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    TheCrudMan's GameLog for Indigo Prophecy (PC)

    Thursday 6 March, 2008

    Gameplay 2:

    Well it's been hours now, and I've finished Indigo Prophecy. It was an amazing story, featuring demons, flashbacks, and modern adventure. While the story ended up being highly outlandish, as a fan of science fiction and fantasy I was not disappointed. I realize now that the game world is not quite as open ended as I had first thought, but that I do have some control over how the narrative progresses (for example, choosing whether or not Tyler is to end his relationship with his girlfriend in order to help Carla with her hunch that Lucas Kane is innocent, I chose the relationship, figuring Carla could do it by herself, and as a result, Tyler was not present during the rest of the game.) This last half featured some of the most exciting action sequences of the game, and rushes of plot and character development, which seemed almost dizzingly fast after the slow pacing of the first half of the game. Ultimately I was satisfied with the game, a highly unique, interesting, and rewarding experience.


    Design:

    Indigo Prophecy is like no other game in existence. It is essentially an interactive movie/novel, where the player's decisions have slight effects on the outcome of the game, and the scenes of the "movie" are interactive. The action scenes use a simon says type system (but in real time), they are very well done. You can also walk around an interact with objects, accomplished on the PC through mouse movements. The game essentially is a series of minigames, each one set over a scene in the movie that corresponds best to the nature of the minigame. The game's main attraction however, is not the gameplay itself, but rather the story. It features lots of character development, an exciting, mystery plot, and amazing scenes. There is also a constant "mental state" meter for each character, that changes based on what actions you take. if it gets too low, your character starts to have problems, grow stressed out faster, and you eventually lose the game. The game presents many unique design elements, but it hasn't quite fully fleshed out all of them. The game is essentially a testbed for these new design elements, and is very intruiging as such.

    Comments
    1

    Even after reading this...I'm not really sure what the gameplay of this game is like. I need a little more low-level detail in the gameplay sections.

    -Nicolas Kent (grader)

    Monday 10 March, 2008 by Jade
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