I just finished the demo for Technobabylon which you can get off their website or on STEAM:
It was one of the best p & c demos I’ve played yet. It was an amazing teaser that showed the games mechanics and revealed a clever puzzle thought mover with an epic story.
Here’s the official text on it:
City of Newton, 2087. CEL agents Charlie Regis and Max Lao are investigating a serial Mindjacker who is tapping into the neural wiring of seemingly ordinary citizens, stealing their knowledge and leaving them dead. An agoraphobic net addict named Latha Sesame might be the next target. But when Charlie’s past comes back to haunt him, he and his partner find themselves on opposite sides of the law, with Latha’s fate in the crossfire. All three of these characters are introduced in the demo, and you’ll get to play as two of them. Blade Runner meets Police Quest in Technobabylon, a slick point & click adventure that blends past and future with its retro-styled pixel art and intense cyberpunk plotline. Technobabylon sets you loose in a world where ‘wetware’ wires people directly to the web, where the cerebral online Trance has replaced almost any need for human interaction, where the city’s omnipresent AI, Central, has eyes on everyone and everything — a world that could someday be ours. Learn more at the official website.
PREORDERS Through May 21, Technobabylon is available for preorder from the official website (http://www.technobabylon-game.com/preorder) and GOG (http://www.gog.com/news/preorder_technobabylon). The $14.99 preorder includes a digital soundtrack and behind-the-scenes goodies.
Through three chapters the saga of Erica Reed, a paranormal detective in the series of COGNITION has grown in amazing ways. In episode three brand new developments to gameplay as well as story bring things to amazing climax which in the end will have any fan (new and old) salivating for the final chapter.
As an FBI agent focused mostly in serial killer investigations, Reed tends to find herself in dangerous situations and unfortunately for her years ago, a serial killer chose to attack her family. This killer was never caught and years later this event seems to be a constant to everything happening to Reed within the confines of the games narrative.
Working as a traditional point n click, COGNITION is all three episodes is just as good as any, with good dialogue, well thought of puzzles and plot structure that pushes the game along. Yet when Erica Reed’s power of the mind comes into play the game takes a solid turn at being something different.
In the first game the basics of being able to see into the past give you clear understanding of the mechanics without anything being too complicated or overwrought. Sometimes it even seems like your hand is being held, but with such a new game mechanic in place to this type of genre and the very intense, gory, and distressing story it tells this was necessary.
In the second chapter all seems fine, the hand is let go, your training wheels are removed and off you go flying trying to put together the puzzle pieces and solve the mystery before time runs out, even in some cases time has run out for everyone. It’s smooth sailing till the final puzzle, when the game falls off the rails and takes a detour into “Hey, I know you just learned how to ride a bicycle, but here’s a unicycle, also juggle these flaming bowling pins”. It’s a deep turn of puzzle difficulty which while it does not break the game nor deter you from wanting to finish it does put a damper on things. Nonetheless you are compelled to move onto the third chapter.
This third chapter takes things to another level adding to your power abilities as well as adding a second playable character. To fully explain this would create major spoilers, but it works really well and to the plot of the game, the way it has progressed and such. I will say story structure wise that if you are used to paranormal mystery stories nothing really comes as a shock or surprise here. If you’re one of those this is more about getting to read a well crafted, although as cliched as ANY of them and really, they’re ALL cliched… betrayal, unfocused love relationships, people not appearing to be who you thought they were, all these stories are exactly like COGNITION. What makes COGNITION different is the fact that not only is it a game, but a well made game.
It’s not just the gameplay though. The art is superb, between the 3D esque normal play and the painted cut scenes everything shines. The music composition really shines, swifting you through the tale with just the right emphasis and notes, but what really makes the game is the lead voice acting by singer/actress, Raleigh Holmes, who is also coincidentally step-daughter of the game’s consultant Jane Jensen. Okay, not a coincidence, but Raleigh would be right for this part even if she didn’t already have a connection to it. There’s just something about her accent, her gruffness, her delivery that adds a gravitas to the entire game and makes it a must play.
I’ve said before in this blog that I look forward to the next chapter and once again, there is no mistaking I look forward to seeing what the final chapter The Cain Killer brings to COGNITION and how they decide to twist things again gameplay wise to keep it all interesting.
