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Suffers from the dreaded "Sequel Syndrome".

Well, here it is at last, and the NG audience are creaming their pants over it left right and center. Not that I'd expect anything different. I, however, perhaps being a tad anal retentive, didn't enjoy it quite as much as the first.

I'm not going to say you didn't put enough effort into it. Hell no. This gets an A triple plus for effort. The problem is that this effort seems to have been put into some of the wrong areas.

When I play a game like this, I play it for a bit of logical thinking, kicks and giggles, screwing with the various dialogue options, and (in the case of Johnny Rocketfingers) fast-paced ludicrously improbable action/fight sequences.

Problem the first: action sequences. The opening scene is fine, and all the fight scenes following are admittedly very well done -- but they just don't GRAB you like, for example, the bit with the chaingun-wielding giant in JRF1. Try to top or at least live up to the action/improbability in that scene and I'll be satisfied.

Problem the second: dialogue options. What went wrong here? In JRF1, the dialogue options near the start branched everywhere. Go to sleep, whack the woman and get yourself killed, demand a blowjob, try to talk your way out of being shotgunned by the barkeep. Great stuff. In JRF2, I've yet to see the dialogue yield any not-on-rails results. (I admittedly didn't explore all the options with the shady dude; if he can actually find me a hooker, sure, that'd be an improvement.) None of the options right at the start (that I could find) yield anything but an instant death. Talking to the oriental shopkeeper yields nothing at all but a somewhat humorous moment when Johnny pretends to come on to him, and if he points the shotgun at your head you either die or put the items back. Boring.

Problem the third: illogical puzzles. This is why I had a hard time liking Sam & Max for the gameplay; it very quickly becomes a jumble of pixel-hunting (without a walkthrough I never would have found the gum) and trying to combine every item you have with every other item to see if you get anything new. Sneaking the 40 out of the store was clever. Assaulting the alligator was kinda pushing it. Getting rid of the pigeon made absolutely no sense whatsoever (but it was pretty damn funny).

Fourth and finally, a general exchange of humor for even more bad-assedness. Looking back, there were plenty of humorous moments in the game, but only mildly so. The solution to the pigeon puzzle got a decent laugh, but that was probably the only thing that did. JRF1 had me absolutely cracking up the first time I saw the girl in the ending (despite the slight clichedness of the joke), and when Johnny just put his head down on the bar table and fell asleep.

In summary, I did like it anyway. It's just not really what I was hoping for. Here's to a JRF3... IN THE AMAZING YEAR FIVE HUNDRED BILLION!!

vastcool responds:

you are absolutely right & i totaly agree with you (except for the "illogical puzzles"). I tried to do more of a 'serious' cinematic movie with this one, & also wanted to make it more of a classic style adventure game. I made it way more complicated, which led to much more headache & a lot less humor, funniness, randomness, coolness.

If there is ever a Johnny 3 it will follow the same style as the first game. I just wanted to do this new style, but now it's out of my system.

Thanks for your honest review

PS you CAN kill a pigeon with alkeseltzer. i used to hear about kids doing it

How come some camels have one hump, and others got two? You see, this is where gasoline comes from -- one hump for regular, two humps for premium and unleaded!

Age 37, Male

confused

Canada, eh!

Joined on 8/6/03

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