Thursday, December 29, 2005

Indigo Prophecy

ok, so I just finished Indigo Prophecy for the PS2.
I loved it, especially the first half.
It feels very much like a story that was fitted into the frame of a videogame as opposed to things like KOTOR and Jade Empire which feel like ideas guided by the structure of a video game (i.e. miniquests, conversation trees, etc).
In Indigo, you play:
Lucas: a man who, while possessed, murdered a man
Two Cops: on the trail of Lucas
The story is compelling and the dialog and voice acting are excellant.
The controls are also interesting. You choose dialog themes using the right control stick. You are given options such as 'suspect' or 'killer' and your character will ask about that topic. However, you are also given a timelimit to make your choice AND there's no going back. It feels very natural.
1) some sequences require either a simple pattern game or rapidly hitting the trigger buttons. These range from fight sequences to keeping a 'vision' going clearly. I found that they added a level of tension without being so distracting that you missed out on anything (most of the time)
2) Maintaining sanity: anyone who has ever played the Call of Cthulhu RPG knows that maintaining sanity is a bitch. Its the same here. Once you get too low, your character quits in some manner. Here's a particularly annoying example: My sanity is kind of low. I break into my ex-girlfriend's apartment. I eat a sammich and some milk. My sanity goes up. I then listen to her answering machine and find out the cops are coming to ask her questions. My sanity goes down. ugh.

The 2nd half of the game feels rather rushed, which is unfortunate.
I've been told that the game can go a number of ways, but I believe it still to be pretty linear.
I played for about 15 hours or so and thoroughly enjoyed myself. I look forward to the next game by QuanticDream and for the refinements that will bring.


madpuppy said...

Didn't like the game too much- it was OK on the first run-through, but it didn't hold my interest the second time around. There's really not a lot of branching going on- you can change what happens within certain scenes, but overall, nothing you do really affects the main story- no new branches, etc.

I found there to be more branching in Onimusha II than in here.

moleboy said...

on that, I agree with you.
I felt that, wihle cinematic, it was pretty linear.
What I liked most was the interface which I found to be very immersive.
I also like the attitude they approached the project with.

Right now, we're playing Digital Devil Saga. This too is linear, but you expect that with console-type RPGs like Final Fantasy, etc.

The question is...
can you take a game, place it in a massive, freeform world while giving it a coherant narrative and without making it feel like a mechanical event (like KOTOR...which I did like, but alot of it felt very...rote).