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The Tale of Garn Chapter 29

Warning: potential side quest spoilers ahead!

From Garn’s recollections:

Long live the King!

When I returned to Umbanaco to claim my reward I could tell he was quite excited to finally have possession of the carving though, to my curiosity, he spent very little time looking it over. He seemed to start to offer me another job but hesitated before finally making the offer. He told me that my next job may be a little different than the usual because the item he wanted was not in some long forgotten ruin or guarded by horrible apparitions, but instead was in the possession of another collector in the city. He told me it was the crown of the last king of the Aleyids and that its owner, Herminia Cinna, refused to sell it to him. While he told me that the intention was simply to try to purchase it for him as a 3rd party, he seemed to imply that acquiring it by less scrupulous means may be required. He gave me 1000 septims and off I went.

About to descend into Lindai.
“About to descend into Lindai.”

I tracked Herminia Cinna down to running errands near the tower and brought up being interested in her antiquities. Perhaps I should have changed into less conspicuous clothing or at least thought my words over a little more carefully before speaking to her as she immediately suspected me of being an agent of Umbanaco’s. She made it clear that it wasn’t a matter of money and that there was simply something about Umbanaco that she didn’t trust, and that she suspected him of being motivated by more than he claimed. While Herminia couldn’t elaborate much, even as I pressured her to, the Aleyids were known to be powerful magic users and dedicated servants of the Daedra, some rumored to be quite cruel in fact, so it didn’t seem out of the question that Umbanaco might be after something more sinister than a simple collection of dusty artifacts.

Herminia pleaded with me to consider another option – while the crown she had was indeed the crown of “last Aleyid king” there was no overarching Aleyid kingdom and, in fact, there were various other kingdoms, many of them even rivals. She told me that she knew of the possible location of another, similar crown from around the same time period that she hadn’t had the funds to hire help seeking out yet. I got all of the necessary details from her and told her I’d have to consider it. For someone with so little to back up her suspicions, Herminia seemed quite convinced.

Setting things on fire never gets old.
“Setting things on fire never gets old.”

Herminia told me that the royal crown of Lindai would have been kept in the royal tomb of the site, now known simply as Lindai, which she suspected was still sealed. I figured there was little harm in attempting to acquire the crown before making any further decision so I set off for the ruins of Lindai, northwest of the city. The ruins were fairly typical of my findings so far, guarded by undead creatures and traps. Herminia’s suspicions were correct though and much of the tomb’s treasure seemed to still be intact including the cask containing the crown. Now I had one option secured.

Oooh, look what I found!
“Oooh, look what I found!”

Although I’ve mostly stayed clear of a life of crime so far, I decided to visit Herminia Cinna’s home one afternoon after she had left to go to the market – I had developed a new plan. I had more or less decided that Herminia’s fears were unfounded and her outright refusal to part with the artifact for any sum of money was unfair to a someone such as Umbanaco, who had already displayed his merit as a real collector, with a real passion for the history of the Ayleids. To be honest, it was more Herminia’s motives that I was questioning at that point. So, a quick lock pick on her front door when I was sure that I wouldn’t be spotted and in I went. I carefully searched her fairly modest home for the artifact until I eventually found it in a locked cask upstairs. This lock was more troublesome to pick but soon I had the authentic crown in my possession, the royal crown of Lindai in its place and hopefully Herminia would be none the wiser until such a time when she examined it more closely.

Returning to Umbanaco I presented him with the real crown which seemed to please him to no end. He said he had another task for me: to escort him through the ruin of Nenalata to the east for another archeological expedition. Easy enough, I thought. He said he’d arrange to meet me there in three days time.

Is that a stupid haircut or are you just happy to see me?
“Is that a stupid haircut or are you just happy to see me?”

