Yup, sounds even more like the underrated (though painfully buggy) Discworld Noir from back in 1999, right down to using the notebook/items interface for conversations and making connections. I vaguely recall a couple of the Frogware Sherlock Holmes games doing some riffs on the concept too.TheHappySquid said:"The game is almost entirely about info-gathering. Puzzling only comes into it when you have all that info - you solve the crimes by selecting two pieces of intelligence from your notebook and combining them into a conclusion."
Sounds like Miles Edgeworth: Ace Attorney.
Still, I do bemoan how the point-and-click genre exists to this day. I'm of the opinion that most fans of the genre have become willingly blind to the fact that point-and-click games are ostensibly the most basic and stripped-down form of a computer game, and that the actual "game" part of the game isn't what they play these games for, it's the story.JMeganSnow said:I didn't mind that one so much, and I saw this as more of an exploration game mechanic than a puzzle-solving one. With a puzzle, you know what is supposed to happen and the only difficulty is in getting there. There's both a goal and a defined path to that goal. With exploration, on the other hand, you may have a defined goal but the path to that goal is not in any way laid out for you. So your only option is to try a number of things until SOMETHING works.Agiel7 said:I will never forgive Tim Schafer for the tortured fucking logic that flies in the face of causality required to solve some of the puzzles in his adventure games. Much as I liked the story for the Longest Journey, that one puzzle where I had to feed a plainclothes cop a tainted piece of candy so he'd accidentally spit it at the proprietor of a movie theater so he'd chase him away with the broom in his hand so I could got into the nearby backalley finally completely poisoned me to the genre.
This can be both very fun and extremely frustrating. It's fun when it's a matter of first discovering and then utilizing the elements you've discovered. It's NOT fun when the first part of that is hindered because discovering elements is a huge laborious process that involves clicking on every single pixel in the screen to figure out what you can and can't interact with. If there's going to be lots of window-dressing, then the things you CAN interact with have to be telegraphed in some way.
Different games telegraph the "you can interact with this" in different ways, and some are better than others. I prefer a method that lies somewhere between the "you must click every pixel" method of old-style adventure games and the "hit tab to see everything you can conceivably interact with and if you go up to it and hit the use button everything will be fixed for you" method. Go ahead and show me what I *can* fiddle with, but let me figure out HOW I have to fiddle with it. For instance, I got completely stymied by an earlier puzzle in that game because I didn't even REALIZE you COULD look out of a certain window. But once I did, I figured the rest out by myself.
This is even more fun in games where they make an effort to predict some of the oddball things that people MAY come up with. For instance--if you can make tainted candy and give it to a cop to provoke a given reaction, make it so you can give it to just about anyone to provoke a reaction. Getting the occasional "I'm on a diet" from people who aren't even a part of the candy-related puzzle makes the game feel a lot deeper and more fun.
One of the most fun adventure games, for me, was Quest for Glory 2, because they never updated it from the text-based version. You didn't just point and click on things, you had to actually figure out what commands to give. But the thing was, if you commanded something ridiculous, there was sometimes an amusing or interesting response for it, and you always got SOME kind of response, even if it was "I don't know what boogie means!" One of the things I really loved was that you could do things like "Bow to Hafar"--and the characters actually responded well to it. It was far more interactive and engrossing than just going up to every single person and hitting the talk button to get a canned interaction.
I've had similar thoughts about subsystems within games like that. Instead of there being one "golden path" through the conversation/interrogation/debate, you're working against both your and your opponent's composure. If they cause you to lose yours first, you blow the whole thing, or just walk away in a huff. If they lose theirs first, they sock you in the jaw, walk away in a huff, or whatever is appropriate to the context.Yahtzee Croshaw said:Extra Punctuation: L.A. Noire Is a Bad Adventure Game
Yahtzee doesn't think L.A. Noire did anything new.
