Showing posts with label crime. Show all posts
Showing posts with label crime. Show all posts

Monday, May 1, 2017

The Silver Case (PS4) Review


The Silver Case was Grasshopper Manufacture's first game.  Originally a Playstation game released in 1999, it was recently remastered for a PC release, and now it's on the PS4.  The game is a crime drama adventure game split into two parts, Transmitter and Placebo.

Transmitter follows the main character (that you name) and their story through 7 chapters.  While the stories don't always appear connected, they are in sometimes obscure ways.  I was able to follow most of the plot, but a few points escaped me.  Some of these are things addressed in the Placebo portion of the game.  Placebo only has 5 chapters, stars a different character, and gives a different perspective on the happenings of Transmitter.  As already mentioned, it fills in a few gaps, so it isn't as ancillary as it first appears to be.  Also, finishing all the cases on one side unlocks a bonus one for the other, which is new content not from the initial release.  Sure, they are really short, but new is new!

Being a Suda 51 game, you know it has to be dripping with a unique style.  In that respect, The Silver Case doesn't disappoint.  Part of the game's style is the background imagery.  There's lines, letters, symbols and other things floating around.  At first it was really distracting, but once I was used to it, I thought it was pretty neat.  Plus, it helps that every chapter had its own color and thing going on in the background, making them all feel unique.

In addition to that, there are also a myriad of ways the game shows things.  Many characters have portraits (that are different for the two "sides" of the story), there are still images, 3D models, animation and even some live action videos.  It's all kind of crazy, but since it uses them at least a few times each, it kind of works.  There is little spoken dialogue, so the game uses a text noise when writing the dialogue.  It actually has a few different noises, which is nice.  However, it just kind of cycles among them, instead of having certain people's sound one way, as a way to differentiate people from others.  That would have been cool.

When you aren't scrolling through and reading dialogue, you will likely be moving around the game's limited 3D environments.  These sections are the weakest part of the game.  It's also the only "gameplay" you get, which is what makes it an adventure game and not a visual novel.  Anyway, the controls for them half make sense, but are still jumbled.  I get the movement, but selecting what thing to do (movement, system, etc.) with the wheel feels very cumbersome.  There's an alternate way, where you hold the L1 button and use a face button, that feels more natural.  One of the characters even points out that it won't makes sense, but that you will get used to it.  They don't say that it gets better, mind you, only that you'll accept it and move on.  While these sections aren't fun, in the Placebo story, they feel superfluous.  Many times, you basically move a square forward and interact with something to advance the story.  I guess it at least gives you time to save.


Early in the game, my dislike for these sections was cemented.  I was moving around in the first room you can move in, and I couldn't go anywhere.  I examined what I thought it wanted me to, but all I could find was a door it wouldn't let me though, a panel that I could type stuff in, and a blurry picture that seemed like it would be important if it was legible.  After about 10 minutes, I found a comic book near the ground.  "Ok, great the game is going to have collectibles during these parts," I thought.  I wandered around for a few more minutes, just not understanding what I was missing.

Then I tried to walk though the door again.  And it worked.  "What?!" I yelled (actually, there were more expletives in what I yelled).  I apparently had to pick up a silly and useless collectible in order to go through the door.  Sadly, that wasn't the only time I would not know what to do, only to find out it was look up or down on a specific panel and a specific direction.  Sigh.

In the Transmitter half of the game, several of the 3D sections have puzzles to figure out.  The first ones I came to didn't really give any indication of what I was supposed to do (remember that panel I mentioned?), and being already confused, I didn't know what to do.  There's a little magnifying glass icon, that when hit, solved the puzzle for me.  So what was the point of actually doing it?  I don't know.  After completing all of those ones in the same way, I figured out what you were supposed to actually do to solve it.  On one hand I think it's silly to just easily give the solution like that with no penalty, but on the other I appreciate that you aren't stuck when they just dump a puzzle on you with no explanation.

The other puzzles don't have a button to solve it for you, and they aren't very hard when it comes down to it.  I will admit I got stuck several times, but it wasn't usually because of an actual puzzle, but more that I didn't know what part of the area I was supposed to walk to, or look up or down or something else that feels pointless.  Luckily getting all the questions right in the 100 question kumite isn't actually a puzzle, since that wasn't going to happen.  (Apparently, they always ask in the same order, meaning a guide will get it done.)