(images shown are from COGNITION: THE ORACLE)
I have never been good at word finders, and I actually not even really good at Scrabble. I miss those large scoring words, because even though I know them, the scrabble part of it always confuses me. Yet I play Scrabble, but not online. I never got into Words with Friends or anything like that, but I get the appeal. I like developer Ryan Creighton have always wondered what a game like that if brought to something even bigger. Ryan was inspired by a game that he thought was going to be that and wasn’t. I see Ryan’s game as pretty close to what I’ve always envisioned a word finder game at a larger scale where the word building wasn’t just a game but a function of the story telling.
That in a nutshell explains what SPELLIRIUM is. A word finder/builder with a story that is enjoyable and intriguing. One of the best things the game has going for it is the art design, from the characters, the backgrounds and the cut scenes. In simply still an alpha state this is blowing my mind. Being able to actually play something in Alpha is always fun. You’re not actually a playtester but you get to really see where a game is at before completion. I’m getting ahead of myself here, so let me rewind a tad.
Untold Entertainment is doing a special way of pre-order for their game in which isn’t a Kickstarter, but a kickender. This game is happening, it’s coming out. The question is how good will the final product be? Production costs money and while kickstarter is meant to do just that for projects, SPELLIRIUM has funded itself along the way with grants, funding and out of pocket and has a long way in its development. Despite being a point n click game and 2013 being definitely The Year of Adventure Games Return To The Mainstream it is also a niche game. It is not your traditional puzzler with fetch quests, inventory options and more, no it really combines two genres that you wouldn’t expect to work but in your mind want them too.
This isn’t to say that the Alpha isn’t full of flaws, but the promise it shows makes the Pre-Order completely worth it. Certain bugs are causing at least for me an impossibility to beat a certain puzzle, or maybe I just am not good at this stuff. It’s also about predicting vowels and consonants and understanding a structure of charges and combos and all that jazz. If you love things like Bejeweled, etc. or supposedly some game called Bookworm, then you’ll love this and you’ll enjoy the fact that it’s not just a word connecting. There is definitely still that point n click aspect and there’s the entire figuring out what to do next/where to go next thing going on as well.
In terms of seeing games always changing, evolving, taking the next step while staying in their roots of fun, good graphics, fun, good stories, interesting gameplay, fun then you can’t go wrong with SPELLIRIUM (even if admittedly my difficulty with a puzzle I can’t beat because of my skill level/bugs within the game).
So if you’re still staring at the screen shots, or reading this, stop. Just go and pre-order the damn thing already. You know you want to. Flaws and all!
Also… how can you resist a campaign that gives you something like this?
Come mothers and fathers, come sons and come daughters,
come graduates sprung from your old alma maters
come lovers of words, come adorers of books,
come peer at these pages, come take a good look
For today at long last, you will finally play
the game we’ve been building for many a day
(i’m so proud to say it, it’s making me teary some)
this is the day that you’ll all play Spellirium!
While it’s not fully finished, it’s come well along
we’re ready to let you all play, you big throng
and with your support, it will end perfectly
and we’ll make it the game that we meant it to be.
So open your wallets! Un-mattress your cash!
Donate all your savings, and empty your stash!
Dig deep, and find money, and give it all here
And then yell to your friends so that they overhear
And THEY give us their money! And THEIR friends do, too!
and then when it’s all over … just what did we do?
We shut down the banks, and we took all the bucks
and every last dime in the world went to us
The people of Earth will all turn out their pockets
And hope, beyond hopes, that we’re gonna rock it
And rock it we will, for the price you did pay
Oh, the game that we’ll make. OH, THE GAME THAT YOU’ll PLAY!!
What came first? Robots or Man? Was there even Man? Is Robot Man actually Man Robot? Can a Robot wear a Monocle? Can a machine have emotions? Is anyone above the law? Is the law truly the law? If you don’t know your own past, does it really mean you aren’t who everyone thinks you are? Can a robot fly, be sarcastic, and funny, but still really helpful and a great friend?
All these questions and more are asked, but not answered in PRIMORDIA... or more exactly they are given multiple answers, in which your own spiritual moral code will let you decide the answers.
In my preview of Primordia I said it reminded me of Beneath A Steel Sky, but once you really get into the crux of the game it feels both its own beast and yet even more a true predecessor and that is an actually great thing. There’s no denying the genius of Beneath A Steel Sky, no matter how hard one might try and there’s no denying the genius of Primordia.