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You forgot Just Cause 2 and Batman: AA, his top games last year and the year before. He listed these as "the most fun", but not flawless. Infamous is also up there apparently.Luthir Fontaine said:Portal
Sands of time
Silent hill 2
good games in thier own merit (didnt care for silent hill or sands but that was me) but most of the time he just complains about one thing after another...
Facade does its best to emulate that, and even that takes up a lot of AI text recognition.Dastardly said:I've had similar thoughts about subsystems within games like that. Instead of there being one "golden path" through the conversation/interrogation/debate, you're working against both your and your opponent's composure. If they cause you to lose yours first, you blow the whole thing, or just walk away in a huff. If they lose theirs first, they sock you in the jaw, walk away in a huff, or whatever is appropriate to the context.Yahtzee Croshaw said:Extra Punctuation: L.A. Noire Is a Bad Adventure Game
Yahtzee doesn't think L.A. Noire did anything new.
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In this way, the conversation works like verbal chess, rather than verbal Sudoku--your opponent is also trying to win, using the same techniques as you. You might choose to approach this conversation with logic or reason, you might choose aggression or intimidation, or you might try any of the many forms of basic persuasion... and each opponent responds differently to each.
So, if you decide to try to reason with an opponent and fail, he might think you don't know what you're talking about. With that loss of credibility, you'll need to try a different approach next time (rather than "grind a quest to get back your reputation"). If you try aggression and fail, maybe this guy's afraid of you and won't talk again... or maybe he calls the cops.
Maybe if you try aggression and succeed, you get the information you need now, but you have a hard time finding this guy later. Maybe if you succeed via persuasion, now you owe him a favor.
Yeah, it'd be a nightmare on the writing... but damn, wouldn't it be cool?
It's not 'motion tracking'. It's a digital scan of the actor's head at 30fps. Yes, that's right... every single frame of animation for every single head in the game is a brand new polygonal model AND texture. It's not so much groundbreaking as brute force.Zenode said:I must be the only person who thought that L.A. Noire was just an extended tech demo.
The motiontracking it pretty groudbreaking stuff, imagine if Heavy Rain used something similar to that.
IF they decide to do a Heavy Rain 2 I pray to god they use this technology to their benefit and refine a few other things as well.
Having never seen L.A. Confidential, I have no idea just how heavily or lightly L.A. Noire borrows from that movie in particular, and I understand that it's not exactly challenging convention by having an investigative game set in a 1940s noir world and not, in Yahtzee's later example, Narnia, but literally countless pieces of media are guilty of that. (Of all the places a horror game could have been set, you chose a creepy abandoned town built on ancient Indian burial grounds? What the hell is your problem, Silent Hill 2?) It just seems like he's pointing out a flaw that, to a degree, a hell of a lot of things have, yet making L.A. Noire look especially bad for it. Ultimately, it seems a pointless and, to be honest, redundant thing to pick up on when any number of L.A. Noire's actual flaws could have been pointed out, like a finicky interrogation system or dodgy controls during shootouts.Yes, cliché. Even leaving aside the fact that generous helpings of plot, setting and character were spooned from the film L.A. Confidential, come on - an investigative game about a detective in a fedora in a 1940's noir setting where everyone smokes like a burning building? It's not exactly challenging convention, is it?
because sitting back and criticizing other people work then telling them how to improve it is a lot easier. If Yahtzee made core mechanics for a game they be just as flawed as the mechanics he criticizes others for.Giest4life said:Why isn't a company paying you bucket loads of money to write the story and think up the core game mechanics for that game. Seriously, cause I'd play that adventure game.
It's still a form of motion tracking (tracking the muscle movements in the face), and the tech is even called MotionScan, you just explained how it was rendered out?DiamanteGeeza said:Le snip snip
Yeah me too, I see a lot of potential for this. Also I'd like to say that; While it is true that L.A does nothing new, I've never really played adventure games before (Being born in 92' and all) so I was able to really enjoy L.A as it was a new experience. Also I think that at least it's "not adding anything" in a relatively underpopulated genre. *Unlike other genres which are crammed full of identical re-releases*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.