Indigo Prophecy SPOILER thread
PostPosted:Wed Oct 05, 2005 10:30 am
Just finished it myself, and my overall opinion is "not as good as I thought it would be."
<b>Plot/Writing</b> - Decent and intriguing, but with several major flaws. The Purple Clan came out of absolutely nowhere (superintelligent AI constructs? zuh????) and were never adequately explained. The romantic subplot between Carla and Lucas was so laughably tacked on, I could see the pushpin sticking out of my Xbox as it was happening - and oh by the way, at the end of the game is Lucas still, y'know, <i>undead</i>??? The whole "it's getting really cold" thing was also ridiculous...if it's MINUS 71 DEGREES FAHRENHEIT outside, any exposed skin is going to get frostbite in like five seconds - and even though it's that cold, Carla is still able to a) sleep in her underwear and b) get completely naked in an unheated subway station and have sex with a dead guy?
Also, the whole "mysterious things happen that are attributable to an [insert ancient civilization here] ritual" seems kinda cliched - although in its defense, I just did a quick Google search and it turns out that the Mayans were in fact nearly obsessed with ritual sacrifices and bloodletting, and used a two-headed serpent to talk to the spirit world. Also, another Google search revealed that there are some psychics who claim that there are super-psychic children being born, which in the US are called "Indigo Children". I'll be damned.
Still, the plot and writing weren't as good as games with similar plots I've played, such as Eternal Darkness and Deus Ex: Invisible War.
<b>Graphics</b> - Very disappointing. The textures were ugly, the animation was subpar, and the character models weren't that great-looking either. My gold standard for graphics on each system are Resident Evil 4, God of War, and Ninja Gaiden - this game isn't even half as good as any of those, and to be honest, the bad graphics really hurt it. Since IP doesn't have much gameplay to speak of, you'd better be able to be immersed in everything else, and bad graphics do not help at all in that area.
(Not to mention that Carla's breasts disappeared during the sex scene with Lucas in the subway car - they weren't hidden behind her arm or anything, they just weren't there!)
<b>Gameplay/Control</b> - Speaking of which, there's really not all that much gameplay in here. All there really is, is Simon Says and "mash on the triggers", neither of which is all that compelling - in fact, even in normal mode, the Simon Says segments are so easy to do that they feel tacked on in a "here, this is so you don't get completely bored" kind of way. I will admit that the first extended SS sequence, where Lucas runs from the giant mites in the bank, was very cool - but by the time I got to the fifth one just like it and the style and patterns really hadn't changed any, I got rather jaded with the whole thing.
The "mental health" system, had they made it make sense or actually matter at all like in Eternal Darkness, could have been cool, but instead it was just really annoying. Just about everything that happened to Lucas made his mental state worse, and any gains you got were usually immediately wiped out. I made the mistake of taking a second drink from the bottle of alcohol in Lucas' apartment in the beginning of the game, and the unrecoverable 20 points I lost there put me in constant danger of an immediate game over for the rest of the game, and in fact actually did net me a game over several times (don't choose the "no time" option when calling Marcus? Too bad, he's dead, -30, game over. Simply <i>look</i> at Agatha's body after she gets killed? Too bad, -30, game over.)
The two stealth sections, in the air force base with young Lucas, were highly annoying and badly programmed. If you're going to give us a vision cone on a map, fellas, let's make it so that that's the only place the soldiers can see us, okay? 'Cause when you get caught by some guy and you're nowhere near his vision cone and you can't figure out how the hell you got caught, that's pretty shitty.
Camera and control were also pretty bad. There were a number of times where I pushed the stick one way to walk in a certain direction, and when the camera swung around me and I changed the direction I was pushing to reflect the new camera angle, my character kept walking the same way (often into a wall) until I let go of the stick, stopped completely, and *then* pushed in the new direction. That's just bad programming. The fixed camera angles also annoyed me.
And lastly, can we please please PLEASE get a game where your decisions throughout the game actually have some sort of impact on the outcome? I swear, every single game I've played like this - KotOR (II), Invisible War, Jade Empire, and now Indigo Prophecy - has given me a myriad of choices to make all throughout the game, most of which <i>don't matter</i>. For example, I chose to save the kid from drowning in Central Park, right in front of the cop. That should have been a huge decision and should have really affected things, and yet my choice to save him got me nothing but a 20-second extra scene where the cop tells Carla "oh yeah, I saw him save a kid." I keep seeing this over and over, where you get to choose one of your three or so endings with one decision you make right near the end of the game, and it's really starting to bug me. What happened to the good multiple-ending games like Chrono Trigger and Colony Wars: Vengeance?
<b>Sex Scenes</b> - I've already mentioned how dumb I thought the Lucas/Carla scene was, and on my playthrough I didn't get to do either of the other two, which I'm guessing are Lucas/Tiffany and Tyler/Sam, to which I will give a rousing "whatever". Game technology is nowhere near good enough to produce a titillating sex scene yet - hell, most games can't even make a kiss look right.
<hr>
Given all the above, it sure sounds like I hated it, doesn't it? Well, that's not true. Sure, the game was flawed in a lot of ways, but it did have some really neat ideas, the conversation mechanic was pretty well implemented, and those split-screen suspense scenes were excellent. I'm actually glad that I bought the game, since sales will hopefully convince the market that games like this are worth taking a shot on, and the more companies that take shots on games like this, the more likely it is that somebody will actually do one right someday.