While I do have some big problems with The Silver Case, I think the story is interesting.  There are parts that don't feel as well explained as they should be, and there's a few twists that feel unnecessary, but I enjoyed it overall and kept playing to find out what was going to happen.  I'd enjoy it more as a visual novel, since the movement sections were far more painful than they should have been.  The style is the game's strongest point.  Still, if you are a fan of some avant-garde design and story telling, The Silver Case is worth a playthrough, especially if you have played any of the related Suda 51 stories.


The Good:
Pretty interesting story, very unique style.

The Bad:
The 3D environments.

The SaHD:
One of the characters nicknames the main character "Big Dick", which makes for some hilarious lines...which I unabashedly took screenshots of.

(Review code for The Silver Case was provided by the publisher)

Friday, April 21, 2017

PSYCHO-PASS: Mandatory Happiness (PC/Steam) Review


PSYCHO-PASS: Mandatory Happiness came out last fall for the Vita, and is now available on Steam for PC fans to enjoy.  It is a visual novel set in an alternate Japan in the year 2112.  There is a computer system called Sybil, which dictates what your future path should be.  Everyone's feelings are quantified, and those with "clouded hue" can be deemed dangerous.  It's used as an indicator for criminals, and Division 1 is tasked with dealing with them.  To do so, they use a special gun called the Dominator.  It can either subdue a target, if their hue isn't too clouded, or, if they are beyond redemption, blast them into tiny bits.  "I am the law" indeed.

As you go through the game, you follow your chosen protagonist (either Tsurugi or Nadeshiko), and together with the rest of CID Division 1, solve some crimes.  From their perspectives, the crimes start out as unrelated, but quickly coalesce into an over-arching story that is pretty enjoyable.  Admittedly, I'd like a little more closure to one of the game's bigger mysteries, but it may be tied into a future game or even the TV show (that I still sadly haven't seen).

At many points throughout the game, there are choices to make, which will affect some of how the story plays out.  The game is great at showing you when the paths diverge, but it's not always obvious how or why certain choices would affect it.  Your choices will also affect a scene in the middle of the game where you get to know one of your colleges better, and the ending.  As noted in my review of the Vita version, my first ending felt very abrupt and out of nowhere, and felt more like an extra scene than an ending to the game.  Still, much of the story plays out similar regardless of choices.  However, there is also a mini-game to play, which lets you earn points to unlock things in the gallery and other bonuses.  It's a pretty fun mini-game, but you will have to get really good at it to get enough points to unlock everything, as the total cost is way too high.



As a visual novel, the controls shouldn't make much of a difference.  The keyboard works, but the controls felt really off, and it took me a few tries to figure out where the menu was.  It's on the "1" key, which, in my limited PC gaming experience, is kinda weird.  Once I found that, I was able to look at the keybindings.  I left them on default, which is ok once I knew where everything was mapped.  To me, the mouse is the best, as left click advances text or makes a choice, while right clicking is the menu.  Pretty much everything you would need is right there.  Plus, you can click the on-screen buttons if you wanted to set the text to auto (which advances for you when the spoken dialogue reaches the end of the line).  The Xbox 360 controller works just fine as well, if you prefer that.

PSYCHO-PASS is a fairly engaging visual novel that takes around 5-6 hours for a first run.  The two main protagonists and the branching paths give good replayability, although I wish some choices were clearer in what it affected.  I imagine the system requirements aren't too high, but the game ran perfectly fine on my i7.  Loaded quickly, too.  I'd recommend the game to any crime drama fans, as the story is well written, and the world is pretty interesting.


The Good:
Good story, lots of choices, and many ending scenes.

The Bad:
How the route changes is rarely apparent.

The SaHD:
I'm glad the real life (non-killing) Dominator sold out so I wasn't tempted to get one.  Not like I could afford it, though...

(Review code for PSYCHO-PASS: Mandatory Happiness was provided by the publisher)

Tuesday, September 13, 2016

PSYCHO-PASS: Mandatory Happiness (PS Vita) Review


PSYCHO-PASS: Mandatory Happiness is a visual novel set in a futuristic world where everyone's emotional state and potential is quantified and monitored.  People who are more prone to committing crimes have a clouded "hue" to them, and are watched and medicated accordingly.