Nenalata was a fairly unimpressive looking ruin from the outside, despite being perched on the side of a hill overlooking the junction between the Silverfish River and Niben Bay. I waited on horseback until I heard the first rustling of someone approaching and road to investigate. Umbanaco had arrived and was excited to get started. I asked him to wait outside at first, as many of these Ayleid ruins were quite dangerous. He seemed a bit put off by the idea, but agreed. This part of Nenalata was pretty typical of Ayleid ruins so far, save for more ornate stonework and a distinct lack of traps. After clearing out virtually the entire structure of guardians I returned to escort Umbanaco, who in-turn seemed to escort me. We went down to one of the lower levels where he spotted the location he was looking for and ran over to it to place the carving I had acquired for him earlier in a recessed spot in the center of the wall. He then dramatically recited some Elvish which I could not understand, causing a secret passageway to open.

Someone light a fucking torch!
“Someone light a fucking torch!”

Excitedly, he proclaimed that we were entering the throne room of the last king of the Ayleids and that it was now up to him to reclaim his people’s lost glory. I took pause, of course, though he was an Altmer I figured he was still speaking as a student of the history of Ayleid peoples. When he donned the crown and sat in the thrown, shouting in Elvish tongue, however, I began to reconsider. Was Umbanaco a mad man or…?

Before I could finish my contemplation of the events at hand the spell that Umbanaco was apparently casting had completed and a massive burst of energy spread out from him in all directions. As the smoke cleared he cast another spell and disappeared from sight. Doors opened from every side of the chamber and several liches and other undead flooded in. I drew my sword and began backing towards the door.

Errrmmm...
“Errrmmm…”

I summoned my own guardian and began casting all manner of offensive spells as skeletons rushed towards me, striking against my shield with huge, clumsy blows. It was quite a perilous situation and I constantly found myself having to retreat away from the seemingly endless hordes of undead. Umbanaco himself, or whatever he had become, also reappeared from time to time to summon more undead and launch the occasional spell at me. At one of these moments he found himself between me, still strategically withdrawing, and a corner. Looking in his rage filled eyes, I was sure that there was no other way and lunged. Umbanaco fell with a desperate cry echoing through the halls amidst the backdrop of still clamoring creatures and blasts of magic.

Cleaning up Umbanaco's mess.
“Cleaning up Umbanaco’s mess.”

I finished clearing the room and took my time, looting the rest of the ruin. I wasn’t quite sure of what to do – Umbanaco was a fairly respected citizen of the Imperial City and he’d now be missing. If he told anyone about where we were going I would be suspected in his disappearance, and who would believe me about his attempts to resurrect the Ayleids? Only one person. As soon as I returned to the city I sought out Herminia Cinna and professed my regrets for not believing her. I gave her back the real crown and even offered her some of the other Ayleid artifacts I had looted. I only asked that, in return, she support my claims should I be implicated later on. While seemingly disturbed by the whole thing, she agreed and seemed quite happy to have her crown back, in addition to the other artifacts I added to her growing collection.

The Tale of Garn Chapter 28

Warning: potential side quest spoilers ahead!

From Garn’s recollections:

The Collector

Returning to look for work in the Imperial City I learned of a man called Umbacano who apparently hired quite a lot of adventurers, explorers, and mercenaries into his employ. It took me little time to find out that he lived in a large house in the Talos Plaza District. I arranged a meeting with him.

After his butler lead me through the manor, past all manner of priceless artifacts and less-than-subtle hints at Umbacano’s wealth, I was greeted by a tall Altmer noble. Umbacano introduced himself as an avid collector of Alyeid artifacts and it was in that vein that my services could be of his use. He mentioned some Alyeid statues known as the Ten Ancestors which were once kept in the White Gold Tower but were scattered across Cyrodiil for safekeeping during the time of the rebellion against the Alyeids. He was willing to pay a generous sum to each of these 10 statues delivered to him. Of course, I was interested. I told Umbacano that I had already explored a few of the Alyeid ruins in the area and he was delighted when I presented him a copy of my landmark maps and notes that I had made for the cartographer in Bravil near the beginning of my journey. He ran over to a book shelf, took down various books, and began digging through them until we had a small list of ruins to start with. A new quest had begun!

Actually, these ruins are pretty much fucking everywhere.
“Actually, these ruins are pretty much fucking everywhere.”

