the tumbler lock puzzle in Grim Fandango is frustrating as hell
LucasArts put way more consideration into their puzzle design than Sierra, generally. It's just that writing puzzles outside of a set mechanical framework inevitably requires more creativity out of the player than the designer
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On the Grim commentary, Tim Schafer says "I don't know how the player was supposed to figure this one out." It was when you had to give Glottis jello shooters, make him puke, then pour liquid nitrogen on the puke so you can walk on it and defuse a bomb.
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But your point still stands: more consideration for the puzzles, creativity from the players, and the game is still fun and engrossing even if you use a walkthrough.
End of conversation
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