08-02-2005, 11:57 AM | #221 | |
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08-02-2005, 10:27 PM | #222 |
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Played through the demo several times over the past two days; thought I'd throw in my two cents.
I love the atmosphere of the game, like the mouse gestures for interactions, love the multitude of things that you can do, love the timed "split second" decisions (such as when trying to sneak out the back door without having paid), and I do think that the gameplay is leaning in a good direction for a new type of adventure game. However, there are a lot of frustrations and shortfalls that I'm seeing. First off, the movement controls are crap, though they can get better with some tweaking. The camera controls are atrocious no matter what you do. I'm guessing they're way better with a gamepad (I'm planning on playing the PS2 version because of this.) Second, no cutscene skip? C'mon developers... I mean... duh! Third, while I think the sanity bar is an interesting idea, I think they're missing a lot of opportunities to use it to its full ability. Instead of the silhouette version of the character looking more and more downtrodden as the bar drops, why doesn't my character look any more depressed or overwrought? Imagine if the lower the bar was, the more fidgety, jumpy, or depressed your character actually looked and acted. It could also have an effect on your actions and conversations. If my bar is really low and I talk to the cop, I should just kind of stammer and mutter jibberish. If I've raised the bar way up, I should stride non-chalantly up to him, tip my hat (if I were wearing one) and give him the best "top-o-the mornin'" I could muster, just before tossing a tip to the waitress and sliding casually out the door. And... you know... some stuff in the middle of those two extremes. Anyway, I think they're missing out on some stuff here. Finally, while there's a lot of freedom in what you can do, I still see this as being fairly linear. Sure there are lots of different ways to play through this, but the basic story is the same no matter what you do. Going crazy or being caught in one of a few different ways are not endings... if that's an ending then any game with a "GAME OVER" screen can advertise multiple endings. Basically you have two endings (leaving by taxi or leaving by subway) which are both pretty similar. Obviously, I should hold my judgement to see just how much of an effect your actions have on the rest of the game, but if cleaning up the body just makes a little more work for you in the next chapter when you play the detective, it's just not yet what I would call non-linear. The detective still ends up on your tail... you just have to do a few extra wiggles of the mouse to find said tail. I just don't see the degree of non-linearity here that I was hoping to see. That being said, I'm still going to buy the game... |
08-02-2005, 10:52 PM | #223 | ||
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08-02-2005, 11:51 PM | #224 | |
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...sorry... |
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08-08-2005, 02:09 AM | #225 | |
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After reading this thread I think people have way high too expectations. I'm pretty sure your choices will be seriously limited throughout most of the game. It's most likely going to contain railroaded sections with some more free, peaceful sections in between. Perhaps even a branch or two. The reason why I'm interested in this game is because I find it is so much like a DIY adventurebook or Dragon's Lair. Except, based on the demo, they seem to have a sense of style and proportion that might actually work. As a big fan of cinema, I hate it when so many games want cinematic moments, while the games themselves are as far removed from the language of cinema as can be. As I understand such things. Needless to say I don't much like cutscenes. I think Psychonauts had far too many of them. I think Tribes Vengeance had way too many of them, and all of them long. Fahrenheit might just be the cinematic game that I will like. It certainly isn't an adventure game in my book. I'm sure there will be people who won't even call it a game. Has anyone here played Shenmue (for Dreamcast) btw? I personally haven't played the game, just watched a friend of mine playing it, and was reminded of it. |
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08-08-2005, 09:30 AM | #226 | |
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Welcome to the forum, Uniikki.
I think you are making perfectly valid points - the only thing I don't agree is your reluctance to call Fahrenheit adventure game, but I guess the labels are not that important, especially when the game feels fresh and exciting. Like it does in this case. Perhaps some of us do expect too much - it happens. And yes, you're spot on about the game becoming more linear later. In fact, Jackal, who will review the game for the Site, already spilled the beans a bit in the other thread (also worth your read BTW): Quote:
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08-08-2005, 11:46 AM | #227 | |
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The Disenfranchised™ - A Film Noir adventure series for the PC. Coming later. |
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08-09-2005, 04:58 AM | #228 | ||
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Thanks for thread link, 'twas an interesting read. Quote:
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08-09-2005, 06:20 AM | #229 | |
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08-09-2005, 06:29 AM | #230 | |
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08-09-2005, 09:24 AM | #231 |
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God, everyone is so damned fickle.
I'm going to wait until the review of the FULL GAME comes out.
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08-09-2005, 11:05 AM | #232 | |
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Im going to get this game no matter what the reviews/previews say about it (it got an average score in Gamesmasters preview) since were not exactly spoilt for choice on adventure games at the moment btw what would be the best format for this? pc or xbox? the controls on the pc weren't exactly the best |
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08-12-2005, 11:45 PM | #233 | |
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08-13-2005, 03:15 AM | #234 | |
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Indigo Prophecy hands-on preview at TeamXbox
http://previews.teamxbox.com/xbox/11...o-Prophecy/p1/
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