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Quicksay: Local Maxima

🕑 Added 2023-09-15 13:44:32 +0000 UTC

Comments

Oli Jacobs

I think one memory of manuals I always seem to recall when this topic arises is the booklet included with the original release of Assassins Creed 2. I remember reading an editors note of sorts from one of the characters in the game describing the way water would end in death in Assassins Creed 1 as a flaw of the Animus system that has since been rectified. I think it says something that even over a decade later that cute little meta joke is still something I occasionally think on.

Karpopper

i saw in the youtube comments of that mario galaxy tutorial dvd people unironically saying they thought it was helpful and they never knew about the long jump / backflip. those moves arent required so theyre just in the manual instead of a required tutorial but that doesnt work for required moves like the spin. i'm more sympathetic to tutorials now, even for optional moves maybe its worth it to put a required tutorial if theyd enjoy the game more.

gibbdude

As a Zoomer born at the turn of the millenium, I'm probably the last generation that'll know what you're talking about with manuals. Funnily, the car rides back most etched into my brain were the ones with Super Paper Mario and Pokémon Black & White. I'm sure that makes you feel old. I didn't get it until I was in my teens, but opening up MGS4 to find its robust, comic-filled manual did an amazing job pulling me into the game before I even started it. Shezhen and TIS stand out to me as games that benefit massively from their manuals for a multitude of reasons. Maybe it's not that big of a deal, but I have a hard time imagining that the world is better off without those glossy paper apéritifs to games. They do add to the artistry of a game experience, and I think it's good to make people read if they need shit spelled out for them.

+1 to the "pre-designed" comment, but I don't think its that surprising. Its a lot of mental legwork to question and evaluate every assumption you make about how a game should work, and most people, even if they didn't have the time/budgetary constraints that most developers face, aren't perfectionists

Funny that you mention Doom Eternal when talking about how you rarely enjoy teleporting enemies, I think it's one of the few games that I think pulls it off rather well. The Prowler (teleporting fella) has a pretty distinct audio tell associated with his disappearing act and usually only uses it when he's in front of you, making it unlikely you'll be caught off guard by it if you're paying attention. The fact that the teleporting attack also comes from behind and has a generous windup means it's relatively easy to just dash forward when he performs the attack, avoiding it entirely without requiring you to deal with the threat if you've reached a certain level of mastery. I think an enemy with a move set like this works well in Doom Eternal specifically because you're dealing with so many enemies at once, and an enemy with a simple gimmick like this can just exist as more of a simple speed bump. Someone you can deal with on reaction but whose presence still forces your hand and complicates the play space in an interesting way.

Blooper

I used to enjoy manuals as a kid, too. I'm not exactly missing them much, but they do make me nostalgic for when I'd get a game at Christmas for example, at a big family gathering, and had to make do with the manual until we got back home. Also, back in the day I sometimes printed out guides from the internet and stapled them together, but they'd all be text. So I used to cut out the illustrations from the poor manuals and glue them in the guide. The red jelly has been a bother to me ever since it's introduction, I can't stand the screen getting all ugly when a little health bar does the job, and I can't remember ever finding the option to turn it off either. But one game with a seriously bad case of the jelly happens to have my favorite teleporting enemy. In Mass Effect 2, you at one point encounter a boss who has the ability to do a sorta charging dash teleporty thing and will do that to run away. However, that's the same ability that players of a certain class have. So I would just hit my own rush after she did hers and fly right after and into her, which was pretty fun and unusual for that game.

Richard Rosean

They were already a little out of fashion by the time I started buying my own games but manuals as well. Rockstar in particular used to put a ton of work into making the ones for GTA fit in universe and I used to spend hours looking at them.


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