Editorial: The “Catherine” Dilemma

The following editorial features my own opinions. For a more official look at Catherine, be sure to check out our review, and second opinion.

I finished Atlus’ erotic horror game Catherine the other day, and it sparked my interest. Video games have been moving in a fascinating, story-driven direction, with genre-breakers like Heavy Rain and L.A. Noire leading the lot. And Catherine would seem much the same to an unobservant player. In summary, Catherine is a puzzle game, with helpings of story. Or, I guess you could say it’s a story, with frequent puzzle game departures. Either way, Catherine seemed to advertise itself as an experience unlike anything else. But is that really true?

It certainly is different, but only in totality. Catherine operates as two moving parts; the story, and the gameplay. The best games find a way to blend the two without compromise. L.A. Noire adapted open-world conventions to fit a largely linear, story-driven experience, and in the process discovered something compelling. Heavy Rain featured a sort of constant quick-time event method for gameplay, which while simple, drew you into the experience even further.

The problem with Catherine is that where Heavy Rain‘s story and gameplay slept in the same bed, Catherine‘s are separated by a ten-foot tall, electrified fence. The puzzle aspects, while oddly satisfying, are in no way correlated to the morality-driven, light adventure aspects of the rest of the game. It’s as if there were two games here that weren’t complete enough to justify a retail release, so the developers threw them together and shipped it.

Catherine boasts a story that forces you to make tough decisions about relationships, but that isn’t really true. Most of the “decisions” involve answering a vague question at the end of a puzzle. If Catherine‘s intent was to make you think about out of the ordinary questions, then that’s fine, but the inclusion of the obligatory Law/Chaos meter, that pops up whenever you answer a question, seems to defy that intent. Every question you answer has a direct effect on that meter, and you see the effect immediately after answering. The suspension of disbelief required to lose yourself in a story is shattered when you know how you are influencing it.

I don’t mean to be overly critical; Catherine is an interesting game, but more of an interesting failure than anything else. It tried something different, and I applaud it for that, but the innovation is kept at a minimum. The morality system is bare-bones, and the adventure gameplay is repetitive and simple. The only new things here are the puzzles, which still recall a sort of demented Q*Bert. But Catherine stands as a game for other developers to study. Hopefully this game’s failures will affect the future of story-driven games positively. It’s a new genre, and there are bound to be some failures, but if the industry can learn from those failures, it’ll be the better for it.

Error! Report 003: Late Night Ramblings

Shenanigans, news, and mini-reviews abound in this late but exciting, extended edition of Error! Report!

This week Clint talks about Another Earth, an indie film that is tough to explain; Nick gushes over Breaking Bad; Ryan talks about overweight ladies in bikinis; Matthew goes camping; and Cayci moves into a new place! Along with discussions on Game of Thrones, video games, and the future of television, you should stop whatever it is you are doing and listen!

Click the link below for the episode, from there you can listen to it on your web browser or download it for a future listen. We’re still working out getting it on iTunes so bear with us.

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Error! Report Episode 003

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A Second Opinion on L.A. Noire (PS3)

Check out the main review here.

Cole Phelps: Inquisitive Investigator

Part detective game and part open world epic, L.A. Noire is a game with few peers. Unlike most Rockstar games, it’s story-driven and, despite being in an open world, doesn’t give the player a lot to do. To some, this may seem like a disappointment, but I’m glad it was kept this way. I liked the ambiance of just feeling like I’m a police officer in 1940′s Los Angeles. The city has been beautifully recreated and serves as a backdrop for the ensuing story; it doesn’t need much more than that. In fact, I believe that L.A. Noire makes an interesting case for a new use of open worlds: not one where the player is constantly running around doing random little things while delaying the story, but one where the open world serves as a way to set the mood and feel of the game so the story has that much more impact.

In Noire, the story and gameplay are tied at the most basic of levels. Players are given a case to investigate, they comb over the scene of the crime looking for clues and interrogating witnesses, while trying to find the truth of what really happened. Slowly, some of the cases come together to form an overarching theme that delivers a satisfying ending when everything’s said and done. Helping this is the remarkable facial technology that Team Bondi developed, and simply amazing audio features. Everything from the voice acting (special praise going out to Keith Szarabajka as Herschel Biggs) to the score is among the best in the medium.

There are a few downsides. I personally experienced many gameplay bugs (like NPC’s trapping me in a corner, forcing me to restart) and game crashes that give the feeling that another month or two of polish was needed. I also thought the driving in the game was pretty touchy and becomes a bit of a pain during high-speed chases. Interrogating witnesses felt rigid, due to the fact that the commands ‘doubt’ and ‘lie’ are essentially the same command, except with doubt, there’s no evidence involved. That aside though, the game is among the best of the year and certainly worth the long wait. In short, go buy L.A. Noire. Now.

Score: 8.75/10

This is a condensed version of a much longer and detailed review originally published by me, here.

Disclaimer

Error! Not Found has many articles of opinion. Every editor has different tastes and beliefs, and one point of view does not necessarily reflect the group as a whole.

(c) Evan Tognotti, Editor-In-Chief. 2011

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