Knightmare Reformat
-
The format will no doubt be very different, seeing as things have moved on since 1994, but as it's so early in production, in fact not even in production hardly, it is impossible to say how it will turn out.
We shall have to wait for a batch of new news before we can comment on anything to do with it. We should be the first people to know
-
I think this is correct from what's been said by Tim Child so far, although people changing their minds does happen:
The Dungeoneer, or whatever they'll be called, will see. It's not the same as before, I for one posted that it took away something very special, but hey, time turns. With the Dungeoneer able to see there'll be new challenges, and the game will be playable at a faster pace than before.
I think he's said that at most there would be one advisor, similar to TimeGate. So either one advisor or the Dungeoneer on their own. Carving out a suitable role for an advisor when the Dungeoneer can see may be a challenge in itself, but I think there's plenty of scope there, if they choose to follow that route. I hope they do, for reasons I've mentioned elsewhere.
-
I wouldn't mind having the dungeoneer being able to see. If push comes to shove, there could always be magical "blind spots" in the dungeon making the dungeoneer blind and forcing their advisor(s) to guide them.
In any case, a lot of the time what happens in a room is more important than the process of guiding in and out (like a clue room, for example) so giving vision to the dungeoneer would speed things up nicely.
All the new series would need is a set of new puzzles that bear this in mind. I've got an idea:-
A motion-sensitive bomb room. Move too fast and the fuse lights. The dungeoneer would have to shuffle VERY slowly forwards. Add a goblin horn to the proceedings and it would be a very good test of nerve! Lots of tension!
-
Can I just say what a brilliant name that is?

Hooray for me.
Thanks! <¦-)
Who knows, my current obsession with the Chinese may have started with Ah Wok.
-
Does anyone think that the "reformat" of Knightmare sounds too much like Timegate to be true? I think they might just end up being the same thing, or at least Timegate looks more likely to make it out of the door.
Personally, I'd rather see them just do Timegate than besmirch Knightmare with such a radical experiment.
-
Have a look here for a couple of postings from Tim Child last November regarding the differences between TimeGate and Knightmare VR:
http://www.knightmare.com/forum/yabb/YaBB.cgi?board=news;action=display;num=1038263782;start=30#37
-
Every series of Km was an experiment - it's a case of The new series will either be radically different, Or there will be no new series. There is no point in trying to recapture past glories by remaking old series; what must happen is for an experimental new series to come out that is every bit as good as previous series (if not better) and that can be respected for treading new ground. I've no problem with the concept of a dungeoneer that can see - it will certainly speed things up a bit.
-
If you think about it we've already had a "new Knightmare" - Series 7 and 8. The format was kept the same but many of the traditional elements were gone - even the trademark helmet was replaced. And did it suffer from it? No, if you ask me.
-
Every series of Km was an experiment - it's a case of The new series will either be radically different, Or there will be no new series. There is no point in trying to recapture past glories by remaking old series; what must happen is for an experimental new series to come out that is every bit as good as previous series (if not better) and that can be respected for treading new ground. I've no problem with the concept of a dungeoneer that can see - it will certainly speed things up a bit.
But the point is, should it have the name Knightmare? Personally, I don't think it wuold truly be Knightmare without certain elements that rely to some extent on the dungeoneer being blindfolded - the beam room, bomb room, corridor of blades, causeways, spike rooms, spindizzy, mills of doom, I could go on...
-
-
Just as long as they don't duff it up and make it another "trendy kids" programme.
-
This is such a thorny issue. I suppose it could be seen as an identity question: how much of old KM can you take away before it's not really KM any more?
Identity is a big question in philosophy, and since eminent philosophers across the ages can't agree on an answer, I doubt we will. Some will claim the name is enough. Some will say that a certain "feeling" makes it properly KM. Some people will hold on to various things from the old KM as being critical in making the new animal fit the name. And no doubt some diehards will suggest any change from the old format invalidates calling it by the same name.
For my part, I'd rather look forward. Instead of focusing on all the things from the old series that must be included and the ways in which the new version would lose something, I'd like to focus on the things the new version can do better, the new challenges it can offer, the ways it can surpass its predecesor in form and style. Yes, it's difficult now, since we've only seen a few pictures. But I'm sure we'll get a better and more optimistic picture in time. I doubt they'd have dug it up if they didn't think there was something significant to be added and a great end product possibly to be had.
-
Absolutely. Km was forced to finish when it was still evolving. If 1995-2003 had series they would have gradually morphed into the series currently under development, and we wouldn't have said anything because it would have been gradual. What we need is faith in Tim Child.
-
I don't think the causeways would work with a seeing dungeoneer - they'd just skip over it and through the door before the first level had even had a chance to fall away.
Puzzles like that must be modified to FORCE the dungeoneer to pause after a certain bit is completed. For example, the next layer will not materialise until the layer before the dungeoneer has gone.
I agree about the Corridor of Blades, though!
In any case, what's stopping them from having "Blind Spots"? Places in the dungeon where the dungeoneer loses his/her vision temporarily?
-
I don't think the causeways would work with a seeing dungeoneer - they'd just skip over it and through the door before the first level had even had a chance to fall away.
Puzzles like that must be modified to FORCE the dungeoneer to pause after a certain bit is completed. For example, the next layer will not materialise until the layer before the dungeoneer has gone.
That's certainly a possibility. It'd also be possible to make a Causeway logical sequence one that the Dungeoneer has to spend a few seconds working out for every step. Numerical calculations? The next step in a logical sequence? That'd make them have to spend a little more time rather than just leaping across.
In any case, I'm sure the production team could time it so the blocks fall just after the dungeoneer's stepped off them, however fast they go.
-
Ban the REACH wand.
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login