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So, after completing preview-part again, i am dissapointed a little. The problem is that the characters don't want to do almost anything and have an excuse for everything. For example:

* Anna doesn't want to talk with nurse at hospital ICU - "need to lay low" (it's just a nurse, why all that secrecy).
* Ray can't look at patient folders - "it's for doctors only" (forgetting about his journalist nature).
* Bennett can't go to chief's office, because he's scaried of him (ok, probably). He also can't get into most of the other rooms, because "he doesn't need to" (shouldn't the player decide this?).

I understand, that most of my problems will be solved during the walkthrough, simply activating some triggers, but I alose think it's a big mistake - not giving a player the freedom of exploration, making artificial restrictions.

Isn't this probably the most valuable part of video games - to do things not allowed / leading to conflicts, in real life?

Partially good implementation for ideas above is old "Broken Sword" - where you can, for example, apply electric handshake toy to anyone - with well-written dialogs, the content, as consquences, but not pity excuses like "oh, i won't do that to a poor grandma".

This makes current game's most valuable parts - STM and LTM almost pointless, because, I guess, a major part of icon combinations are implemented with excuses.
Post edited June 19, 2012 by kpashka
avatar
kpashka: So, after completing preview-part again, i am dissapointed a little. The problem is that the characters don't want to do almost anything and have an excuse for everything. For example:

* Anna doesn't want to talk with nurse at hospital ICU - "need to lay low" (it's just a nurse, why all that secrecy).
* Ray can't look at patient folders - "it's for doctors only" (forgetting about his journalist nature).
* Bennett can't go to chief's office, because he's scaried of him (ok, probably). He also can't get into most of the other rooms, because "he doesn't need to" (shouldn't the player decide this?).

I understand, that most of my problems will be solved during the walkthrough, simply activating some triggers, but I alose think it's a big mistake - not giving a player the freedom of exploration, making artificial restrictions.

Isn't this probably the most valuable part of video games - to do things not allowed / leading to conflicts, in real life?

Partially good implementation for ideas above is old "Broken Sword" - where you can, for example, apply electric handshake toy to anyone - with well-written dialogs, the content, as consquences, but not pity excuses like "oh, i won't do that to a poor grandma".

This makes current game's most valuable parts - STM and LTM almost pointless, because, I guess, a major part of icon combinations are implemented with excuses.
I have to agree, the arbitrary restrictions in this game are ridiculous.

In the puzzle within the Police Archives you rig the machine to give you the required info-printout on the next info-request, yet you have to request a very specific printout from a very specific memory that you first need to solve with another character.
Why can't i just ask the clerk for some bogus information i have clearance for? It would solve the "puzzle" immediately.

Another criticism is that you cant skip walking to zone-exits and there is no run function.
You will make frequent errors by sending the wrong character with the wrong item to the wrong location and need to get other characters to their location to trade items.
Waiting on characters to crawl across the screen to get to the exit is a pain.
Try getting anyone out of the hospital and into interrogation at the police station if the detective is inside the archive room for example.
It takes like 10 clicks to get the characters where they are supposed to be.
It simply turns into a chore.
So far so good except the extremely pixelated look because of the 640*480 resolution (vs native fullscreen 1920*1200).
I would like to share my impressions on this subject. Spoilers included.

I agree there were several artificial restrictions where a completely logical and natural thing to do (like talking to the nurse) was not allowed. I'm guessing it was done to "help" the player not get lost on red hertherrings, but it was frustrating at times.

Regarding the STM and LTM system, I liked it at first. It reminded me of the journal on the Blackwell games, but with the player actively adding the entries. I feel LTM memories worked well, but STM made things too tedious. The fact that STM were used for very arbitrary puzzles (the receptionist won't discover that her shift has ended unless you asked her about a clock, the same receptionists won't recognize you the next day unless you use a STM of the terminal instead of just recognizing you) and that there is a limited number of slots made it not very fun. I did like one particular use (asking to the policeman about the control panel). Considering the situations where they were used, I think the STM system could have been replaced with an "Ask about environment" command, where you could ask a character about an item present in the same room, skipping thus the unnecesary "writing down" middle step.