Treasures of the Savage Frontier
I think I'm pretty far into this game now. It's still an improvement over the mediocre Gateway to the Savage Frontier, but it's also getting pretty tedious. You basically go from town to town confronting a massive conspiracy between three evil groups by killing the same group of enemies over and over and over. The developers knew that you would have access to pretty powerful spells at this point, and they tried to design the encounters around that, but it's more annoying than challenging. If you roll poorly on your initiative check, all the enemy spellcasters get to go first and wipe out half of your party. If you win the initiative, you have basically won the encounter.
The game takes place in the same world as the previous one (in fact, it even reuses the maps), so maybe playing this immediately after finishing Gateway was a bad idea 🤣.
Monkey Island 2: LeChuck's Revenge
I will preface this by saying that I actually like some adventure games. I played through Loom, The Secret of Monkey Island, Leisure Suit Larry, and Space Quest a few years back, and I actually had a blast playing through them all, and even got through them without any hints (except for one part of LSL).
Excited to find a "new" genre of games to get into, I quickly became frustrated in my attempts to play Sam & Max Hit the Road , Day of the Tentacle, and The Legend of Kyrandia: Book Two - Hand of Fate (what a title 🤣) because I simply could not understand what I supposed to be doing. I felt like I was just collecting random items in every single room, just because I was playing an adventure game and that was what I was supposed to do. I'd often find myself in a situation where I obviously had to do something with all the random trash I'd collected, but it wasn't clear what I was actually meant to do, or what anything had to do with what my goal was supposed to be.
I figured that MI2 would be more approachable, having completed the first game, but I got stuck toward the end of the first area. The game actually does a great job of setting up your goal: get off the first island, which requires getting rid of the town bully, which requires making a voodoo doll, which requires four ingredients from him. Three of the ingredients make total sense if you're paying attention and explore each area. The last one, his clothing, is moon logic. You need to collect swamp water in a bucket (why??? because it's there), and you have to be up with your college pranks and know to put that swamp water bucket on his door, so that he'll open the door, get drenched and change, so you can get his clothes (it's a bit more complicated than that).
The problem is twofold. First, it requires you to just randomly collect swamp water in your bucket, even though this makes no sense, simply because swamp water is interactable in one area, and you have a bucket. Second, it requires you to think that the only way to get a thread of clothing from someone, is to play a prank on them with that bucket... even though you have total access to his room at all times. I mean, what about just having his sock in a drawer or something? What about having a single alternative solution, for the people who unfamiliar with the good old bucket on the door prank?
This is my problem with adventure games. It's not the deaths from the Sierra games (just save often), and it's not even the walking dead situations (although those are awful)... it's the rigid structure that requires you to be on the exact same wavelength as the writers/designers, or the game comes to a complete halt. Maybe for a lot of people, putting that bucket on the door makes perfect sense. But if it doesn't, your only recourse (outside of looking the solution up) is just to start using every item in your inventory on every spot, just to see if you missed something.