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Topic: Why Culpa Innata was incredibly disappointing

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All Forums : [Adventure Games Forum] : Adventure Game Discussion > Why Culpa Innata was incredibly disappointing
27 JUN 2008 at 1:39am

shadow9d9

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Originally Posted By jalex (26 JUN 2008 3:38pm)
I havn't gotten this game yet but I will buy it.  It sounds like I will like the puzzles as I would rather have puzzles that I consider too easy than too hard. I don't like being stuck on puzzles for days or even hours.  I don't mind long conversations or running around in a game but of course any of these things can be taken to extremes.    


My problem, if you'd read this thread, is that there AREN'T any puzzles in the game for the most part.. just dialogue, put character to sleep, dialogue, put character to sleep, etc.  Pick up shoes and a dress for more dialogue while you are at it!


Disclaimer:&&&&Please do not take my opinions personally.  I have strong opinions that may differ harshly with other popular opinions.  I also have a rather direct way of expressing them.  Keep this in mind when reading and do not get upset!

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28 JUN 2008 at 3:33pm

Halcyon

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I must be overly impressionable or needy or something. But I anticipate a game in a rather neutral state -- until reviews or comments come in.

The reviews and hype surrounding the launch of CI found me taking sliced bread off the pedestal and making room for this game!  Reviews such as Sudeep's:   "The futuristic world of Culpa Innata struck me as bizarre and breathtaking at the same time. The atmosphere is reminiscent of The Longest Journey series, but with its own unique look and feel."  

"Better than TLJ!" I said outloud, flexing my fingers, feeling a cough and early morning sick-call coming on.

Aya's review also compared this game to TLJ, in fact telling us TLJ fans to come hither and drink of the CI fountain.  

This forum thread gives CI its due back-slaps and butt-kicks, but it sure doesn't add up to the best thing since sliced bread.  And it doesn't add up to a mark of A (relative to TLJ, as mentioned in the two reviews on this site).  TLJ had the advantage of being fresh and unique on a few levels, a standard-setter, plus all the other ingredients we know about.  

So I wanted wholeheartedly to like CI, but slowly, slowly, my enthusiasm sank as my heartbeat slowed and realized that I was playing a good game, not a "WOW" game. Then two hours went by and I realized I'd fallen asleep.  I went to the pedestal, then the kitchen, and I made myself a sandwich to think it over.

My bubble had been burst. As I mentioned earlier in this thread or another, I will give CI a year, then go back to it. I did the same thing with Dreamfall (which I really didn't like the first time, for exactly the same reasons as stated in this post about CI). But upon spending a year getting over my grief and disappointment, I played Dreamfall again and found it delightful and, in fact, pretty darned almost practically great.  

Question:  How can you glean all-important first impressions from the game, rather than a review, while also avoiding all the turkey games?  Reviews at least separate great games from ka-ka, most times.  But the grades are often not based on any kind of measurable standards.

Should reviewers perhaps find a new scale of measurement, or at least provide a key to define their grades?  I would like to suggest a number system:  1, 1.5, 2, 2.5, etc. up to 5. A sidebar would tells us the standardized qualities of each number up the scale, and all reviewers at JA should adhere to it. This would open the door for the reviewers' opinions and help us to know them much better. It's not the grades that matter, but their standard measurement.  AFter that, let the opinions of the reviewer fly.

I don't need a reviewer to tell me what to play, but I want to trust the grade on new games. If it's an A, I might indeed rush out and buy the game without reading all the spoilers and misleading opinion.  If it's a C, or 3.0, I might pause to read the remarks and weigh the risks of purchase. And, BTW, the risks for me are not monetary...they are emotional.  

All this has probably been discussed before. But since new people are always coming here and into the world of adventure and mystery games, I thought "what the heck."

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28 JUN 2008 at 5:30pm

Cultura

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wow, I couldn't have frased it better than Halcyon! I am absolutely on a par with that opinion. And reviewers should take heed.


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28 JUN 2008 at 6:49pm

Jenny100

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Originally Posted By Halcyon (28 JUN 2008 3:33pm)
Should reviewers perhaps find a new scale of measurement, or at least provide a key to define their grades?  I would like to suggest a number system:  1, 1.5, 2, 2.5, etc. up to 5. A sidebar would tells us the standardized qualities of each number up the scale, and all reviewers at JA should adhere to it. This would open the door for the reviewers' opinions and help us to know them much better. It's not the grades that matter, but their standard measurement.  AFter that, let the opinions of the reviewer fly.

