expected out of Sword and Sworcery.
Instead I got a game that feels like it was made by people who don't know how to make games.
Maybe it's just me. I mean, i really appreciate it as a product, and like I said, game looks amazing and sounds even better. It's just not clicking with me in the way that I feel like it wants to. It's hard to have a fluid sense of adventure in a game that seems to purposely want to impede that very sense of adventure by being so poor at communicating itself to the player.
I'm always willing to entertain the possibility that it's simply just me, but i really don't think I can be the only person who feels this way. Or am I?
Curious thing: I think this game is way more enjoyable to play than Bastion. Opinions and all that.
Have you ever played other point-and-click adventures? Monkey Island, King's Quest, Broken Sword?
Yeah, and while admittedly not a huge fan of them, those games tend to communicate with the player relatively well. I mean, i know the genre is known for it's dumb puzzles and pixel hunting nature, but aren't those for the most part seen as annoying relics of the past, and cardinal sins for modern games to repeat? The difference between old 90's adventure games and S&S is that S&S has two decades of old adventure game mechanics to inform its design, and it doesn't seem to be taking those cues.
Like I said, the trees in that puzzle look exactly like the trees in every other scene of that "area" in the game- there is simply no indication or hint that the solution to the song involved in that puzzle would be those trees. You just have to click on shit till you get a reaction out of something. Am I the only one that sees a problem with this?
Non-games or almost-games can be fun too. I guess you're not into visual novels or adventure games or anything like that.
Have you ever played other point-and-click adventures? Monkey Island, King's Quest, Broken Sword?
This is nothing like those games. It's 100% pixel hunting and trial and error with little feedback, none of the logic.
Yeah, and while admittedly not a huge fan of them, those games tend to communicate with the player relatively well. I mean, i know the genre is known for it's dumb puzzles and pixel hunting nature, but aren't those for the most part seen as annoying relics of the past, and cardinal sins for modern games to repeat? The difference between old 90's adventure games and S&S is that S&S has two decades of old adventure game mechanics to inform its design, and it doesn't seem to be taking those cues.
Like I said, the trees in that puzzle look exactly like the trees in every other scene of that "area" in the game- there is simply no indication or hint that the solution to the song involved in that puzzle would be those trees. You just have to click on shit till you get a reaction out of something. Am I the only one that sees a problem with this?
I agree about the tree thing. That was as random as any oldschool "Honey on the cat hair makes a moustache" puzzle.
I know, but I was curious if this was just a completely new genre for him/her. Again, some people like the pixel hunting and trial and error. It's not for everyone. I love hidden object games which are a subgenre of adventures.
I'm certainly not going to begrudge anyone their opinion, and I'm totally fine with people who don't like Bastion, or may like a game like this more than Bastion. But in terms of pure game mechanics (as in, apart from the visual and sound styles), don't you think Bastion is simply more competent at understanding that it is both a game and that there is in fact a player who is at the driver seat the entire time?
I really hope that doesn't sound as pretentious or argumentative as it does when I reread it- I'm not trying to tell you you're wrong. I'm inquiring how you view both Bastion and S&S view themselves and their relationships with the player.