It is an excellent point n click adventure with truly inventive puzzles that make you think as much inside the box as out of it. You are introduced to Non Player Characters who become extremely fleshed out as the story progresses, maybe more fleshed out than any I’ve seen before and in some cases more fleshed out than even your protagonist. In that it’s more link hints, little smattering, things to put together the puzzle together yourself.
All together the game presents a very large and over encompassing story about a post apocalyptic (or seemingly so) world in which only robots remain and these robots live in a 1984 lifestyle in which your character invades, upturns and rearranges in surprising ways. All along the way you’ll laugh, cry, be amazed and question your choices. These are meant more to convey the impression, they are not red herrings. There is no way to not finish the story. Actually there are multiple ways and that is just an added bonus to everything.
As a perfect ending to this short, succinct, but loving review I thought I’d share with you my also short but with brilliant answers via e-mail interview with the developers of Primordia and an extra bonus question for publisher Dave Gilbert of Wadjeteye.
1.) How much of Beneath A Steel Sky was an inspiration? It felt throughtout the game and up to the ending even that it was being heavily referenced, but that could be my own nostalgia fog invading.
Vic: Yes, Beneath a Steel Sky was definitely an inspiration for me during the conception of the game. I recall that in some respects I wanted to make something in a similar vein, tonally. Metropol I think had the most direct graphical influence from BASS, but that said, I don’t really think of Metropol as representative of the art style in Primordia, which I feel is essentially more of a kind of Ray-Gun Gothic style you see around the UNNIIC and the Dunes – a melange of technologies flowing into ruin.
Mark: I played Beneath A Steel Sky years ago, and I remember somewhat liking it, though less so than Revolution’s later games — the Broken Sword series — which had a definite influence on my puzzle design. Of course, people subconsciously assimilate ideas all the time, so I’m sure I drew from BASS. Still, the strongest connection that people have been noting — Crispin to Joey — is misplaced. Crispin is directly inspired by another sidekick, but it’s not Joey. It’s Morte, from Planescape: Torment (along with some others like Cedric in King’s Quest V, Orko in He-Man, Zzyzzx in Sacrifice). I don’t remember Joey at all from BASS, other than that there was a robot sidekick. By contrast, I can can point to a lot of Crispin that was directly inspired by Morte — his refrain of “boss” (from Morte’s “chief”), his implausible amorous declarations, his skepticism of epic motifs. But if people want to draw comparisons to BASS, I’m certainly not going to complain! It’s a beloved game with a strong following. I’m even more perplexed when people say that Crispin was based on Wheatley from Portal 2, a game I didn’t play until after the Primordia writing was done. But, again, that’s a nice comparison for people to draw!
2.) What was the development process, did you complete the world/history/background before designing puzzles or was it a side by side creation. Is there a large bible detailing the whole Primordia world?
Mark: There is a design document, but frankly the game is probably more expansive in content than the design document. I spent a lot of time thinking about the world, of course, but like Sean Connery says in The Rock: “It was in my head!” All along, we wanted the puzzles and the setting to complement each other, so we designed them in tandem. One of the reasons why I didn’t do some vast setting bible — which I’ve done for other games — is that I would rather that players fill in the blank areas on the map with their own imaginations, which I see some have already done. We tried to include a lot of evocative references to places the player never goes, but left them vague enough that, say, Steeple’s Cathedral or the fractal network of robots in Civitas or the vast Factor complex are left to the player to create.
(Added side note by RHC post interview: The actual quote is “The blue was in my head”.)
3.) What was the creation style for the pixel art still paintings? Are they originally paintings and then pixelized or straight from “sketch” to pixel? Is there full on beautiful concept art that was done before all the pixels?
Vic: Almost all of the graphics and sprites for Primordia are hand painted in high resolution, then re-sized and touched up to create what is seen in-game. I did a lot of concept art and illustration for Primordia too, both to work out specific designs in detail, and also to create works that would inform the style and the overall look of the game. I probably did a lot more illustration than was necessary for Primordia (I even did some aerosol art toward the end too), but with all the low res graphics I had to do, it was a nice break to be able to make something a bit more, well, illustrative once in a while. I still think my best work in Primordia was the in-game graphics though. For me, an animated environment with characters etc will always win over a still image; at least in my mind and when it comes to my own work.