What is this "standard measurement" if it isn't a grade?
Are you saying you want a system like IGN's -- with separate marks for Story, Graphics, Sound, Puzzles, Gameplay, and Lasting Appeal (or some other set of marks)? The reviewer is still grading, and grades will always be subjective to some extent. How would you "rate" the puzzles, for example, when some people enjoy mechanical puzzles and others hate them, some people want easy puzzles and other people want a challenge, and there isn't even universal agreement on what is difficult and what isn't. Also a set of discrete marks doesn't help when a game is more or less than the sum of its parts.

What you're asking is for the reviewer to predict how much you'll like the game using grades, and that's impossible to do for everyone. The best the reviewer can do is tell you what the game is like in the body of the review, and tell you enough so that you can make up your own mind about whether the game is worth buying. I usually assume the final grade has more to do with how much the reviewer enjoyed the game than how much I'd enjoy it myself. This isn't always the case, but it's where I start from.

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29 JUN 2008 at 4:08am

Halcyon

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Jenny, this can be done. I'm no genius and I know that.

Reviewers shouldn't care what we think.  If they are taking that into consideration, they are not doing their jobs. We should know what their grades mean, and it should be the same for every game.  Then we judge the game for ourselves, based on what we like or don't like.  

And, yes, Jenny, grades for each element would be terrific. Add up the grades for the Final Grade of the review. If it is specific marks for story, puzzles, animation, etc., then we should have that.  We want them to apply their objective expertise, as well as personal opinions, to the measurement of their reviews. Their superlatives should be held for the end.  Unless of course, that is what everyone wants.

But I feel strongly that we should all be troubled that both reviewers said CI was the second coming of TLJ, which CI is simply not.  I'm sorry, but it's true.

If reviewers are serious about the relative value of each review as a guide for all of who haven't yet purchased the game, then something has to be improved.

There are many guides available to help guide folks who want to write objective reviews.  Remember, thoughtful "reviews" are far far different than first "reactions."  

I don't want to bicker this point. I feel that I know what standard operating procedures should be in place to build a good review, but if you feel it isn't necessary, then so be it.  I really don't want to create a controversy, or to discourage our heroic reviewers, all of whom I admire. I feel there is an opportunity to review the review process and better serve the community.

Again, I don't mean to ruffle features, and I am also well-aware that the reviews serve a commercial and promotional purpose, as well. I'm just suggesting that, if we want to, we can raise the bar and create more accurate measurement of a game's value.  I would like to hear from some reviewers, if possible.  Perhaps another thread would be appropriate, since I kind of hijacked this one.

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29 JUN 2008 at 3:05pm

Ivinia

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Originally Posted By Halcyon (29 JUN 2008 4:08am)
Reviewers shouldn't care what we think.  If they are taking that into consideration, they are not doing their jobs. We should know what their grades mean, and it should be the same for every game.  Then we judge the game for ourselves, based on what we like or don't like.


I agree, although it seems like an equal amount of people think just the opposite.


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29 JUN 2008 at 9:56pm

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Originally Posted By An_Inkling (24 JUN 2008 11:39pm)
Originally Posted By loobiloo (24 JUN 2008 8:29pm)

This is one of the few games I've played where the idea of non-linear gameplay has truly been pushed forward, correct me if I'm wrong, but I can't think of anything else that I've played that has achieved this to the same extent.

I'm not trying to change anyone's opinion on the game, but could you elaborate on this view? I found the non-linear aspects to be rather minimal.


I for the most part only play AGs & judge it within this context. I realised thare were some different orders in which you could approach the game, the number of days to advance could vary according to dialogues choices made & I also finished the game with a few tasks unrealised. I also understand that there are a few cut scenes that you can miss. I know on a later post that you mentioned in the context of non-linear games Discworld 1 amongst them. I love that game, it was a lot of fun,  but don't rate it as a great game!



.....unbearable and redundant friend chats and over the top reactions of Phoenix. The puzzles were decent in execution and in number.


The friend chats were there as a slight hint system, aside from that, I think it served to illustrate that Phoenix had other aspects to her life other than being an investigator.

I had thought the uninspiring investigation play would only be a small part of the game (something like TLJ), but it was not, the whole game pretty much consisted of the investigation.


The investigation was the point of the game - what else were you hoping for?

I love lots of dialogue, but a game where all you do is listen to dialogue with little player input, is not much of a game, it's a non-interactive story.


So to get through this game you had to do nothing at all except listen?




I just think it's a real shame when developers do try to advance the genre they get so much crap for it!

I find this comment disappointing. I do not see CI as advancing the genre, it's a pretty stock-standard kind of game. If you're referring to the non-linearity as an advancement, I'd agree that it would be good if more AGs had a good level of this, I disagree that CI has it, and disagree that it would be much of an advancement, as it has been done before (particularly in Blade Runner, a game which was obviously a strong influence on CI). Just because someone disagrees with you on a game does not mean they are short sighted, or blinded by prejudice.


