Dec 30, 2011Oh, Kalypso. I want to like you, I really do. But you do not design a learning curve so much as a learning cliff. I didn't even pay attention to who made this game, but I was keenly aware a few missions in. The overwhelming cost of everything, the slow time to execute it. and the stress factor are hallmark for me of Kalypso games. It's not that I can't beat them-- I can, and I did beat this one. It's that it's not fun. When I'm done, I save and quit with the feeling of, "Ugh, glad that's over." When I've beaten the game, I don't come away from it feeling as though a second play-through would be easier, or more fun. I'm just glad to put it away and never think of it again.
MUD TV was such a fantastic premise, it didn't need this treatment. It's worse to see what could have been a fantastically fun play experience converted into a stressful, backed-into-a-corner pressure-fest. It's frustrating to see so many possibilities in a game and see them all killed by the drudgery of someone else's idea of what makes for a challenge. Click something a little too slow, or just hit a stretch of bad luck, and you're so far underwater you might as well start over. It's drudgery where there should be magic.
Note to Kalypso: I already have a job. I don't need to buy another to do in my leisure time. Design with that in mind, and give people the option of a relaxed mode that actually IS relaxed. Not super-easy. Just flexible and possible to recover from a mistake. Games are best when they're relaxing.… Expand