Post by
MinisterofDOOM »
https://forums.nicoclub.com/ministerofdoom-u16506.html
Mon Feb 22, 2010 9:32 pm
This is out today (23rd). I got the demo early a couple weeks ago through their online game dealie (thanks to Kotaku posting the solution, which crashed the server for almost a day due to everyone trying to get the demo at once).
I was very impressed with the demo, despite my initial reservations about the control scheme. It's very contextual and fits the flow of the game well. I'd almost describe it as the controls conforming to the events of the game, rather than vice-versa. They're predictable, but not predefined, in that the gestures to perform certain actions are naturally fitting. Putting a piece of paper down on a table, knocking on a door, etc...when you see the prompt icon pop up, you have an idea of what will happen, even though that control is entirely context-sensitive and consists of nothing more than a gestural symbol. Very well done. But the game can also use this to throw you off, and introduce a human element that isn't as presentable in a game with predefined controls. What if the gesture you choose does something you didn't expect? You still chose it. The game can use this to represent panic or help make situations feel more tense. It really helps build atmosphere, as the player is not some omniscient, all-knowing being, but actually stuck in the same spot as the characters on screen. If the character's having a hard time, the controls will represent that.
On the opposite end of the control spectrum, I'm not hugely fond of the movement system, which has you holding R2 to walk forward, then pointing your character in the direction forward needs to be with the left stick. But it works well enough to get by and is easy to adjust to, if awkward at first. I realize why it was done this way...it just feels a bit clunky.
In the demo, you get to play a short scene with each of two of the 4 main characters. One is a PI, and you question a woman and get in a sort-of-quick-time-event fight scene (but again, it flows to fit the events as I described above, not just random buttons popping up as in God of War). The other's an FBI agent with some magic techno-glasses that allow him to see "clues" around the crime scene, which you investigate. The FBI agent also has to climb a muddy slope, which has you struggling to mash buttons in an attempt to emulate his struggle to keep his grip. Then, on the way back down, you quickly press buttons to maintain his balance as he slides back down the same muddy slope.
The biggest complaint I have so far is some of the voice acting. During the interview when playing as the PI, the woman being interviewed is not even barely managing to fake an American accent. It's pretty horrible, and really distracting.