4.) We now have another sci-fi inspired Wadjet Eye published game with multiple endings… are we creating a pattern? Is there any chance this style could influence Blackwell?
Dave: Hah – I’d love to do multiple endings in a Blackwell game, but since it’s an episodic series that could get very problematic. Maybe in the last installment!
When I think of some of my favorite point n’ click adventures growing up and into my teen years , the list isn’t really that long. Yet one particular game is pretty high on the list and it’s hard to believe it came out eighteen years ago. That game was Beneath A Steel Sky. Taking place in the future, it featured a gruff, wise talking young man raised in a native tribe of Australia and an even more wisetalking, spirited robot named Joey. It became a game much larger than it seemed at first and cemented in my mind forever as a classic.
Now comes Primordia, distributed by the so far no duds Wadjeteye Games and developed by Wormwood Games. This is another AGS masterpiece and the third futuristic, not comedy, not developed by Wadjeteye game from the publisher. Yet, unlike the two previous games of futuristic madness, this is the most futuristic and also the most comedic. It’s definitely has to be a predecessor of Beneath A Steel Sky.
This is not an official review, but just a preview. In what I’ve seen of the game, the puzzles are both maddening and genius. To think you have to pass a difficult puzzle only for the solution to be a simple inventory concept is actually hilarious, because it’ll take you a bit till you realize this. The graphics are pixel awesomeness like in the past and Dave has used his regular team again with the voice acting, but in a way that is very different and in characters that turn things upside down.
Primordia is scheduled to be released later this month and I will review it fully then, but for now, here’s some screen shots and also go over to the Wadjeteye page and the Wormwood page for more.
Indie game bundles have been the craze for a short while. There’s been Humble Bundle, Indie Royle, Bundle-In-A-Box and the first AGS bundle last year AGS Bake Sale.
AGS Bake Sale offered a ton of amazing exclusive games built in Chris Jones AGS. Primamrily designed for making point and click games developers have branched out and for that bundle, a shooter and a platformer were designed. Not every game in that bundle was gold, but it gave one some excellent work in Nine Months In and Fragment while the rest were excellent examples of how versatile the engine software actually is and how in many times it all comes down to puzzles, art and story telling… not how the game is made.
Independent publisher Screen 7 out of the UK recently published a brand new AGS bundle titled Summerbatch which features 5 games. Four traditional point n click games with varying art styles and story telling techniques and one very different type of game and a new one to AGS I assume in stealth action ala Metal Gear Solid.
In Barely Floating we are introduced to the best animated/illustrated of the works, with some work that looks way beyond indie, while some of the game mechanics still definitely are hobbled by AGS being capable of what it is capable. Extremely funny with some serious mind buzzer of puzzles invoking old school point n click where one must truly pay attention to dialogue and sentences, it quickly became one of my favorite of the games and it feels like there could be a sequel featuring the protagonist. Or maybe a prequel? It felt a little weird that the only thing we really discover about the lead character is his name while everyone else gets way more fleshed out.
Jailbreak is the stealth game I mentioned above. Of the five games I must admit it was my least favorite. While I really respect and appreciate the work of the developers in trying something totally new and different with AGS, the graphics and gameplay really felt short. Others might actually state this was their favorite game of the bundle and I actually really happy it is in there to add variety to the whole thing. I personally would be happy with the four point n clicks, more than happy, so this game is a bonus.
Patchwork is also impressively in its graphics and feels epic in scope, but is actually the shortest of the games and the only one with a puzzle type that I personally always hate finding. Despite that, it’s writing in top notch and it like Barely Floating and PISS and even Nancy The Happy Whore feel like they could be larger games with prequels and sequels.
Nancy is the most crazy of the games, but I even almost feel like it could’ve gone over the edge. Sure pixelized boobies especially in pixel art aren’t exciting, but they would’ve added some humor and fun. Even without the nudity, despite the Happy Whore title, there’s some very interesting twists and intriguing turns to this adventure which starts small and ends up maybe more epic than PISS even since PISS feels huge and epic from the start simply because of its world.