I don't think because you disagree with me that you are short sighted, or blinded by prejudice by any means. But I don't see what's so disppointing about me saying that CI has advanced the genre. You say it's a pretty stock-standard game - I've played just about every game that's been released over the last 5 years - I've loved most of them - but Culpa Innata stands out as something a little more interesting and different!  



One of the things that 's been mentioned more than once, quite negatively, is Phooenix' shopping trip to buy a dress & new shoes. This happened ONLY ONCE & if you were paying attention it was in context to meeting the dress code of a particular location she needed to visit. To do that could have equally required the procurementt of other items so what's the big deal with it happening to be a new dress & shoes?  


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29 JUN 2008 at 10:55pm

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Halycon:

Dare I suggest my rating technique used in several of the more recent reviews I posted in the review section?
With ratings for tech stuff, story/characters and puzzles YOU can decide how to weight the importance for yourself, then the subjective factor, some elaborate - read: random - math and all of this combined to a final grade.  


Don't get me wrong...it's not meant to be fool-proof and I thought of it to make it easier to decide on a pesky rating. But perhaps some people like the idea of calculating your own rating based on how important the factors are for you, personally. I never checked if the weighting process influences the final grade all that much.  



About what you said:

There are different approaches to reviewing, especially to rating. Every site or mag is different.
Some of them provide a key. I'm not sure they really apply that key...but assuming they do, it's something you might want to give a shot. However, the sum of those parts is not always what you feel the final rating should be. As I mentioned about the "key" I used, based on weighting of the factors, I feel like this is the best you can do to please everyone. You just have to calculate the damn thing for yourself, but it's as personalised as can be. This probably doesn't work, like I said, I didn't even check, I was just doing it for fun.
Some sites don't provide any clues on how ratings work. It's very likely that they would rather not use any rating, but want you to read the actual review. Here you have to read more than one review of the same reviewer and figure out if he/she is of the same mindset and preference as you are. That's useful if you trust the site and some choice reviewers. Takes time, though. And even then, it can fail you.


Based on reviews alone, I suggest you find a site that compares ratings from different sites instead of trusting the "top sites". (substitute "site" with "mag" if you are so inclined)
Or pick some favorites and compare ratings. Personally, my opinion often differs from JA+. I have some reviewers I trust more than others. But seriously, I'm not reading any of this any more, since I'm not playing anything.  :

[b]playing[/b]: Destination Treasure Island (done in two sittings, but it's nice), Syberia (ho-hum), Dracula: Last Sanctuary (on hold)&&[b]reading[/b]: even more study papers&&[b]listening to[/b]: [url=http://www.last.fm/user/Brax82/]this and that[/url], plus [url=http://www.musicovery.com/]Musicovery[/url]&&[b]TV favorites[/b]: (currently) Pushing Daisies, Chuck, Journeyman (cancelled! grrr...), Heroes&&
all-time) 24, Stargate SG1, X-Files, Lost, House

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29 JUN 2008 at 11:14pm

Robin56

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Yep, it wasn't very good, I didn't enjoy it much either...

It's true it looked a lot more like a bad movie than an adventure game...

I never finished it coz it was so boring...

Robin56, king of JA+.

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29 JUN 2008 at 11:15pm

shadow9d9

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"This happened ONLY ONCE & if you were paying attention it was in context to meeting the dress code of a particular location she needed to visit."

I don't consider it "in context."  The developers purposely created it as busywork.  No intelligence was needed... it was a timewaster used to extend "game time."  They added in the "context" as a way to force you to waste another 10 minutes doing something unnecessary... just as they did every night by having you waste time putting her to sleep and to talk to her braindead friend.

If removing puzzles and forcing you to sit through hours of forced "gameplay" that consists solely of filler and repetitive interviews, in between putting your character to sleep and picking out her clothes every night is advancing the genre, count me out!

The GAME has been almost completely taken out!  Please, read a good book if you guys want a real story...

As for the ratings... the complaint is that the few adventure sites left(which are really the only people reviewing adventure games anymore) fail to point out failures and criticisms in the games because of their love for the genre and anything that pops up.  Sure, there are some games where things are so bad they can't help but point them out.. but when anything passable comes along, the gushing is apparent, and does the readers a disfavor by ignoring MAJOR shortcomings.

Saying the puzzles are great, but forgetting to point out that you will only see one every 3-4 hours is absurd!
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1 JUL 2008 at 2:08am

Halcyon

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Thanks, Elfstone.  I wasn't responding for myself, I was trying to actually be constructive.  I'm not saying I'm a victim and bedazzled by the opinions of any reviewer on this site. I do compare, I do analyze, and I do play the demos.  Mostly, I think JA reviews to be extremely generous and a bit off-center. But I think, as a valuable and authoritative service, JA could tighten the reigns on exuberant reviewers whose first impressions overwhelm their objectivity.  This thread on the CI was the motivation of this line of thought.