<b>Plot/Writing</b> - Decent and intriguing, but with several major flaws. The Purple Clan came out of absolutely nowhere (superintelligent AI constructs? zuh????) and were never adequately explained. The romantic subplot between Carla and Lucas was so laughably tacked on, I could see the pushpin sticking out of my Xbox as it was happening - and oh by the way, at the end of the game is Lucas still, y'know, <i>undead</i>??? The whole "it's getting really cold" thing was also ridiculous...if it's MINUS 71 DEGREES FAHRENHEIT outside, any exposed skin is going to get frostbite in like five seconds - and even though it's that cold, Carla is still able to a) sleep in her underwear and b) get completely naked in an unheated subway station and have sex with a dead guy?
Also, the whole "mysterious things happen that are attributable to an [insert ancient civilization here] ritual" seems kinda cliched - although in its defense, I just did a quick Google search and it turns out that the Mayans were in fact nearly obsessed with ritual sacrifices and bloodletting, and used a two-headed serpent to talk to the spirit world. Also, another Google search revealed that there are some psychics who claim that there are super-psychic children being born, which in the US are called "Indigo Children". I'll be damned.
Still, the plot and writing weren't as good as games with similar plots I've played, such as Eternal Darkness and Deus Ex: Invisible War.
<b>Graphics</b> - Very disappointing. The textures were ugly, the animation was subpar, and the character models weren't that great-looking either. My gold standard for graphics on each system are Resident Evil 4, God of War, and Ninja Gaiden - this game isn't even half as good as any of those, and to be honest, the bad graphics really hurt it. Since IP doesn't have much gameplay to speak of, you'd better be able to be immersed in everything else, and bad graphics do not help at all in that area.
(Not to mention that Carla's breasts disappeared during the sex scene with Lucas in the subway car - they weren't hidden behind her arm or anything, they just weren't there!)
<b>Gameplay/Control</b> - Speaking of which, there's really not all that much gameplay in here. All there really is, is Simon Says and "mash on the triggers", neither of which is all that compelling - in fact, even in normal mode, the Simon Says segments are so easy to do that they feel tacked on in a "here, this is so you don't get completely bored" kind of way. I will admit that the first extended SS sequence, where Lucas runs from the giant mites in the bank, was very cool - but by the time I got to the fifth one just like it and the style and patterns really hadn't changed any, I got rather jaded with the whole thing.
The "mental health" system, had they made it make sense or actually matter at all like in Eternal Darkness, could have been cool, but instead it was just really annoying. Just about everything that happened to Lucas made his mental state worse, and any gains you got were usually immediately wiped out. I made the mistake of taking a second drink from the bottle of alcohol in Lucas' apartment in the beginning of the game, and the unrecoverable 20 points I lost there put me in constant danger of an immediate game over for the rest of the game, and in fact actually did net me a game over several times (don't choose the "no time" option when calling Marcus? Too bad, he's dead, -30, game over. Simply <i>look</i> at Agatha's body after she gets killed? Too bad, -30, game over.)
The two stealth sections, in the air force base with young Lucas, were highly annoying and badly programmed. If you're going to give us a vision cone on a map, fellas, let's make it so that that's the only place the soldiers can see us, okay? 'Cause when you get caught by some guy and you're nowhere near his vision cone and you can't figure out how the hell you got caught, that's pretty shitty.
Camera and control were also pretty bad. There were a number of times where I pushed the stick one way to walk in a certain direction, and when the camera swung around me and I changed the direction I was pushing to reflect the new camera angle, my character kept walking the same way (often into a wall) until I let go of the stick, stopped completely, and *then* pushed in the new direction. That's just bad programming. The fixed camera angles also annoyed me.
And lastly, can we please please PLEASE get a game where your decisions throughout the game actually have some sort of impact on the outcome? I swear, every single game I've played like this - KotOR (II), Invisible War, Jade Empire, and now Indigo Prophecy - has given me a myriad of choices to make all throughout the game, most of which <i>don't matter</i>. For example, I chose to save the kid from drowning in Central Park, right in front of the cop. That should have been a huge decision and should have really affected things, and yet my choice to save him got me nothing but a 20-second extra scene where the cop tells Carla "oh yeah, I saw him save a kid." I keep seeing this over and over, where you get to choose one of your three or so endings with one decision you make right near the end of the game, and it's really starting to bug me. What happened to the good multiple-ending games like Chrono Trigger and Colony Wars: Vengeance?
<b>Sex Scenes</b> - I've already mentioned how dumb I thought the Lucas/Carla scene was, and on my playthrough I didn't get to do either of the other two, which I'm guessing are Lucas/Tiffany and Tyler/Sam, to which I will give a rousing "whatever". Game technology is nowhere near good enough to produce a titillating sex scene yet - hell, most games can't even make a kiss look right.
<hr>
Given all the above, it sure sounds like I hated it, doesn't it? Well, that's not true. Sure, the game was flawed in a lot of ways, but it did have some really neat ideas, the conversation mechanic was pretty well implemented, and those split-screen suspense scenes were excellent. I'm actually glad that I bought the game, since sales will hopefully convince the market that games like this are worth taking a shot on, and the more companies that take shots on games like this, the more likely it is that somebody will actually do one right someday.