So now we get to PISS, which has been considered the gem of the batch by some. It is a very impressive sci-fi spiritual adventure fantasy, with some incredible writing and with every character being completely and totally fleshed out. Except for the lead who we get more questions than answers in the end about. If any of the games NEEDS a sequel it’s PISS. The others could have sequels. PISS needs one, the story needs to continue. Be it as a game or a book or a comic.
As a whole, Summerbatch is actually a steal at its “Name Your Price” price. Of course it’s worth at least a minimum $15, especially since it went to charity and the games were developed without budgets from the publisher. The deal started in August and runs till November. That’s a lot of time left, but jump on it sooner than later, there’s going to be some long nights for some players indeed.
The best Science Fiction tends to have dubious characters of gray personalities, a terse semblance of what is truly right and wrong, awkward scientific concepts which aren’t exactly plausible and usually, but not always an ending which makes one think “Well, was it all worth it?”. Mysteries seem to have this is as well and then there’s science fiction mysteries who really play into this such as Total Recall, Blade Runner, Minority Report, Twelve Monkeys, etc. Although science fiction may be the wrong term, possibly speculative fiction is the better genre use. They seem interchangeable and in many ways lots of these books do too. The characters, plots, etc. are all different, but they all speculate the possibility of worlds with excessive control, characters who want to escape that control, twists that possibly change your entire view of the story and an ending in which you feel satisfied, but not happy, questioning your own moral code and the future of our world as a whole.
All this preamble is leading to a look at the just released speculative fiction point ‘n’ click adventure game epic by Vince Twelve/XII Studios, RESONANCE. A deeply satisfying, yet as it seems with ALL video games, no matter what, slightly flawed production, but none that detract from enjoyment. Yet, designer/writer Vince has stated that he expects to be hear these complaints and he’s already had bug detractors from the demo that has been available for a week, so nothing I say here should be too blaring compared to much more delicate video game players who either expect golden platters or never really explore enough to find some of their statements to be completely untrue.
A perfect example of this is in a review I read earlier today which stated that the four playable characters were shallow, the only one with real depth being Anna. This is very untrue. While Anna’s background is fleshed out through nightmarish maze levels which open up flashbacks, the other characters are more than fully developed with back story, sense of being and more through dialogue trees which are not essential to finishing the game and may only be discovered through full discovery are careful attention. I particularly enjoyed Inspector Bennett’s personal monologue that kind of explains about why he is the way he is.
The mechanics of the game are as important as characters and story and in most ways. RESONANCE hits it out of the ballpark with a few fouls. I absolutely loved using all four characters to figure out different puzzles, the clues and development of the long term and short term memory, the variants in puzzle style and design that kept things interesting and yet never stopped one from being able to continue on. In at least each of the more complicated logic/math/mechanic puzzles there always another solution and in the ones where there wasn’t, it was way less complicated than one thought. I think of one puzzle involving a magnet where I was frustrated forever and then one simple solution and it was really easy. I mean super easy, I just had to think. Actually I asked for help, but I would’ve eventually gotten it and I smacked myself for not realizing it sooner, although one could also blame Vince for not making it as intuitive as possible and I do feel that was an issue. It was actually an issue in various other places in terms of design. A lack of intuitiveness or the system reacting the way one would expect. Having to switch a character because he/she was standing in front of a hotspot another character need to access seemed quite retarded. The short term memory system also had issues in which it could remember items multiple times, wasting slots because of the way the system woke up in certain situations. These were the biggest of the flaws though.
With that out of the way I’ll focus on my personal positives although with still a few negatives for a balanced review. I found all the voice acting to be superb except in some minor spots. It’s like a great movie though where so much money, time and energy has been spent on the main cast that the minor character is played by whoever could show up that day. It reminds me of that scene in Wayne’s World 2 when Wayne goes to the gas station and complains about a very minor role being handled by a “bad actor” and the actor is then replaced by Charlton Heston of all people. Unfortunately here Al Hansen kept his role and we were stuck with the “bad actor”, which more is to say that the performance wasn’t as strong as one would hope on the minor characters when the leads were so fun and quality. Most folks would praise Logan Cunningham, but for me it was Darryl Lathon’s Ray, who in many ways is the most important character, who was awesome. A kind of everyman as the outsider pulled into something that had nothing to do with him, yet becomes as involved and as important as anyone else.
