Professor Layton and The Curious Village (DS) [Review]

Sunday, July 13th, 2008

I told Kyle that Professor Layton and The Curious Village (Layton) is like being Sherlock Holmes without the cocaine.

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That’s not quite true, that was just me trying to be funny. Layton is an adventure game where you take the role of the Professor and his young protĂ©gĂ© Luke. The pair have been invited to St. Mystere (the curious village) to solve a mystery of inheritance. Once they get to the village, however, many more mysteries (puzzles) are unveiled, and the duo have to solve them all in order to unlock the initial mystery of the inheritance.

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Layton is a bit different from a normal point and click adventure game like The Lost Journey or the old LucasArts SCUMM games. The puzzles here are more straight forward. Click on a person or item, and a puzzle prompt will come up, and you’ll be given a chance to solve it.

Contrast this with other games where you may not know what you’re supposed to do, and how you’re supposed to do it, Layton is never confusing, and that’s what I like about it. Over 120 puzzles in all, and I hear you can download more over the DS if you have connect it to the Internet.

The puzzles you see are reminders of IQ tests or MENSA, or the GMAT. Basically, if you do well on these, you feel like you’ve proven something (I told you I was smart, DS! EAT THAT!) For the most part, they’re fair, but there are a few that a worded trickily (to trick you!)

You can find coins placed in random areas that can be used to buy hints for puzzles you may get stuck on. Kyle said he didn’t use any, which suggests to me he is Sherlock Holmes because I was using coins all the time. That and tremendous help from the girlfriend really helped me get through the game, although I outright cheated (Gamefaqs-style) once.

The cover art (see above) says “Solve brainteasers to crack the case”, and yeah, there you go, that’s right.

Layton is an outstanding game, it oozes (way to pick an uncommon phrase, me) quality. The puzzles are a ton of fun, but there’s also an interesting story that uses well-animated CG cut-scenes and voiceover work that create a deeper level of immersion. For those looking for replay, you can replay any puzzle after you’ve solved it, and while you don’t have to solve every puzzle to finish the game or do them in order, finishing more puzzles will unlock even MORE puzzles, so definitely worth going the extra effort.

I’d recommend this to anyone. Definitely worth a purchase, and worth your time.

Bring me the sequel! (might be coming in November)

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Indigo Prophecy (XBox)

Monday, July 2nd, 2007

One of the unfortunate casualties in gaming over the last decade has been that of the adventure game. Some might say that the death of the genre was more of an integration of the genre’s best aspects into others. Perhaps that’s true, but I still feel that the adventure game was the best way you could take part in a story. A great story isn’t a requirement for a great game, but you always knew that a great adventure game would tell a great story as well.

Indigo Prophecy is an attempt to evolve the adventure genre. Doing away with the genre’s traditional point and click scheme, and trashing conventional notions of dialogue trees, inventory systems, and puzzles, Indigo moves the player away from simply experiencing a story to getting the player to create the story. Ultimately, Indigo is one of the best game experiences of the last few years.

Indigo Prophecy is, just, a murder mystery with the innovation that you take control of the suspect, Lucas Kane, as well as the detectives trying to find him. This means that in one scene, you’ll do your best to avoid suspicion, and in the next, you’ll try to uncover clues that you (as Lucas) tried to avoid leaving in the first place. It’s a mechanic that works really well, and as a result, the first 3-4 hours of gameplay are some of the most interesting and involving hours I’ve ever experienced. As the game progresses, the plot develops past being “just” a murder mystery into something more epic/world-encompassing, with tons of character development and hints of conspiracies and science fiction thrown in as well.

Normally in adventure games, you do everything, talk to everyone- the gameplay revolves around exhausting every possibility, oftentimes mixing and matching until something comes out right.

Indigo, though, forces the player to make his own decision within the game. Conversations are limited in that you won’t be able to ask every possible thing- your options are also timed so you need to actively think to choose what you want to say before time runs out. Picking one thing may mean another dialogue option permanently disappears, but it also may allow you to continue the conversation or open up other topics.