For me, this isn't a cause, just a suggestion. If the authorities think that reviews are just fine, then that's that.  I, however, think that the reviews don't have to be more negative, but do have to be more level-headed and analytical, unless, of course, the goal is promotion and sales. Then that is something else, which I also understand.

I've stated my view and now I'll drop it. I just love this site, and its Achilles heel for me are the reviews.



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1 JUL 2008 at 3:30am

An_Inkling

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Originally Posted By loobiloo (29 JUN 2008 9:56pm)

The friend chats were there as a slight hint system, aside from that, I think it served to illustrate that Phoenix had other aspects to her life other than being an investigator.

Quite possibly so. Whatever their purpose, I found them extremely irritating.

Originally Posted By loobiloo (29 JUN 2008 9:56pm)

I had thought the uninspiring investigation play would only be a small part of the game (something like TLJ), but it was not, the whole game pretty much consisted of the investigation.

The investigation was the point of the game - what else were you hoping for?

This was clear at the completion of the game. Part way through, I was expecting the game would move on to focus more on the Renovators, possibly taking us to a parallel world. As I said, much like TLJ, where the early part of the game was in the real world, but quickly moved onto more fantastical climes.

The investigation being the whole game is not an inherent problem, the problem was that I found it "uninspiring". Knowing, while playing that their was something else going on beneath the surface, I was hoping that the game would shift focus to some more interesting gameplay.

Originally Posted By loobiloo (29 JUN 2008 9:56pm)

I love lots of dialogue, but a game where all you do is listen to dialogue with little player input, is not much of a game, it's a non-interactive story.

So to get through this game you had to do nothing at all except listen?


You chopped that quote off conveniently, here's the full context:
I love lots of dialogue, but a game where all you do is listen to dialogue with little player input, is not much of a game, it's a non-interactive story. This is not quite the case in CI, but it does approach it, the number of puzzles is fairly low, the degree of dialogue interactivity very small, and there is almost no exploration.

As you can see, contrary to your conveniently edited quote, I did not say that CI is a game where all you do is listen to dialogue. I'm probably still being a little unfair here, as it did have a decent (though for me too low) number of puzzles. I think the amount, and more important the quality of the dialogue between the puzzles made the number of puzzles feel even smaller, and the game feel like a very passive one. Dialogue can be an interesting part of gameplay, but I did not find it so in CI, the player had little control over most conversations and I noticed very few, if any different outcomes based on your choices.

The level of gameplay is really only a concern because I found the writing, story and voice-acting to be less than great, and this was my main problem with the game. Were all of these aspects great, I would have overlooked the lack of gameplay and enjoyed the game for what it was. This lack would still affect my opinion of it as a game, but I would have enjoyed it as a great piece of storytelling.

Originally Posted By loobiloo (29 JUN 2008 9:56pm)

I don't think because you disagree with me that you are short sighted, or blinded by prejudice by any means. But I don't see what's so disppointing about me saying that CI has advanced the genre. You say it's a pretty stock-standard game - I've played just about every game that's been released over the last 5 years - I've loved most of them - but Culpa Innata stands out as something a little more interesting and different!

You've loved most Adventures released over the last five years?  

I guess we're pretty much at opposite ends on the "number of games I've loved in the last 5 years" spectrum (not just talking AGs).  


Originally Posted By loobiloo (29 JUN 2008 9:56pm)

I just think it's a real shame when developers do try to advance the genre they get so much crap for it!

Originally Posted By loobiloo (29 JUN 2008 9:56pm)

As for it being an 'interactive story' - so it is! Who says that an AG has to have a zillion puzzles in it, inventory or otherwise, to make it a valid game? If that's what you want - go play Nancy Drew, Legend of the Crystal Skull!!!!  Or even better - sign up to a casual game site & download puzzles galore & forget about story altogether!!!


What I found disappointing about your comments that I've re-quoted above, is the suggestion that those who criticise the game are somehow holding back the genre, or just do not like story-heavy games. Your comments pretty much read to me as - "I like the game, I feel it advances the genre, others should not criticise it" - apologies if this is a misreading. I was trying to point out that it is only your opinon that CI advances the genre, and sought clarification as to the way in which you believe it did this. As I said, I see it as a fairly stock-standard game design wise, do not feel that it does anything to the highest standards of the genre, and would rate it as a good decent game. Happy for others to have a different view of it, but sneering at those who do not share yours and have explained their reasoning, is not good form.
Who is this great burdensome slavering dog-thing that mediocres my every thought? ([i]Nick Cave - We Call Upon the Author[/i])

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