The puzzles be they context based, environmental, logic, visual, etc. were all really well thought out. Even the more complicated ones or the maze like ones, they all seemed to fit. They never once made me go “Oh screw this”. Some may have taken me walking away for a day or two, but THAT is the sign of a well done adventure game. There are no steadfast rules on this though. Some folks love puzzles that are easy and allow a game to be an interactive story as much asd it is a game, while others appreciate games that really force you to think while also balancing story elements. Many of those elements may even become hidden to certain players as they worry more about the next puzzle than asking about every last thing which might extrapolate a line of dialogue that could create further character development. It’s a double edged sword, people complain about everything being fed to them, or people complain that it isn’t fed to them, there seems to be no happy in between. RESONANCE tries it best to find that, but I don’t expect that of any game developer ever. People will see a game the way they want to see it, it doesn’t matter what the game actually is.
As a hard sci-fi near future story with moral gray areas, difficult puzzles, amazing pixel graphics, sensational plotting and writing (that might actually be too gray as a story or movie, but workbrilliantly as an interactive software), concepts that make you think and more, RESONANCE is completely worth your time, attention and money. I should also mention that unlike most films or books there is one option to see things end up. There are only a few options available and they are all as gray as the rest of the game and its moral ground, but they definitely add to the entire sensation of the game. There are also achievements which give the game a bit of replayability not seen in adventure games usually other than to experience the story again. The alternate endings and achievements are just really nice extra touches that show Vince Twelve has a bit of forward thinking, although equally they may suggest a bit of stretching too thin and trying to do too much as some of the puzzles had shown. Once again, that double edged sword.
For those weary there is a demo available which gives you a true feel for the production and should either compel you to have to continue on or know if it isn’t your cup of tea.
This review was based on a review copy courtesy of Wadjet Eye Games. Screenshot courtesy of XII Games/Wadjeteye Games. Image of Daryl Lathan courtesy of Genevieve Rafter Keddy of Broadwayworld.com
(the following review is dedicated to my friend, “Rhiannon” Miller)
Life is full of choices. Which shirt do I wear? What should I have for lunch? What movie should I go to? Who should I save from the attacking zombies?
That last decision isn’t really easy, it can change your entire life or at least in the case of Telltale Game’s The Walking Dead your entire experience over a five episode monthly season. At first it may seem not completely apparent how much your experience will truly change and in terms of major beats I’m not sure it will or if puzzle solutions will change as much as just dialogue and plot sequences, but it still makes for a fully replayable (sic) adventure. Doubly so because even without the chance to have portions of the story play out with different dialogue choices and segments, Telltale has put together an interactive graphic novel that one could see re-reading, just as one reads The Walking Dead comic again or owns the Walking Dead TV show on DVD to watch it again, good storytelling with quality acting.
For fans of the TV show the service is bit less, but they will get to see Glenn before he went to Atlanta and Shawn and Hershel Greene before Shawn became a Walker. Comic books fans get a minor character who did major things, as Lilly’s life before the apocalypse gets fleshed out. Everyone else we’ve been introduced to are original characters and while some reviews have stated these characters to be one dimensional, I feel that means they went for really super quick playthroughs (sic) to get their reviews out and never really took any time to listen to all the various conversations in which they are, including Doug, who was based completely on an actual real person. Of course none of them are as fleshed out as much as the lead character the player controls in Lee Everett. A character just as engaging, intriguing and with a variable personality even because of player choice. It seems like a small thing right now that you can decide if Lee is totally loyal, valiant, kind and all that jazz or mostly single-minded and only looking out for himself with a truly jerky attitude or something in between.
