Hey, I didn't say "absolutely nothing," I said "little creativity outside of
some visual design." That's better than
nothing, I guess. And humor? Uh, I guess the princess falling 12 stories down in some cave was mildly amusing as well the big splat-corpse the eye-monster makes, but the game in general is pretty humorless.
Unless there is something incredibly and subversively funny about the whole "princess is the hero" thing that I am sure would surprise someone who
didn't know that coming into the game, which my guess is absolutely
no one for more than a decade now.
I'm not saying you are wrong, but you represent the profile of an "impatient stimulus seeker" who needs the volume at 11 (always) and hyper-kinetic action (always) otherwise..."nothing is happening"...
But I do feel that the mood and atmosphere in some games will be totally lost in you.
Not quite. Fumito Ueda's games can achieve an amazing level of atmosphere despite a relative lack of things going on. Climax games (e.g. Landstalker, Dark Savior, and Alundra) tell beautiful self-contained stories in small, isolated locations - something that really impressed me about those games. Some games just don't do it well (e.g. Gotzendiener) - the isometric perspective's added detail doesn't help the game when you are stuck in drab ugly caves for a third of the game with droning bland chiptunes playing incessantly (if they remixed these tracks for redbook audio cutscenes, why couldn't we hear them in-game? what wasted effort).
Its only saving grace is that it's cheap, so I didn't waste much time or resources with it (but was served a healthy dose of frustration).
Now I can get back to dealing with Valis IV's progressively deteriorating standards of level design.