Alyeid ruins dotted the Cyrodiil countryside but the majority of them that weren’t completely destroyed hadn’t been thoroughly pillaged and inhabited by bandits or monsters yet. These ruins are infamous amongst adventuring types for their great number and variety of still working traps and, worse yet, being home to terrible undead creatures. I’m not certain whether these undead are the lost spirits of the elves who used to live and work in these structures or if they’re merely the accursed guardians that were left to watch over these places when the Alyeids were being systematically driven out of the area. In any case, both the danger presented by these threats and the stories passed around about encounters with them have served to keep them relatively intact. In other words, while there was indeed a good chance of locating many of Umbacano’s artifacts it also wouldn’t be an easy task.

A Jason and the Argonauts moment.
“A Jason and the Argonauts moment.”

Over the next month or so I traveled the region visiting over a dozen Alyeid ruins, seeking out the statues. Upon finding the first the others seemed to come more and more easily, like puzzle pieces falling into place. That’s not to say that my adventures were not fraught with danger. In fact I nearly met my end on several occasions. There were large, hard fought battles versus countless liches, ghouls, undead warriors, and other unworldly fiends. There were mazes and clever traps the likes of which I hadn’t yet seen. In the end, however, with Umbacano’s assistance researching, I was able to claim all 10 of the Ten Ancestors and collect quite a tidy sum in the process, never mind the countless spoils of investigating the ruins themselves.

Umbacano wasn’t done with me though. His next task for me was to acquire a carving that was said to be located in an Alyeid structure known as “The High Fane”. No doubt only a ruin remained, if anything, but he seemed quite intent on possessing this relic. He showed me an illustration of the carving from an old tome he had and gave me an old, rusted key that he said he believed would get me where I needed to go if I could locate the ruin.

About to claim my first of the 10 Ancestors.
“About to claim my first of the 10 Ancestors.”

With not much to go on, I started checking with patrons at the various taverns across the city when I eventually ran into an adventurer called Claude Maric. The Breton claimed himself also under the employ of Umbacano and invited me to have a drink with him at the Tiber Septim inn. After a few drinks and some casual conversation, in which I let as little information go as possible, Claude eventually brought up the High Fane and after little more nudging, let out that it was another name for the temple “Malada” along with some myths about it being the site great evil. This was lucky break – I had already found Malada whilst creating my map. It was far off, to the far East of Bravil, and quite secluded, but at least I knew where to start. I parted ways with Claude and prepared to set out.

After tying up my horse near the entrance of the ruin I caught a faint odor of smoke which seemed highly unusual for how far into the wilderness I was. Peaked by curiosity, I drew my sword and started heading for high ground from which I could look for the source of the smoke. Quite accidentally, almost tripping over them, I discovered two people, still sound asleep, at a small camp nearby. They looked like adventurers or even mercenaries. I thought this odd, but let them sleep. As I made my way back, more carefully surveying my surroundings than before, I spotted the silhouette of another man on a nearby hill. I casually approached him, sword sheathed.

Do NPCs gain speechcraft skill for compliments? Hmm.
“Do NPCs gain speechcraft skill for compliments? Hmm.”

The Khajiit seemed surprised to see someone else and, at first, plead ignorance, claiming to be part of a small hunting group who were camping in the area. The Khajiit was a poor liar, and besides the men were definitely not armed like simple hunters. I pressured him a bit more and he admitted that him and the others had arranged to meet another here in a few hours to attempt to clear the ruins of Malada. In exchange for a small bribe he offered to signal me when they arrived if I was planning on going in first – I accepted. Whether he would hold his end of the deal or not was another story.

I came all this way for this fucking thing?
“I came all this way for this fucking thing?”

The High Fane wasn’t too much more interesting than some of the Ayleid ruins I had visited recently, some traps, some undead creatures, and a small amount of abandoned treasure. I eventually discovered the room with Umbanaco’s carving. This area was sealed with a locking mechanism the likes of which I had never seen which inspired me to take extra time to look for signs of a trap around it. Thankfully the key I was given opened it without incident and I was able to pry the carving from its wall without too much difficulty.

