That's what I'm also unsure of, but if the generation is limited to characters/locations/such things and the important details are pre-determined, it should be fine.
@@TheKotti I played it and watched a few videos and it looks that way, a bunch of stuff is very similar, but the locations, characters, names are different. I wonder if the game broke for me though, when I left my apartment there was no magic arrow, I looked for street signs to find the crime scene adress and was pretty confused for a while. also when you are at the crime scene, 2 guys are supposed to show up, but they never did for me, I don't know if it's important to solve the case. I went back to the crime scene a few times and it was never cleaned. I didn't check the phone, I wonder if that's a trigger. the game told me to check the body, which I did multiple times, but the game wouldn't acknowledge it and didn't give me any more hint or objective.
I played the demo for next fest and I thought it was surprisingly good. I get the appeal of interesting mysteries, but I've always loved mundane mysteries. I saw a video made by the creator of the game, where he goes on a mission and just has to take a photograph of someone, and to me that sounds amazing.
Ended up picking up the game today because I saw your video on it. Ended up in the hospital on my first case because I punched out a window and went to creep around the edge to find out that windows are a one-way exit. A lot of how the game is laid out reminds me of a more in-depth Noire Syndrome but actually focused on being a private eye instead of it being about resource management.
the thing whit the arrow is that it will only point you to the building (presumed the player character have a somewhat understanding of the city layout or a map). there is a different between showing me a arrow to take my to my local grocery a location my character probably visited 100ed of times already before the game began. vs showing a arrow to the ancient city that I have no clue where it is (and here its not a arrow take you to this nearby city or something). there is a different between giving the player information (arrows) that the character knows but not the player, vs giving the player information that the character does not know.
the build you played, and all of the tutorials there were, i wonder how old that setup was? like, is it a recent build with old tutorials? a completely old build no longer being updated while the main game is being focused on? or an accurate representation of where the game is right now? i'm curious to know because this game has very much got my attention
@@TheKotti Shame, only because that means, as you said it needs more time, and i was hoping it'd stick to it's early 2023 release, but hey if it needs more time it needs more time :)
When i played i got stuck due to bugs in both of my attempts, although is assume they will fix that. I found the game to be overly busy, both in the art style, which i feel is almost ugly, and in the world. (I don't know what apartment buildings the developers live in with so much traffic in the halls.) It's supposed to be a detective game, but outside of the crime scenes, you don't feel like much of a detective. As you say, the best method often seems to be just beating people up.
I haven't played the game, so take anything I say with a grain of salt, but the game engine immediately raised a red flag to me. The game is clearly inspired by Teardown, but in that game the use of voxels was integral to the gameplay (you can demolish almost every part of the scenery). Here it does not seem the voxels have any purpose, they're only a style choice. One could argue that it supports the procedural generation, but it's not the only way to implement it (think of Daggerfall as an example). To me, this suggests an unfocused design approach, and other observations in the video lead in the same direction.
@@MarkAKova That's not an engine choice at all, that's an aesthetic choice, like cloudpunk - you can dislike it, but it has nothing to do with "unfocused design approach" that would be like saying pixel art indicates unfocused direction when not included mechanically in the game, there's no correlation.