To me, it sounds a bit like Minority Report, but without the psychics.  At least in the game, the crime is usually already committed by the time you apprehend the criminal.  Minority Report might actually be like that, I haven't seen the movie, just remembering the trailers from years ago.  The idea is really interesting though, and I do like visual novels, especially on a handheld, so it was definitely a game I wanted to try.

There is a special group of people, the Public Safety Bureau, that deal with the "latent criminals" and try to either subdue them so they can be rehabilitated, or destroy them if they are beyond help.  To do so, they have a special gun called a Dominator, that scans an individual and lets them use the appropriate amount of force.  If a person is beyond help, the gun basically paints the room with half of them.  So when I said destroy the criminals, I meant it.


When you start the game, you get a choice between two characters.  Both of them are in the same division of the mental stability police force, but they have different roles.  One is an investigator, who is like an actual cop, where the other is an enforcer, who is someone that is a borderline latent criminal.  Since they are close to being criminals, they know how a criminal would think, and are also used as front line fighters.  When not in use, they have to be almost constantly supervised by the investigators so they don't go rogue and become what they hunt.  With such diverse freedoms, both characters have different roles, thoughts, reactions and choices in each of the similar scenarios.

Since the game is a visual novel, most of your time is spent reading.  At several points in the story, you will be presented with a choice, and this choice affects how the story progresses.  Some choices might seem trivial, but it becomes apparent early on that they have a lot of weight behind each and every one.  The game is also helpful in that it shows where the story branches off, but showing a pop--up on the right side of the screen.

It actually shows a few things over there, but that's the only one I could really figure out.  The rest just kind of happen, with no explanation what they are or what they mean.  There are ones that show a portrait and fill up what looks like a health bar.  Some show your character with an up arrow.  Any kind of tutorial or information about this would really help, since I'm sure they are somewhat important.  The instruction book isn't any help in that regard either.


So while it does show where the story diverges, I'm not always fully sure why.  Which choices affected it?  I still made it through the game just fine, but I would definitely like to know more about changing the route to see other endings, scenes and get trophies.  There were many times where I stopped and though about my choices, and what it might change.  This was especially true when prompted about taking the supplements to clear your hue.

I enjoyed the story in the game.  It was mostly satisfying, even with the few predictable parts.  It also took me a bit to keep all the characters straight, but I was fine by the middle of my second playthrough.  However, without spoiling anything specific, it seemed like the game was building toward something that just didn't resolve.  Also, one character ending I got (which it said was a 'true end') felt random and abrupt.  I don't know if this ties into the TV show, or maybe is explained in another route.  It's also possible that it's a preview of a sequel.  It didn't ruin the experience, but it also didn't sit right with me.

There's also a mini-game to play where you slide matching number tiles to add them together.  It's surprisingly fun.  It isn't too hard to grasp, which is good because they tell you next to nothing about how to play it.  It can get pretty hard in the later levels, though.  The points you earn in this game are used to purchase the picture still and voice clips from the cast.  You get a lot of points for completing levels of the game, which is good because you need a ton to buy all the extra stuff.

Honestly, I haven't seen the dude on left and I went through the game twice.

PSYCHO-PASS: Mandatory Happiness is a visual novel, so it only takes about 5-6 hours to get through.  However, having two selectable characters and many branching routes gives the game a lot of replayability.  There were more changes going through a second time than I thought there would be, which is a welcome surprise.  I haven't seen the show yet, and had no real difficulty following the story, other than sometimes confusing character names.  I am definitely going to watch some episodes, as the game has me interested in it, too.  I would definitely recommend crime drama fans and visual novel fans try out PSYCHO-PASS.


The Good:
Visual novels are always welcome on my Vita, and the story was really good with lots of choices to make.

The Bad:
Even though it plainly shows when a route changes, I have no real idea what decisions affect the path and ending.  Well, except the bad ones, those are pretty apparent.

The SaHD:
There was a company taking pre-orders for an actual Dominator gun, with many LEDs and even motors so it would transform.  It looked almost as awesome as it was expensive.

(Review code for PSCYHO-PASS: Mandatory Happiness was provided by the publisher)