![]() ![]() The unfortunate thing is, Goodbye Deponia is a well thought out, rather funny experience. The lack of a hint system is really what drags it down. With an inventory that can take up the entire screen, some of them have numerous items and combinations that have to be used. These aren’t some small puzzles that have to be completed either. Even when I did finally figure it out, I realized what I just did really made no sense to begin with. Too many times, I found myself stuck for 30 minutes trying to figure out that one combination or item I needed to use on someone or something to progress the story. The problem I had was with the actual puzzles and item combinations. Everything is done with the mouse and is very simple to understand. Players will move Rufus around, interact with things in the environment, combine and obtain new items and speak to NPCs. ![]() The game breaks down into standard point and click adventure style. Of course, this is all done through a series of puzzles and hijinks. This time around, Rufus uses his “cunning” and “intellect” to disguise himself as his snobby nemesis Cletus, in hopes to board a cruiser and enter Porta Frisco from there. Of course, Rufus completely destroys the group’s original plan and ends up stranding them at a hotel located on the rail tracks. Rufus and Goal are trying to devise a plan the enter Porta Frisco. Goodbye Deponia is the third and “final” game in the Deponia series. Goodbye Deponia offers up that witty, clever story and still manages to frustrate me up a wall. Many times, the story would be compelling and witty while the game play dragged down my experience with slow moving puzzles and progression walls. I have a love/hate relationship with point and click adventure games.
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