Each character you control has a meter that measures his current emotional well-being. If your decisions cause stress for the character you’re currently controlling, the character will get depressed. Therefore, you’ll want to play your character with real life sensibilities. For example, if one character is recently removed from a relationship, encountering reminders of the relationship might cause distress. Or if a character is in a relationship, doing things to jeopardize it will lower his emotional state.

Indigo, more than any other game, puts the player in a realistic setting with realistic choices and consequences stemming from your actions. There are no do-overs, but at the same time, there are few concrete “failures” in decisions. As in life, there tends to be good and bad decisions, but they really all mix in a murky gray in the overall context of the game. Indigo encourages the player to accept his choices. In other games, one might realize he made a mistake, and reload instantly to replay things until he got it perfectly right. Indigo, however, gently soothes the player into understanding that playing a scene out and continuing from there, adjusting to the variables and situation that you have created is the right way.

When you play through Indigo Prophecy, you create your own play experience. In a way, Indigo provides a basic set of characters and settings for each part of the game, but what you do from there in how you interact or make decisions is completely up to you. Each player will have own his unique experience within those guidelines. When I’ve talked to friends who’ve played the game, I’ve always been surprised at the things they’ve seen or done that I had no idea were in the game.

The choices you make are much more of a representation of you rather than a representation of what you think you’re supposed to do.

Comparing Indigo Prophecy to other games is like comparing an essay question to a multiple choice one- Indigo asks what would you do? Indigo provides a truer sense of character role playing, placing the player into the character’s world, much more so than in even the best role playing genre games.

Indigo’s control scheme is a departure from the standard point and click adventure game. What can be frustrating about that scheme is that gameplay can often devolve into pixel hunting, which is running the cursor over every part of the screen until something can be interacted with. Those games can often feel like two-thirds “Where’s Waldo” and one-thirds story and puzzle solving.

Indigo’s control scheme is simple: the left analog stick is used for movement, while the right is used for interaction. It’s pretty original and works well, though I’m not sure it’s really intuitive. The right stick tries to emulate real life motions. For example, if you’re behind a door and need to open it, you would pull down on the stick (towards you, the player) to pull the door open. If you’re sitting at your desk, and you want to open a drawer on the left side, you would hit left on the stick to open it. You won’t need this think this out, however, as the game interface will let you know what you can interact with in which analog stick direction.

Movement control can be an issue at times. Often, controlling your character feels clumsy, and you’ll find yourself needing to completely stop to move in a certain direction.

In action scenes, such as in an escape or fight scene, control is handled through Simon-Says-like mini games. On screen, you’ll see four directional colors for each analog stick, and you’ll have to repeat the patterns shown on screen. Some might say playing action scenes this way is silly or repetitive, but I didn’t mind it. I think it helps casual gamers enjoy the game without needing to be arcade stars, and I think the sequences do still have a way of making you feel that you are genuinely controlling the character as well.

Graphically, Indigo is more impressive on a presentational level than on a technical one. When you go through the intro, David Cage, the director and writer of the game, describes Indigo as a movie, and that’s how the game is presented visually. Sometimes this isn’t perfect for gameplay- for example, the camera angles can be horrible and make things more difficult than they should be in terms of trying to go where you want to be. The awkward character control exacerbates this problem further. Indigo does a great job of creating atmosphere and tension with its visual cues and game world, but the character models can be
.inconsistent. I’m not sure how to describe it, but I think there’s just a lack of final polish in the game. Indigo’s graphics aren’t its strongpoint, but I wouldn’t consider them a weakness either.

Aurally, however, Indigo shines completely, from its soundtrack to its voice acting. The strong soundtrack does just as much to manipulate your emotions as the plot and characters do. The voice acting is consistently outstanding and an integral part of keeping up with the movie-like presentation of the game.

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The following may color your own experience with the game, so I have included this slight warning.

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Indigo starts out amazing, but the plot does accelerate and ends sooner than one would expect. My feeling is that the story breaks down from its intriguing premise, becoming too familiar and trite as I reached the end. Indigo does have multiple endings, and with its open ended gameplay structure, one would think that your decisions over the course of the game affect the ending, but the reality is that the endings can all be determined by slightly different actions at the end of the game. This is somewhat depressing to realize because as much as the game tries to reinforce the impression of a unique game experience, your choices really doesn’t amount to anything by the end of the game. When you get to the end of the game, or after some replay, you may feel that there is somewhat of a façade to the gameplay, as if you’ve been fooled into thinking the game was a lot deeper than it actually is.

