Friday, March 27, 2015

Enigmatic, the story develops at a pace that never lets the suspense fall. The goose bumps is const


The second product of Quantic Dream in eight years, the game breaks new ground in several respects. In fact, innovation has always been the goal of the company. His first game, Omikron: The Nomad Soul, addressed issues such as virtual reality, reincarnation, parallel worlds in 1999 and staged the first digital performance of an artist of the real world, always attuned David Bowie. Indigo Prophecy in the tradition promiedos established by the developer promiedos to stay out of established patterns and daring promiedos new ways.
In Indigo Prophecy, I was introduced to the possibility of playing four different characters. This is not a choice. promiedos At some point in the narrative, you will have to drive this or that character. One of them, Tyler, promiedos is a killer to grudgingly trying to understand that strange forces induced him to kill the very first scene of the adventure. Two other officers are in charge of investigating the crime and catch Tyler. The fourth character is Tyler's brother, a priest, torn between helping his brother to solve its mystery or deliver it to the authorities. In other words, the player plays on both sides of the field. And each of these individuals also have their own personal problems to overcome. It's a movie! Or not?
Since the opening of the game, with the camera approaching the city, including the menu, everything behaves like a movie. The "New Game" promiedos does not exist for the player. He must choose "New Movie". In certain scenes, the screen is divided into more than one frame, to show different angles of the same action or to show key events happening elsewhere where the character is not.
To complete the alternative film climate, Quantic Dream composer Angelo Badalamenti called promiedos to create the soundtrack. Contributor longtime filmmaker David Lynch, Badalamenti was responsible for the trails of Twin Peaks series and films Blue Velvet, Wild at Heart, Lost Highway and many others. promiedos A great admirer of his talent, I was happy to see that the master more done a great job in the game.
If intending a movie, Indigo Prophecy does not put in the hands of the player complicated decisions like jumping platforms, shoot, dodge, reloading weapons, throw grenades or other feats of action games. The role player is moving the character and interact with the environment and people. And even this interaction comes down to perform gestures with the mouse, so natural that the narrative flow is not interrupted by pressing buttons on the keyboard.
Forget, then, everything you know about character controls. In Indigo Prophecy, if you do not stop five minutes to go through promiedos the tutorial, you will not know what to do. Really. Showing promiedos commitment and sympathy, the game's tutorial is presented promiedos by anyone else, none other than the director himself an avatar of the game, David Cage. In an atmosphere of scenes of a film, he explains how the interaction works.
But if Quantic Dream hit by simplifying the interaction interface with objects and the tree dialogue, elsewhere, excess promiedos hinders innovation. For example, to perform tedious tasks for the character, developers had the "brilliant" idea to make it tiring for the player too! With the push frantic (but paced) of the left and right arrows, the player promiedos "injects" breath in character for this to be successful.
And we come to the most controversial of all the characteristics of Indigo Prophecy. At certain times in history, the characters become involved in action sequences, masterfully pre-recorded, choreographed with precision, to lush, but where the role of the player comes down to repeat a chain of colored buttons on the screen. It's hard to explain, as the action unfolds on the screen, promiedos two sets of buttons overlap the scene, they will lighting in a certain order and you must repeat promiedos the order by pressing keys with both hands, as if following a Genius (remember ?). If you press the right buttons at the right time, the action flows as planned developers. Otherwise, the character will probably go wrong. The result is frantic, often frustrating promiedos and even when you get hit, you realize that paid more attention promiedos than the buttons on the scene.
At this time, Indigo Prophecy fails to establish a connection to the player. There is no direct relationship between the push buttons and the events that unfold. It would have been better if they had left a button to jump, another to squat, others to punch, another to dodge etc. The feeling's promiedos just that you're reduced to a cross between a spectator and a trained chimp to repeat color sequences. Goose bumps
Enigmatic, the story develops at a pace that never lets the suspense fall. The goose bumps is constant, especially in Tyler scenes. Indigo Pro

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