![]() ![]() But they were minimal, a few easter eggs, nothing substantial. Originally posted by bai_ganyo:What was disappointing for me was that I was waiting for the consequences to kick in. ![]() but 2 hours of game without any gameplay is just too little for that price. ![]() I will not write a review, because I love many things about it, the animation, the voicework, the story, little Misfortune herself!. But from the aspect of interaction and gameplay I think it is really flawed. I enjoyed the game, the open mystery and everything. I just watched the 'good' ending on youtube, which has your mum reveal her face and smile, which was nicer, yet less interesting and revealing than the 'somewhere else' ending I don't see a reason to replay the game because of these 20 seconds (although idiot that I am, I almost did play the whole thing again, which let the disappointment settle in good) It forcibly makes you play a second time, just so you can see the other ride (maybe stupidly hoping it will have some impact on the storyline, some consequence). And both have a nice cutscene attached to them. Why does the game make you chose between the two rides at the fun fare? None of them changes anything. There are several aspects that just force you to replay next to the little branches in the storyline. What you have to do is get all collectibles in levels so linear, you have to be an absolute idiot to miss anything (I do admit, I did miss one, appearently some consequences do matter in that sense I waited for the game to reset, it did, but then actually didn't. Hiro was repeating "Be aware of the consequences" (or something similar), so I thought they're the game changer, that you need to play it just the right way in order to beat Mordo's game (groundhog-day-like) but none of that. There were hints at a time loop in Benjamin's journal. What was disappointing for me was that I was waiting for the consequences to kick in. I only noticed after 4th play through that the game updated its loading screen which I feel is unappreciated because its such a short game that most people are beating it in one sitting. In all honesty the mechanics work against the positives of this game like Art and atmosphere, If you could click on the sky and look at it with simple text telling you about the birds flocking ominously it would draw one into the atmosphere and allow the player to feel enveloped into it but instead we are projected through the environment on rails. My worry is that when there is a mechanical change that without honest criticism the developers think "oh our innovation is great,lets do it this way from now on" and considering little misfortune is killamondays only other game with direct links to FB its absolutely fair to hold it to comparison, who would of known about this game without first being a Fran Bow fan first? And it is not a question of one genre will replace the other - there always have been point'n'click adventures, and there always have been interactive stories. so if you go in expecting a traditional point'n'click adventure (and are unwilling to let go of that mindset) it is kinda like playing FIFA while expecting a RTS. "Little Misfortune" is more of an interactive story (and an excellent one at that) than an traditional adventure. Nor is "Little Misfortune" "Fran Bow II". They share a theme, a style, even the same universe, but they are not the same game. Originally posted by Charonx:"Fran Bow" is "Fran Bow" and "Little Misfortune" is "Little Misfortune". ![]() The idea that it's worth $20 makes my brain hurt. I would encourage everyone else to do the same if you're dissatisfied. It's like writing a beautiful song with amazing lyrics and just screaming them backwards while you're vomiting (which I'm sure they'd love to have put in this cartoon because why not?) I used to claim KM were my favorite indie developers but I'd really be embarrassed to say that now. I will definitely be playing the Fran Bow 2 demo before I purchase and probably wont even purchase until there's a sale. The interesting part of Little Misfortune is that it really is the little misfortune of KillMonday. I also agree that the humor was severely displaced and really not even funny most of the time. I have no idea where the influence from this came. It becomes an *experience* just as much as a game. You feel for Fran and you want her to be okay, all the while you're exploring strange new worlds and trying to solve puzzles. Not to mention the story that's molded off the backs of such things is truly heartbreaking, beautiful and haunting. I think one of the major differences between this game and Fran Bow is that Fran Bow pulled so many references from literary masterpieces. ![]()
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