At the same time, however, it doesn’t really matter how or if a game tricks you, it only matters that you believe it. In that sense, Indigo succeeds.

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What Indigo Prophecy does better than any game in recent memory is to give the player the sense that they are creating the story, not merely moving from point to point within the story. Instead of playing to find out more about the story, you play to figure out what you’re going to do next, to see what comes next for you, not simply what comes next in the story. You might feel like you’re playing a choose-your-own-adventure game or taking part in a truly interactive movie.

The initial gameplay experience should last 8-10 hours. It’s fairly short, but the game is still highly satisfying. Replaying the game will be an attractive option to most players as when you’re playing the game the first time, there will inevitably be many moments where you’ll wonder if you could have changed something by saying or doing something different. There are also many unlocks to check out, including behind-the-scenes footage and concept art.

Indigo Prophecy is worth owning, but can be enjoyed as a rental as well. Indigo shines as a highlight of its genre and an advancement in storytelling and I highly recommend it to all game players.

(originally published in GamersInfo.net)

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Bone (PC)

Monday, July 2nd, 2007

Jeff Smith’s Bone comic book epic is a fantasy story for all ages starring the Bone cousins, Phone, Fone, and Smiley, who find themselves lost after being run of out of their native Boneville. Although the Bones themselves look sort of like Snoopy from Peanuts, the stories also involve humans, insects, dragons, and “stupid, stupid, rat creatures”, all of whom can talk to each other. The comic is a great read, how I would describe the comic if recommending it to others is that Bone is “cute, funny, and charming”.

Bone: Out from Boneville (Bone) is an adventure game that retells the events of the first compilation of the comic book series, also titled Out from Boneville.

Bone uses the normal point and click scheme found in most traditional adventure games. Control, as you would expect then, is easy to learn, though I did notice that to get a sensor that something can be interacted with, your character actually has to be close to it. Therefore, when you first enter a screen, you can’t simply move your cursor around to assess what’s available. This made me wonder if I was missing stuff because I didn’t want to move my character to every single part of the screen and scan.

I’m fairly sure I didn’t miss anything, however, which leads to another problem: there is very little actual gameplay. The game is very short- Bone should take most gamers two to three hours to complete. There aren’t too many items to interact with, and while there are some puzzles and mini games (with chase action scenes standing out in particular), most of the game is spent listening to dialogue. The game does cover material from the first book accurately, however, including quoting many of its lines, but it still leaves significant chunks of the story out, and in the end, it doesn’t feel like you’ve done or seen a lot by the time you beat the game.

My feeling is that this will be okay for Bone fans, since they’ll already know and understand the background behind the series, but for new fans, the game may be disappointing. While the $20 price point would usually be great for a game, in this case, it probably isn’t a good value for gamers who aren’t already familiar with the comic.

Graphically, Bone reflects the comic well. While Bone is by no means a technical achievement, this is probably for the better, as Bone will run well on most casual gamers’ computers, and that’s the kind of audience the game fits best.

Bone features solid voice acting and a good soundtrack as well. If you’re familiar with the comic, whether the voice actors chosen will fit your own interpretation of them is, of course, unknown, but for me, I warmed to the selections gradually, and when I read the comics again, I’m sure the game’s voices will be imprinted in my mind as the true voices of the characters.

A lot of the comic’s charm holds up well in this conversion to video game, but there simply isn’t enough gameplay or story depth to satisfy most gamers for $20. Hardcore Bone fans probably won’t care, however, and won’t be disappointed. For everyone else, I recommend waiting until the second chapter comes out, and paying closer to the full price of a normal game for perhaps, what will be overall, a more fulfilling experience.

(originally published in GamersInfo.net)

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Phoenix Wright (DS)

Monday, July 2nd, 2007

“Objection!”

“Take That!”

As foolish as I sounded yelling into my Nintendo DS, I had to do it. My best friend’s life was on the line!