Party at Malada!
“Party at Malada!”

As I emerged back into the now midday sunshine the situation got much less typical – I was greeted by my new friend Claude Maric, flanked by several armed men at each side. Claude demanded the carving, assuring me that it was only business. This, unfortunately for Claude, was not how I did business. When I outright refused to give up the relic Claude ordered his men to attack me. It was a close fight, having to fend off 3 separate attackers at once. When things were getting a little close for me I was surprised to have one of Claude’s men distracted away from me than none other than Khajiit I had talked to early. Unfortunately he was quickly slain as another mercenary joined the fight. Still, the distraction gave me the space and time I needed to use my magic to finish the fight.

Is it hot in here or am I just being electrocuted?
“Is it hot in here or am I just being electrocuted?”

As I dusted myself off and turned around I caught Claude running off towards where the others had camped out earlier. I gave case and soon we too were engaged in a sword fight. Unfortunately for Claude he was much less of a fighter than his status as a treasure hunter might imply and he too soon lay dead at my feet. After searching the bodies and packing my loot I mounted up and began the long ride back to the Imperial City.

More Like L.A.me Noire!

Am I rite???

All jokes aside, I’ll apologize in advance for the extra-ranty tone of this log as I’m pretty disappointed in Team Bondi/Rockstar’s L.A. Noire. Not for the usual reasons though – I wasn’t expecting the next Grand Theft Auto here. No, I was so hyped for this game because some previews heralded it as the next evolution of the traditional adventure game, and even those that didn’t certainly made it seem that way. The detective angle also fit perfectly into my hopes for the game, conjuring up thoughts of Deja Vu, Police Quest, and Tex Murphy. Even all of those expectations aside, adventure game elements + Grand Theft Auto 4 sounded right up my alley. I even broke my new game embargo and bought this sucker close to release, bumping my back log to play it. So, where do I start?

In L.A. Noire you play a police detective in 1947 Los Angeles. I kind of wish the game had exploited the setting and the whole period noir vibe just a little more: more rainy nights, more sassy dames, more cartoon gangsters, hell I would have even settled for a crap-ton of cheesy, film noir style first person narration, but the game keeps it all fairly straightlaced. Anyway, you have to investigate and solve various cases which eventually start mingling together to form a cohesive plot relating to a larger conspiracy. You do this investigation by visiting crime scenes, looking for clues and interviewing witnesses, chasing those clues and accounts to more witnesses and suspects, looking for clues at their locations and interviewing them, sometimes with some action scenes thrown in, and eventually either interviewing the suspects one last time or having the case culminate in some sort of action that ends up wrapping things up. Cutscenes provide some extra story during and especially in between cases. That’s the most basic description I can give it – yes, it really is that formulaic and yes, thanks to the lack of variety in the cases it can indeed start feeling repetitious.

Adding to that explanation the whole thing feels almost exactly like Grand Theft Auto 4 – I realize it is the same engine, but no, down to a more granular level, the whole game feels very close to GTA4. Driving feels exactly like a slightly tighter controlling GTA4. Walking around locations in third person feels exactly like GTA4. Combat feels pretty much the same as well. You do all of these things quite a bit too. The focus of the game isn’t really on any of these things, however, it’s on the investigation and interrogation stuff and fittingly those two areas are where the game feels like the biggest departure from GTA and its ilk.

Actor hunting in Hollywood.
“Actor hunting in Hollywood.”

