Talk:The Longing/GA2
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Reviewer: Blue Pumpkin Pie (talk · contribs) 20:46, 7 November 2022 (UTC)
- @Blue Pumpkin Pie It's been a week, are you still up to this? If you are busy, by all means, real life takes priority ‡ The Night Watch ω (talk) 17:08, 14 November 2022 (UTC)
- Sorry about that. it looked like there were some heavy edits being done during the time I accepted the review, I wanted to make sure you were done with any major edits. I also got busy fairly recently, but I managed to get some time. The review is coming in soon.Blue Pumpkin Pie (talk) 17:29, 15 November 2022 (UTC)
- LEAD
- the story follows a creature called a Shade, the sole servant of a sleeping king.
- ^^^I wouldn't call it a "Story", more of a premise. Are there story events in the game?
- Tasked with awakening the king after 400 days, the Shade must find ways to pass the time.
- ^^^"must" is subjective. It definitely is an option.
- Depending on how well-furnished the Shade's home is, time begins to progress faster, with time also passing while the game is closed and not in use.
- ^^^This sentence is awkward. It seems odd to notate that time progresses faster mentioned first with time passing in real-time even when the game is closed/not in use mentioned second.
- Studio Seufz was co-founded by Anselm Pyta, who first gained the idea
- ^^^Considering this article is about the video game and not the studio, it's odd to phrase this sentence as if the Studio was the focus. Even odder that Anselm Pyta isn't given explicit credit. It's all indirect. The infobox on the other hand mentions he is the director.
- The underground setting was inspired by both dungeon synth music and Pyta's experience of residing in a basement, while the backgrounds were created in Photoshop and the characters in Adobe Flash.
- These statements don't flow together.
- GAMEPLAY
- Gameplay revolves around a countdown of 400 days as the Shade waits to awaken the king in real-time. Interaction with the world is slow-paced by design, with the Shade's movement speed being significantly slow. The Shade can explore caves, gather resources to furnish its home, or perform other time-wasting activities such as reading and drawing.
- ^^^I usually avoid words such as "Gameplay revolves around" or "Gameplay is comprised of" it's not clear. On Another note, its odd to phrase that the game is slow-paced before we ever establish what the gameplay is made up of. So re-organizing would be necessary.
- The game is intended to, at least in part, be played idly,
- the reference doesn't explicitly state this.
- however, no interaction with the game world is required to advance the timer, as it continues regardless of what actions are taken and progresses even if the game is not open.
- ^^^This statement seems redundant. Didn't the earlier sentence already establish this information?
- Time advances faster in the Shade's home depending on how well-decorated it is, as well as while performing certain actions such as drawing.
- ^^^The lead mentioned "well-furnished", but both statements are confusing. Does this imply that the more decorated it is, the faster the time? or does it mean is there a ranking system on how you decorate the cave? On another note, the section doesn't establish how to decorate/furnish the cave.
- To prevent cheating, the game also has a dungeon system as a consequence for players who attempt to circumvent the time limit by changing their computer's system clock.
- What is the "dungeon system"? And is this also present in the Switch since the article only mentions the PC version.
- Did all your suggestions. It is indeed present on the Switch version, but I couldn't find a source for it. Should I keep or remove the sentence?
- DEVELOPMENT
- For his diploma at Animationsinstitut [de] in Filmakademie Baden-Wuerttemberg, Pyta wanted to develop a game and a film, but only the film was eventually finished.
- ^^I don't think the Animationinstitut redlink is necessary since the german wikilink also directs to Filmakademie Baden-Wuerttemberg. In addition, why is "eventually" included?
- Pyta also founded Studio Seufz alongside Animationsinstitut friends Benedikt Hummel and Stefan Michel, who were studying interactive media and animation/effects production, respectfully. The three chose to work in their own studio instead of joining an animation company: Pyta had found little interest in working for any of the existing groups, and considered the creation of Studio Seufz the only way to produce his own original content.
- This level of detailed information doesn't seem relevant to the game.
- The philosophy section needs more paraphrasing and less of a recap of an interview. Most development information is going to be from interviews.
- I implemented some of your suggestions. Is there anything particular you think I should throw out of philosophy? I was looking towards nomming this for FAC and wanted this to be as comprehensive as possible. ‡ The Night Watch ω (talk) 23:21, 18 November 2022 (UTC)
- I just recommend avoiding "When asked this, Pyta said that".Blue Pumpkin Pie (talk) 19:16, 23 November 2022 (UTC)
- RECEPTION
This is what I have so far. More will come soon.Blue Pumpkin Pie (talk) 17:56, 18 November 2022 (UTC)
i really couldn't find any faults with the article too much. As for Featured, i'm unfortunately, not familiar yet. Usually Criteria 1a is the one that needs to be done. Anyways, i'll give it a PassBlue Pumpkin Pie (talk) 19:16, 23 November 2022 (UTC)