Again Review

Review

Again


Cing
Inc.
Koei
Tecmo
Genre: Detective/Mystery
March 2010
Platform:


Review by Randy Sluganski
April 22, 2010

 


Again screenshot - click to enargeIt’s
not often that I want to finish a game rather than having
to finish it for purposes of writing a review, but Again
turned out to be that rare exception.

Again
is being marketed as an ‘interactive crime novel’ and
was developed by Cing Inc., a small, independent development company
from Fukuoka, Japan that previously released the excellent Hotel
Dusk Room 215
and Trace
Memory
. That’s the good news; the bad news is that
shortly before the North American release of Again,
Cing Inc. filed for bankruptcy (though Last Window,
a sequel to Hotel Dusk, was released in Japan in
early 2010 and will hopefully be translated for release in North America).

Again
is about the return of Providence, a killer who leaves an Eye of Providence
cut from a dollar bill next to each of his victims. It has been nineteen
years since his last known murder, so it is not yet know if the new
victims have been targeted by the real Providence or a copy-cat killer.
This is where you, FBI Agent Jonathan Weaver (nicknamed J.) and his
partner Kate Hathaway, enter the case.

Actual gameplay is pretty
simple through the use of an Action Selection screen from where you
can make phone calls, check inventory items and case files, reread
previous conversations, travel to new locations and save your game.

Again screenshot - click to enargeThe
left, non-interactive screen is used to show the people you are speaking
to – and there is an impressively large cast – and when
past events are referenced they appear either as a sepia-tone or a
ghostly full-motion-video. And as past events are really the focus
of the game, it is important that these segments shine, and they do.

The gimmick of the game
is that Jonathan has the special ability of ‘Past Vision’
which allows him to see rooms from the past as they actually appeared
during a crime (why and how he has this ability I’m not telling
as it is one of the neat plot twists, but for some asinine reason
the publishers reveal the twist in one of the trailers for the game).
So on the left screen will be a room as it looked nineteen years ago
in sepia-tone, while the right screen will show the room as it looks
today. Basically, you must spot the differences between the rooms
and then make the present day scene duplicate the past vision. For
example, if a lamp has been knocked to the floor on the left screen,
then you must knock the lamp on the right screen to the floor. Once
you have recreated the entire crime scene, you can then watch a spooky-looking
full-motion-video that details past events. The ‘Past Visions’
are done very effectively and, honestly, are the game’s selling
point, especially as they increase not only in difficulty but also
as a way to open new leads as the game progresses. While some may
be put off by the game’s linearity which prohibits any exploration
or outside-of-the-box thinking, I think it was necessary to keep the
game on track and also so that none of the intensity of the ‘Past
Visions’ were diluted.

Again screenshot - click to enargeThe
cast of characters are portrayed by real actors who appear in a stuttering
full-motion-video. While none of them are particularly outstanding,
the care the developers took to create such a diverse cast is appreciated.
There are also quite a few inventory and logic puzzles, though it
would have been much appreciated if the main character didn’t
often offer puzzle solutions in his thoughts to himself. There was
a nifty puzzle involving some encyclopedias that would have taken
me a little longer to solve if J. hadn’t exclaimed, “Hey,
when I put those books back they… (I won’t spoil it for
you!). Transitions between scenes are impressive as J. strolls from
the right to the left screen to slowly unfold a new location and the
music, as in previous Cing games, builds upon a variation of the main
melody.

There are though two major
faults with the game, with the first being the actual amount of gameplay.
While I did find the story interesting, there are just too many long
stretches of time between the actual investigations of crime scenes.
What really exacerbates this monotony though is the game’s largest
fault: a profusion of monotonous, insipid dialogue that at times borders
on the absurd. To make matters worse, each line of dialogue must be
clicked on in order to advance to the next line of dialogue. If you
have ever taken a critical writing course, then you know that the
most difficult thing to write is believable dialogue. The trick is
to write dialogue that sounds believable when read, but would not
be believable in ‘real life.’ If dialogue were to be written
exactly as it sounds in real life, it would be mundane and boring
or much like this excerpt from an actual conversation between the
game’s two main characters:

Kate > Any ideas?
J. > …
Kate > J.?
J. > …
Kate > …J!
J. > What?
Kate > You kinda spaced out there. You Okay?
J. > Yeah.
Kate > Hey…

Again screenshot - click to enargeZzzzzzzzzzzzzz…oh
sorry, fell asleep there for a moment. While there are still numerous
instances of more such dialogue exchanges, they do mercifully improve
in both ease of patter and intensity as the game moves forward which
is important when you consider that you will be putting in anywhere
between 12-14 hours of playtime to finish this adventure.

For all its faults, Again
is an innovative adventure game worth playing and a sequel –
which is hinted at – would be more than welcome.


Final
Grade: B
(find
out more about our grading system
)

If you
liked this game, then

Play: Hotel
Dusk

Watch: Memento

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