First we have crime scene investigations. You walk around in third person looking for items on the ground and other clues. Some of these items can be tricky to spot, bringing back the old point and click adventure gamepixel hunt” to some extent, though to its credit L.A. Noire does employ a couple of tricks to make this phase a little less frustrating: a vibration effect to alert you when you’re nearby new points of interest and a sound that plays when you come across clues you’ve already investigated. Another thing that helps is that music will play the entire time you’re in the investigation area (the game is still very much an open world so you can wander away from where you’re supposed to be quite easily) and will cease once you’ve found all of the relevant clues in the area. I say relevant because there are plenty of annoying red herrings lying around – maybe “red herrings” is too generous of a term to use, rather it is trash and other miscellaneous junk that you can, for some reason, interact with. I suppose the designers put this extraneous stuff in to make crime scenes a little less cut and dry. The real problem with these items is that occasionally they are actually relevant. I can think of at least two cases where a matchbook is an important clue instead of just the meaningless trash it represents another dozen times throughout the game, meaning you’ll probably want to examine every one you come across just in case. Doh. It wouldn’t be so annoying if there weren’t so many extra button presses involved. You don’t just pick up an item and instantly add it to your inventory, as it were, rather you often have to rotate it around and/or press the interact button a second time to further investigate the item. I’m guessing this was done to simply avoid the game feeling like a Heavy Rain style QTE fest. I suppose it succeeds… but it feels worse for it.

As I mentioned before there are also action sequences. Frequently at that. These range from typical GTA4 style car chases, fist fights, and fire fights, to item manipulation puzzles, foot chases, and even the odd platforming puzzle. These types of occasional action scenes help break up the monotony of the investigation stuff but GTA4 stuff (which I like – who doesn’t like spraying gangsters with a tommy gun?) aside, they often felt a little unsatisfying, and sometimes even frustrating. The stealth-like missions where you have to shadow someone at a distance were 100% pure, distilled anti-fun. Surprisingly many of the action sequences can even result in instant case failure and/or death which is pretty damn jarring when you compare it to the no-fail way interrogations work. In another nod to old adventure games though, the game seems to almost acknowledge that the action isn’t necessarily what you’re there for and if you fail a scene enough times you can simply skip it with no consequences. You can also easily skip the vast majority of driving around from location to location if you’d like. Alrighty then.

What a mess - at least we can cross vampires off the suspect list!
“What a mess – at least we can cross vampires off the suspect list!”

Finally, onto interrogations. These can take place either at an investigation scene or in an interrogation room at the station, and can range from simple information gathering to full on desperate attempts to get a confession from a suspect… but they all work the same way. There’s some (spoken) dialog between your character and the NPC which eventually leads into a clip that you’ll need to react to based on the person’s statement, tone, and notably facial expression. You react by choosing “Truth” which denotes that you believe the NPC was telling the truth, “Doubt” which denotes that you believe the NPC was lying or otherwise hiding something in their answer, or “Lie” which denotes that you believe the NPC is lying AND you have the proof to back it up. Your answers here can cause the interrogation to branch off (a little) sometimes granting you additional people or places to investigate, or straight up clues.

The whole interrogation system, which along with the new facial scanning technology was touted as the most unique thing in the game, actually holds my biggest complaints about it as well. First of all, there apparently is no way to fail an interrogation. If you choose poorly, the game goes on, which can sometimes cause you to miss vital clues and/or ultimately charge the wrong suspect. I personally thought this was a pretty nice touch and decided that no matter how bad I did on my first playthrough I’d accept all of the consequences and just go with the flow as in Heavy Rain. This became immensely unsatisfying, however, as even though you can’t necessarily fail an interrogation or a case as a whole the game is still extremely keen on letting you know when you’ve screwed up: when you react incorrectly in an interrogation a tone immediately lets you know, at the end of an interrogation it tells you how many you got right, and at the end of the case you’re given a 1-5 star rating based on how well you handled the investigation overall. If I’m supposed to just play through the case should it really be constantly slapping me down when I screw up? Worse yet, if I do choose to correct my actions I can’t – the only way to back out of a decision is to either restart the game before it saves again, doing the whole scene over again, or replay through the entire case. Wow. Make up your minds, Team Bondi! Do you want me to just keep going or do you want me to play to perfection?

