L.A. Noire Is a Bad Adventure Game
Yahtzee doesn't think L.A. Noire did anything new.
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Yahtzee doesn't think L.A. Noire did anything new.
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That's actually not a bad idea, because it would prevent you from blowing all your time on the early cases and not having enough overall time left for the later ones, thus completely screwing over your save. Of course, some people like the idea of a brutal system that can fuck over your current game if you don't have an earlier save. That's why they play Rogue-like games, right? But I don't think that would fly in a mainstream game.awesomeClaw said:Good idea, but wouldn´t correct application of yelling also make their patience wear thin?
But might I add that the killer forces you to solve each case individually and gives you a set amount of time to do so of each case? Like, Case 1: 12 hours. Case 2: 9 hours etc etc instead of a constantly ticking clock? That way, the designer knows KIND OFF how much time you have on you and can design from that.
It's only one case the killer wants the player to solve. Yes, there are multiple murders, but they were all killed by the same person. The player's means of solving the case is, presumably identifying the killer and perhaps ensuring the authorities have enough evidence to convict them. However, as the protagonist's operating outside the law, it could very end with a kill or be killed climax, which could actually be rather awesome. With just the one case, it'll be easier on the designer's part to guess how much time is appropriate.awesomeClaw said:Good idea, but wouldn´t correct application of yelling also make their patience wear thin?
But might I add that the killer forces you to solve each case individually and gives you a set amount of time to do so of each case? Like, Case 1: 12 hours. Case 2: 9 hours etc etc instead of a constantly ticking clock? That way, the designer knows KIND OFF how much time you have on you and can design from that.
Yeah, the technology is in its infancy - I just think it's cool proof-of-concept. And in terms of people lying in a more "suspicious" fashion, that kind of goes with the territory. It makes more sense for this mechanic to have people act in an exaggerated fashion than it does for them to act in a realistic fashion, because players shouldn't have to be actual interrogators to play.Fronzel said:But all I hear is that the faces look weird on the comparatively unrealistic bodies and it's blatantly obvious when people are lying to you because they over-act "suspicious" body language. Doesn't sound that great.Kahunaburger said:I think the thing that's new about this game is the use of mo-cap to get facial movements down to the point where you (maybe) can determine if a character's lying or hiding something. That sort of thing wouldn't be a route I'd mind seeing future games take.