At many times the feel of the game is much for like a very interactive and controllable graphic novel. While there are actually puzzles which can take some common sense and in other times a good eye and understanding of logic as well as even the occasional very easy what has been known to be called QTE, which essentially translates to mashing a button and then mashing another button just at the right moment. There’s also some very minor targeting situations, but they are handled much more like a point n click adventure as Telltale has handled in the past. To my trained eye there doesn’t seem to be much change to the game design that differs from earlier Telltale Games such as Back To The Future, Sam & Max and Wallace & Gromit, and I’m one of those people who actually found those games to have a perfect balance of being easy to pick up for a complete non-gamer and only too easy for the strictest of puerile game players who want to feel like they’re taking a lawyer’s bar exam while playing a game or just find flaws to find flaws
I love most of all the art style which finds a way to combine what has become now known as Telltale’s signature art style with a very comic book feel with a line style that evokes both Walking Dead’s original artist Tony Moore and current artist Charlie Adlard. The animation does have various glitches that are easy to ignore, but can be jarring. In certain environments if you try to walk to the edge of the screen that isn’t actually passable, I noticed the animation would fall to a crawl. There was some texture parsing and floaters in cinemas that is distracting, but again not so much to ruin the game and make one scream bloody hell. Unless you you’re someone who demands absolute perfection and I mean ABSOLUTE perfection, which means, you’ll never ever be happy or satisfied and you better hope there’s a zombie apocalypse soon and that you become a zombie quick so that your brain becomes one process of eat, eat, eat. Which you know, could be interesting, but since I see myself as someone like Rick Grimes and possibly Lee Everett (who knows, it’s only one episode so far), you’ll end up being smashed to bits by me.
I actually highly recommend The Walking Dead game. It’s available on Xbox 360, Playstation 3, PC/Windows and Mac , so your options to play are very high. You can also choose to try out things with just purchasing one episode for $5 or getting the entire season. On the Telltale site there are even better deals that get you the whole season and other games as well if you’re new to Telltale and want to explore stories such as Back To The Future Part Four or Jurassic Park 1.5.
I was twelve years old when Law & Order began its long run on NBC. The show didn’t really hit its stride till the late great Jerry Orbach joined the cast in the second season along with S. Epatha Merkeson in my personal opinion and truly didn’t reach excellence till Sam Waterson joined as Jack McCoy. All that can be easily argued, but suffice it to say I’ve been a fan since day one. Criminal Intent was quickly my favorite show because of the awesomeness of D’Onofrio’s Goren and Kathryn Erbe’s Eames, but SVU always held my interest through and might actually top CI as a favorite with Meloni’s Stabler, Hartigay’s Benson and Wong’s Dr. Huang. Through the new shows though I still always loved the original and it’s various pairings. Logan was the original guy, but once teamed with Brisco he just reached levels of awesomeness and anyone who teamed with Lennie was automatically awesome, especially Rey Curtis. The way they wrote Benjamin Bratt’s character out was tragic, but the return to who he was in 2009 was just as tragic and never had any followup.
All this build up brings us to be able to discuss the new Telltale game for iOS and eventually PC, Law & Order: Legacies. Written and developed by Ryan Kaufman with production from Dave Felton, the game attempts to actually create in many a season of Law and Order that could’ve made it to the airwaves, alongside the fantasy of stories never told. It’s definitely a professional approved fan fiction, but it’s a well done one with creativity and an attempt at as much accuracy as possibly allowed by the production’s budget and limits. I found it interesting that Arie Kaplan who worked on the HOUSE M.D. games and is an accomplished journalist worked on Episode 2.
Unlike Telltale’s Back To The Future which featured the talents of original BTTF stars Christopher Lloyd, and Claudia Wells, the Law & Order game were not able to procure talent such as Benjamin Bratt, S. Epatha Merkeson, or Linus Roach among others such as obviously the dearly departed Jerry Orbach. Yet despite this, between quality voice acting and top notch art, the original actors are surely missed, but do not result in causing a distraction. Among the talent are voice over actress Cissy Jones, poet/musician Kid Beyond who has worked for Telltale previously, musician/voice actress Rashida Clendening, and many of the people who have worked with Telltale on other productions. The one voice they were able to retain was Steve Zirnkilton, the Voice of Law & Order, as well as that pretty critical Mike Post composition.
In playing this I had really wanted to replay the Vivendi/Legacy Law & Order games which had the use of the real actors, but as I remembered featured mail it in performances as well as writing and tons of bugs, yet, I wanted to try and do a track record of these type of games, as well as comparing them to Telltale’s CSI games. Yet in terms of style, content and conception, Legacies is its own entity based much more in paying attention to clues and having a good eye, while the previous games were based more in choosing the right random dialogue tree and beating annoying minigames like tile, match and also match and sometimes peck and hunt.