Perhaps this wouldn’t burn me quite as badly if interrogations actually worked a little better. There’s nothing like doing badly and feeling like it isn’t your fault. While the new facial expression tech is indeed awesome I was surprised to find myself having an extremely difficult time spotting tells at times. Sometimes it is obvious, over the top even, but other times I was sure I was right and still got the reaction wrong. After I started doing so poorly I became more and more careful about choosing my reaction and still frequently got my guess wrong. Arrrrgh. Apparently it’s not just the mannerisms when answering you need to look out for as I had at least two NPCs answer very straight faced only to act shifty in their idle animations after the fact and turn out to be lying. Fair enough, but adding that into my bag of tricks still didn’t help matters much. I sometimes wondered if you weren’t just supposed to be trying to do what Phelps would do in the situation rather than base your decisions on what you, as the player, believed. It perhaps wouldn’t be as difficult if the difference between “Doubt” and “Lie” wasn’t so nebulous, never mind that those three choices don’t even clearly fit as appropriate reactions to every statement you’ll run across while interviewing, and that you’re not even presented with the option to ask a lot the questions that you, as a player, have probably already formed by the evidence you’ve gathered.

Truth, I mean... lie! Wait, no, doubt!
“Truth, I mean… lie! Wait, no, doubt!”

Delving further, the “Doubt” option freaked me out occasionally – doubt, to me at least, imparts a causal feeling, but a few times when I used it during interrogations my character went from mild mannered, friendly even, to TOTALLY FLIPPING OUT and screaming at the suspect. It totally took me out of the game the first time it happened and seemed a little out of character for Phelps. The “Lie” option is an even more interesting case study. Like I said, the line between “Doubt” and “Lie” wasn’t always so clear – fair enough, I take a look at my clues and maybe I don’t have the evidence to prove that the suspect is telling me a lie, or maybe I just don’t make that connection. In reality though, some of the logic between the NPC’s previous statement and the clues you have is a little on the fuzzy side and it can be hard to pick the right clue. Some of the “correct” clues you’re suppose to present as evidence are things that the NPC wouldn’t know so bringing it before them, saying what little your character says, wouldn’t actually convince them to start talking, for example. More problematic is that I often found the subject of the interview changing IN BETWEEN me picking the “Lie” option and having to present the evidence. WHAT THE FUCK? How was I supposed to KNOW I had the evidence if I didn’t know what I needed to provide evidence for until AFTER picking “Lie”? REALLY GUYS?

Here’s an example from The Naked City DLC case. I’ll try to be vague and not spoil it too badly:

I’m interrogating a guy, the husband of a friend of the victim. I had been told before by the victim’s house keeper that the victim was dating a man from San Francisco. I ask this guy if he knows of this fellow. He claims ignorance. Following me? At this point to branch to a new topic I have to call him a liar yet none of my evidence clearly says or even mildly suggests that they would know each other. The first time I played the case I think I chose “Doubt” instead of “Lie”. Regardless I got it wrong. The second time, after I do choose “Lie” he then admits that maybe he does in fact know him, but doesn’t know where he is from, stating that it might be New York. Evidence time! The correct answer is to present the victim’s house keeper’s statement that she knew of the guy and that she thought he might be from San Francisco. Wait a minute? I’m presenting evidence about where this boyfriend fellow is from? The original statement I called a lie was the NPC’s claim that he didn’t know of him, nothing to do with where he was from! Regardless, what did I just prove? That, in fact, he doesn’t know where the guy is from just like he stated he didn’t, because the house keeper says he’s from San Francisco? WTF? How does any of this make any sense? Let’s recap: I called him a liar, which means I have to present evidence to prove he is lying, yet I have none. Then it ends up being that the evidence I have to present isn’t even directly in response to the original statement I called a lie. Then I present a piece of evidence that essentially proves nothing – the guy claimed to be fuzzy on where this boyfriend fellow was from, and all we did was tell him that WE know where he was from. Take that! How is this helpful? Gah.

Look familiar? Well it also feels familiar...
“Look familiar? Well it also feels familiar…”

It’s almost as if half of the time the “Lie” response isn’t so much to call out that person’s statement as a lie, as it is presented, as much as it is to scream “HEY YOU’RE A LIAR!” and to watch them squirm to see what they rattle on about. The evidence will have to be related to whatever they say AFTER you call them out. This is reinforced by the fact that, unlike with the other responses, you can back out of your “Lie” response. How bizarre! Are you supposed to just test this out on every question you ask? Really? Here’s another, more brief example from the same case: I’m told by an NPC I’m interviewing that a man I’m trying to track down doesn’t exist. If I choose “Lie” the topic suddenly turns to this NPC’s alleged role in a burglary which causes him to get defensive and challenge me on providing a list of stolen items. For evidence I can provided a list of stolen items recovered which all tie back to him. Fair enough on the challenge and evidence but the evidence is in no clear way related to the original accusation that I responded to! Ugh!