Plus, I wasn’t going to let Edgeworth cheat to another victory



As I was growing up, much of my view on the outside world was based on what I had watched on television. While I was pretty sure ER was mostly exaggerated, the life of a doctor seemed so exciting and wonderfully heroic. On Law and Order, I watched battles of wits, ethics, and moral ambiguities face off against each other as people debated the law’s role in protecting society.

In Capcom’s Phoenix Wright (PW) for the DS, you take on the role of the titular hero as he begins his first case out of law school. Under the guidance of your boss Mia Fey, you begin the game trying to fend your best friend from murder suspicions.

To clarify some things, it is best not to approach PW as if it were based in reality. The court system in the game is a bit different from the American one. Some differences: trials can only last 3 days, your defendants will never tell you everything that happened, you cannot call your own witnesses (except in the final case), the law seems to always be against you, and true legal sense is not really the key to winning battles. You also won’t find much of the complexities in real law and human drama- there are no struggles of ethics or thought provoking situations (again, except for the final case).

Much of your role as Phoenix takes place inside the courtroom, but your work will also take place outside of it investigating crime scenes and interviewing people for clues.

The gameplay itself is nothing special. The game is incredibly linear, and while that may be expected from an adventure game like this, there is so much reading to go through, at times the game feels more like a book than a game. The most enjoyable parts of the game are found in the courtroom, where you will get a chance to cross examine the prosecution’s witnesses and find holes in their testimonies. If you have played a point and click adventure game, how the game has you present an inventory item (inventory is considered evidence) to unlock a new testimony is basically like someone using an inventory item to unlock a puzzle. Like in an adventure game, when you don’t know what to do next, you might find yourself randomly trying every object to get the right response. Even if you do know what the truth really is and how you think there may be holes to expose, you cannot do it unless that is what the game wants you to do. Whether it’s questioning witnesses or looking at evidence, your own creativity isn’t going to be tested. You simply need to follow the game’s guidelines.

PW was originally developed in Japan for the Game Boy Advance, and its roots still show. While you can use the DS’ microphone to yell objections, for the most part, this isn’t that fun over the long course of the game. You can also use the stylus to navigate through the game’s menus, but you could easily put the stylus away and play the game just as effectively. PW consists of 5 cases in all, with the final case a DS exclusive. In the final case, you are able to take greater advantage of the DS’ distinct features, and this does add significantly to the gameplay.

It may sound like PW is a rather limited game, but its selling point is its writing. While you will handle 5 cases in all, the character development through the course of the game, witty dialogue, and balance between drama and comedy make the game interesting and worth playing. Most characters are genuinely unique and interesting, with their own motivations, and I found myself developing an emotional reaction to each of them over the game’s duration. Each of the cases are interesting and filled with constant twists and zany characters.

From a technical standpoint, PW is decidedly low-tech. While the graphics are well drawn, sharp, and colorful, there is very little motion as the game is primarily presented through two-dimensional still images. Sometimes you’ll see characters blink or do occasional movements to project a feeling of liveliness, but overall, the game’s anime-styled effects make the game look fun without placing a strain on the system.

As you would expect from a Nintendo DS game, there isn’t much speech in the game other than various characters’ growls or Phoenix’ courtroom cries of “Hold it!”, Take THAT!”, and “Objection!”. The music matches the events in the game well, but can become repetitious because of the length of the cases.

Phoenix Wright is a lengthy game. Sometimes I thought the cases were too long, but the best approach to this would be to not expect to solve cases in a single sitting. I think most gamers could easily find themselves playing it for over 20 hours. While there is virtually no reason for replay, this isn’t too much of a hindrance to the game’s value. If you are a fan of text-driven, story-heavy role playing games, I think you would find Phoenix Wright enjoyable. Despite the game’s unique setting, it’s best to think of PW as a point and click adventure game to get a feeling of what the game experience is like. If you’re someone who needs to feel like he is constantly affecting gameplay, or is more of an action-game fan, PW’s pace and emphasis on text could tire you.

Note: I played the Japanese import version of Phoenix Wright, which has an English option and is identical to the US Version. I am using a US DS Lite (White) system.

(originally published in GamersInfo.net)

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