While I’ve only gotten to play the first two episodes, I wanted to reflect on the plot as there was a real attempt here to create something original here. The game in the first episode seems to take place shortly after season 12 and before Season 13. Detective Rey Curtis after a few years since his wife’s passing in 2009 and moving back to NYC is prompted by his daughters to return to the force instead of moping around. He someone gets automatically put back on the 27th Precinct run by Lt. Van Buren where he and Lennie Briscoe partnered. His first case in which he hasn’t been given a partner is a murder which also turns up rape evidence, Detective Benson from the 16th is called up to join the investigation as her partner is “on leave”, which is probably Benson not wanting to accept that Elliot actually quit, that is the only thing that makes sense unless Ryan Kaufman messed up his L&O timelines . That now gives us the Legacy of two major L & O characters becoming temporary partners on a major case, which once the suspect was revealed probably should’ve been turned over to Goren and Eames, but that’s splitting hairs. That case takes a quick left turn during trial and it is up to Michael Cutter and Abby Carmichael to clean up the mess. This must be before Cutter ends up as the new Bureau Chief of ADAs who work on SVU cases. A sidenote in the story reveals a connection between this case and a cold case Briscoe and Curtis worked on years ago.
In chapter two we are sometime between 1995 and 1999, probably closer to 99 based on the statement that the cold case took place 10 years ago from the first episode’s story, although for the time line to work it had to be at least 11-12 years ago, but one can say I’m nitpicking. This is an untold case of Briscoe and Curtis looking into the possible murder of a young father who died steps from his door step. The investigation follows all logical steps and Jack McCoy and Abby Carmichael have to use everything they can to convict in a case that isn’t not exactly as clear cut as one would hope. During the episode we discover a little more information on the Cold Case mentioned in Episode one and that it wasn’t just cold but closed, and that Lennie had been working on it on his own time. I spoil this information here so that fans and potential gameplayers who have yet to try the game out are aware there is an over arching storyline which seems to promise that while each episode is playable on its own, the full purchase will be definitely worth it.
Plot out of the way a very quick discussion of gameplay. So far the game is broken into two sections much like the TV show. We open with an investigation which includes listening to answers, hearing stories and a bit of a “find the item” type of minigame which actually has some thought put into it and allows for some cool looking backgrounds. The questions section will ask at certain points if you believe someone or feel you’ve caught them in a lie or that information provided was accurate and if you answer that correctly, a multiple choice will ask you the why of the answer. These mulptiple choices can be tricky as they can be worded incorrectly. Getting an answer wrong won’t end your game, but it may lead to a different result when it comes to the trial. Once all investigations are done, you go into court room mode. Here when interviewing a witness on the stand it is much like the interview investigations, but the twist comes in the properly placing objections and doubt when the defense is up at bat. There is also a closing arguments segment where you must properly choose what subjects to bring up. There are chances of losing, winning by jury or even offering a plea bargain which allows multiple gameplays just to see those scenes play out.
While I have not yet played the just released episode 3 which introduces Detective Logan to the story as returning to the force after quitting Major Case, trying out the real world and deciding he had to be a homicide detective, I definitely look forward to it and seeing where else the game and story go. Maybe with four episodes to go we might even get appearances from Lupo or Munch. Since this game was supposed to originally be a Law & Order: L.A. game there’s a chance will get a cameo from Connie Rubierosa who has decided that California just wasn’t doing it for her. Either way Telltale has shown that they can handle telling original stories, with gameplay that should be acceptable for all levels of gameplayers from the beginners to the veterans and a plotline that should be satisfying to all levels of fans of Law & Order as well.
SUNDAY – DAY 4
I ended up waking up much later than planned and found myself rushing out of the house to at least catch my 12:15 Press session with J.Q. Quintel of “Regular Show” and Pendelton Ward of “Adventure Time” along with other writers and voice talent from the show including Tom Kenny.
From there I had about an hour or two to kill before a scheduled interview with Dave Gilbert of Wadjeteye Games. That interview was amazing and will be on this site sooner than later, probably this week. My mother’s hospital stay has delayed a lot of things.
In between I enjoyed many of the various booths I had missed on other days. I saw video games, indie publishers I hadn’t seen in years, had great conversations, saw amazing cosplay, took photos and all that jazz.
I stood on my feet as long as I could and even considered doing my traditional see what’s left over from booth destruction/left over, but the madhouse made me just feel best to get the hell out of Javits and not deal with people anymore.
I made plans to meet with my best friend Nick and figure out something fun to do for his birthday which we went and did.