As a quick aside, I’ve played all of the DLC cases and they feel more or less identical in quality to the main cases and, if you’ve got them installed while playing through the campaign, fit fairly closely into the main case flow of the story. The one exception being Nicholson Electroplating which, despite acknowledging the events occurring up till then, fell into an awkward place at the end of the game that made switching back over to a relatively ho-hum arson case feel a little jarring.

Back to bitching. So let’s go over the ways that interviewing can be a major exercise in fail: facial expressions and other tells don’t always indicate the reaction as you’d expect them to > the line is blurry between doubt and lie, if any of the three options even seem suitable in the first place > when you do choose “lie” sometimes the clues don’t make a ton of sense, sometimes even relating to topics brought up AFTER choosing the option. Awesome… a point of failure along every step of the process. Good luck 5 starring every case without a walkthrough!

Indeed, I sucked at this game the first time through. I’d say half of my cases were 4 stars, while the rest were 2 or 3, with even one or two 1 star cases. Admittedly some of these scores might have been marked down a bit for driving like a maniac, but still. I decided to play through the game a second time with a walkthrough 5 starring every case so I could see how differently the game played out when I did everything “right” and I was, quite unexpectedly, sorely disappointed. The cases don’t really branch out as much as you might expect. In fact when you fail at an interview or you feel like you missed a vital clue somewhere you get the impression that if you had done better it would have turned out entirely different. In reality it seldom makes much of a difference. At best, some new events might take place if you do things differently, specifically if you branch conversations better in the interrogation parts or visit locations in a different order… but this seemed relatively rare.

This game has you doing more corpse fondling than your weird uncle Leroy
“This game has you doing more corpse fondling than your weird uncle Leroy.”

I admit that I started to get more into the game as the story started developing. Bondi and Rockstar did a good job at fleshing at the characters a little bit, at least enough for me to develop a fondness for your character, Phelps, and his various partners… even Roy, somehow. When the main plot started really coming together I was pretty much riveted. Even so I do take exception to the sometimes ham-fisted nature of the storytelling. First of all, there’s a twist later in the game that I really didn’t see coming. Normally twists like that are pretty cool but this time I felt like the game had been lying to me about who Phelps was and only offered the tiniest, most miniscule hints about what he might do and why up until that point. The finale of the game, on the other hand, you can see from miles away thanks to the entire story being heavy-handedly foreshadowed, almost spoiled even, through the numerous WWII flashbacks and newspaper scenes that you encounter FREQUENTLY over the entire course of the game. Some mystery…

Overall, despite all of my nitpicking, I actually enjoyed the game. I loved the graphics, the acting work, the music, the journal system, the 1940s setting, and the whole police procedural feel in general. For every triumph though it seems that there was also a misstep. It felt surprisingly GTA4-like for a game that so many people were quick to point out wasn’t that style of game yet, as feedback shows, it doesn’t really hold up as that kind of game either. When those new adventure game elements that I was so anxious to experience showed up I was surprised to see how many of the well-known negative adventure game tropes they brought with them: pixel hunting, out of place actions sequences, instant deaths/failures… and yet the positives weren’t nearly as strongly represented. I tried giving it a fair shake regardless of all of these things but they quickly started to dramatically affect my enjoyment level. I really hoped replaying it would help me appreciate the game’s intricacies more but it actually only served to reinforce my suspicions about many of its issues. With so long in development and two developers working (apparently quite poorly) together on the game it really makes me wonder how much of a potentially amazing game was somehow lost along the way. 🙁

As usual Xbox 360 screen shots stolen. PC version isn’t out yet!