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Originally Posted by gravedigger
Dan's mini review has pretty much sold me.
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Don't get me wrong, it's definitely an acquired taste - and it's far from perfect technically (though I've got the PS2 version, so mileage may vary).
But...
If you like games that play with ideas rather than texture mapping, then none of that will matter. The words "interactive movie" usually bring me out in cold sweats, but this comes tantalisingly close to making the concept work.
For instance...following the "morning after" scene I mentioned above, you can choose whether to follow Lucas to the park or switch to Carla, the female detective, as she reports to work the next day. I chose to switch to Carla and, as she called her partner Tyler to see where he was, you could switch to
him and play through a character-building scene of him getting ready for work, or you could stay with Carla and (I assume) go over the forensic reports.
I've played through maybe the first 45 minutes of the game and already there are about five major different paths I could've taken through the story. That I could see. There may be more.
It does a very good job of keeping you moving in the right direction, plot-wise, while letting you see the action through the eyes of multiple characters, and all without distancing you from the story or the adrenalin rush of hiding blood-stained clothes while a cop hammers on your door.
There's a definite feel of Shenmue, but the languid pace of Ryo's forklift-truck driving adventure is gone. It also reminded me of SOS Escape, the Japanese earthquake game, and also an old PSOne game whose name eludes me, where you were trapped on a spaceship hurtling towards the sun with a murderer on board. It was a first person adventure, and you had to convince the crew to co-operate.
I'm sure some people will complain that all you do is carry out mundane tasks and walk around, but as I said before - that's missing the point.
That opening scene from the demo isn't about cleaning a bathroom. It's about cleaning a murder scene. It's about finding yourself standing over a body, holding a bloody knife. It's about stabbing a man with a cop right outside the door, and trying to get away with it.
If you're not willing to make that investment, to put yourself in that mindset, then everything else in the game will just slide right past you.
The actual tasks you perform to do that may seem small and trivial, but the reason behind everything is
drama. All the character beats and decisions and actions that would usually be handled in a cut-scene before you took over for the physical "running away" part are now in
your hands.
I don't know if gamers are ready for something like this, and I stand by my earlier prediction that it'll join Ico and Vib Ribbon as an example of a game that tried to do something genuinely creative and artful with the videogame format, but failed to crack the mainstream.