Posted September 19, 2021
This topic will serve as an ongoing journal of my experience with this game. Maybe it will help developers spot things they could still improve, if not now than maybe someday in the future, in a directors cut for instance.
At the beginning of the game I had to select my Values which are Hedonism, Stimulation, Self-Direction, Universalism, Benevolence, Tradition, Conformity, Security, Power and Achievement. Each of these gives me a certain number of points for each of the attributes grouped under the following 4 symbols:
Flame: Determination, Authority, Sincerity, Indifference, Impatience, Specifics, Selfishness, Target
Light Bulb: Inspiration, Spontaneity, Optimism, Verbosity, Energy, Expression, Atmosphere, Intuition
Puzzle Piece: Rules, Calm, Loneliness, Caution, Logic, Facts, Discretion, Accuracy
Heart: Empathy, Listening, Trust, Compassion, Amicability, Service, Pacifism, Education
The values are important for the Profession paths one can take. It is possible to gain points during conversations, depending on the dialogue choice, by using abilities, manipulating things in cyberspace etc. Sadly this isn't explained until a later point in the game when the relevant codex entries become available telling me how this Value system works. Up to that point all I can see is how the bars are filling up, how many points for each dialogue choice I earn towards one of the five symbols and which Profession path I can select. Since there are several which would be relevant during the first case, but it's not easy to pick the correct dialogue which only hints at the Values one will receive points in, makes it difficult to play the way my character would.
This is the first problem with this game. I briefly mentioned the Codex which contains useful information about all sorts of things. Some entries need to be unlocked as they are and some got additional entries to unlock as one goes. Right from the start the Codex starts filling up with information so there's lots to read. Many don't contain anything that's relevant at the time they unlock. For instance right at the start I learn about Rendan and Sensing. I don't need this information at this point and when it would become useful knowledge it could be to late. I will only hint at the situation where I find would have been the perfect point to introduce this information to me so as not to spoil anyone reading this. In the very first case there is an NPC which could have been saved had I read information about Sensing before. I did not because there were already so many that there was enough to read for the next half hour.
Other entries are also present right from the start, before I even know where I am and what's going on. For instance in the Organization tab there is an entry for Blue Whales Interactive. This entry isn't irrelevant but could have been added when I discover the butler system. Reflecting about recent events during one of the first scenes, there is mention of a character Ken Zhou. My character tells me what game and team he was playing for and some entries were added for me to read. She must have known about this event beforehand so she could reflect about it while standing at the window. I myself on the other hand could have learned about this incident when turning on my characters holographic television set.
Not only do I learn about the event at the wrong time, I get the codex entries which at this point in time is completely irrelevant to me, without rhyme or reason. The best order would be to have me turn on the television to hear about it in the cut scene, to receive two bits of information in the Codex, then allow my character to maybe return to the window to reflect on this news and what it could mean for her. Sadly I can't go back to anything as once I made my choices all I can do is move on. It wouldn't hurt to be able to get back to the window to explore other options. If I were able to maybe opportunities to gain more Value points could be locked but points in each of the attributes could be raised which determines how events and dialogues will play out and which additional options become available to me.
Summary in a nutshell The information I gain early on is way to much, it is introduced at points where it isn't relevant, there is no connection to it at the point in time it is received, so ultimately timing and pacing feels completely off. It takes lots of time to read all the information which for many could get boring fast so they skip over and might miss something important. The Values system and how it works, influences on dialogues and choice of profession one can start out with, should be explained in the character creation screen. Maybe by way of a short Codex of its own or by allowing to click on each of the Value symbols to learn more about the many attributes each holds.
When I get up the next thing I wish to write about the experience of solving the first case and what I noticed.
At the beginning of the game I had to select my Values which are Hedonism, Stimulation, Self-Direction, Universalism, Benevolence, Tradition, Conformity, Security, Power and Achievement. Each of these gives me a certain number of points for each of the attributes grouped under the following 4 symbols:
Flame: Determination, Authority, Sincerity, Indifference, Impatience, Specifics, Selfishness, Target
Light Bulb: Inspiration, Spontaneity, Optimism, Verbosity, Energy, Expression, Atmosphere, Intuition
Puzzle Piece: Rules, Calm, Loneliness, Caution, Logic, Facts, Discretion, Accuracy
Heart: Empathy, Listening, Trust, Compassion, Amicability, Service, Pacifism, Education
The values are important for the Profession paths one can take. It is possible to gain points during conversations, depending on the dialogue choice, by using abilities, manipulating things in cyberspace etc. Sadly this isn't explained until a later point in the game when the relevant codex entries become available telling me how this Value system works. Up to that point all I can see is how the bars are filling up, how many points for each dialogue choice I earn towards one of the five symbols and which Profession path I can select. Since there are several which would be relevant during the first case, but it's not easy to pick the correct dialogue which only hints at the Values one will receive points in, makes it difficult to play the way my character would.
This is the first problem with this game. I briefly mentioned the Codex which contains useful information about all sorts of things. Some entries need to be unlocked as they are and some got additional entries to unlock as one goes. Right from the start the Codex starts filling up with information so there's lots to read. Many don't contain anything that's relevant at the time they unlock. For instance right at the start I learn about Rendan and Sensing. I don't need this information at this point and when it would become useful knowledge it could be to late. I will only hint at the situation where I find would have been the perfect point to introduce this information to me so as not to spoil anyone reading this. In the very first case there is an NPC which could have been saved had I read information about Sensing before. I did not because there were already so many that there was enough to read for the next half hour.
Other entries are also present right from the start, before I even know where I am and what's going on. For instance in the Organization tab there is an entry for Blue Whales Interactive. This entry isn't irrelevant but could have been added when I discover the butler system. Reflecting about recent events during one of the first scenes, there is mention of a character Ken Zhou. My character tells me what game and team he was playing for and some entries were added for me to read. She must have known about this event beforehand so she could reflect about it while standing at the window. I myself on the other hand could have learned about this incident when turning on my characters holographic television set.
Not only do I learn about the event at the wrong time, I get the codex entries which at this point in time is completely irrelevant to me, without rhyme or reason. The best order would be to have me turn on the television to hear about it in the cut scene, to receive two bits of information in the Codex, then allow my character to maybe return to the window to reflect on this news and what it could mean for her. Sadly I can't go back to anything as once I made my choices all I can do is move on. It wouldn't hurt to be able to get back to the window to explore other options. If I were able to maybe opportunities to gain more Value points could be locked but points in each of the attributes could be raised which determines how events and dialogues will play out and which additional options become available to me.
Summary in a nutshell The information I gain early on is way to much, it is introduced at points where it isn't relevant, there is no connection to it at the point in time it is received, so ultimately timing and pacing feels completely off. It takes lots of time to read all the information which for many could get boring fast so they skip over and might miss something important. The Values system and how it works, influences on dialogues and choice of profession one can start out with, should be explained in the character creation screen. Maybe by way of a short Codex of its own or by allowing to click on each of the Value symbols to learn more about the many attributes each holds.
When I get up the next thing I wish to write about the experience of solving the first case and what I noticed.
Post edited September 19, 2021 by Mori_Yuki