What makes Invisible War so frustrating is that it lacks all that you mentioned. Time-wise, a semi coherent gamer can cut through the game in about 20 hours, or if you're really wanting to know how it all ends up, 15.
Without additional time spent to get to know the characters you are fighting for/against, all they are are waypoints on the plot. A needs B so you can access C. Their names and factions become as forgettable as they are interchangable.
The only real emotional benefit to the game comes in the form of paranoia, with particular missions revealing how duplicitous the game's world has become. Even then, it's not the player getting hoodwinked, just the faceless populous.
Sorry if this seemed rambling, but I needed to wash the taste of this game out of my mouth. It was a real crash and burn failure.
Here's some keyboard quarterbacking, just a couple loosely threaded thoughts.
If Nintendo did have something that wouldn't smack an audience in the mouth, it would be 50/50 between something Completely Different (abstract hard/software) or Me-Too ("It's a game system, a home media hub, a fondue, AND MORE!"). Personally, the latter would be like Dylan going Electric. Dogs and cats living together, etc.
The N has had a focus exclusively on making Games, not trying to jam as many tech.swiss army gear into their hardware. Not that there is anything wrong with gadget laden stuff, but hopefully that keen focus on Just Games will keep Nintendo in motion. All they really need is just a game that can capture the hearts and minds of a generation, like another Mario. My guess?
Donkey Konga.
Okay, I agree that Microsoft isn't changing the proverbial wheel, but their system does have a big one-up that I have not seen for the Cube. While Mr. Bill and Co. may hate it, their system is easier to break down and reassemble.
Hell, you can even customize it cosmetically (change that neon green light to blue) or underneath the hood (like double its speed).
Their system makes these mods (or if you want to be "street" about it, tricking out) a challenge but possible. The Cube doesn't have much to offer in that area.
Granted, no one is going to be hearing about masses buying xBoxes in wholesale to make homebrewed media players, but by design, such features could be added officially with minimal hardware upgrades. Such possibilities for the Cube would make your wallet tremble in fear.
I think that's why Nintendo maintains that they will focus on games, rather than branching out into media. They're pretty damn good at it. To design a media-savvy Cube would lose cash hand over foot from the word Go (and would take a while to recoup). As long as they continue to make quality games and not have delusions of being a media conglomco, they'll get by.
Actually, there is one dark side heavy mission that involves doing things "for the good of the Republic." To be initiated into a super secret group (think the Illuminati), you have to kill two men who have it coming: a Sith spy and a slave merchant.
While it may make the galaxy a slightly better place with them out of the picture, it turns your Jedi into nothing but a tool for the power players behind the scenes.
I rented KOTOR, and over the five day period, I found it hard to do dark hearted things. If someone asked for help, I did, and if there was a peaceful solution to a volatile situation, I sought it out.
Even when it came to dealing with the Sith, I never passed up a situation to give them a second chance.
I think by going this route I may have tacked on another five hours to complete the game with all the backtracking that had to be done.
Is there a guide that could show the opportunities lost on taking a single path light or dark? I know of only one or two quests that were exclusively dark side material, acting as bounty hunter.
I managed to borrow a copy of Tactics earlier this year and quickly remembered everything that made Fallout so great. Bits like humble pie for cocky players being served via Deathclaws, quirkiness like the ancient whore refusing to leave her mattress, and the unforgiving nature of the environment.
My big question is about the plot. Tactics had several endings (after viewing them all, I turned to my friend and asked "Okay, so which one was the 'happy' ending?"), and the common ground they all shared was a foreshadowing of an even greater struggle in the future.
We can all find some comfort in that whatever story they decide to tell; it will be a welcomed return to the wastelands.
Without additional time spent to get to know the characters you are fighting for/against, all they are are waypoints on the plot. A needs B so you can access C. Their names and factions become as forgettable as they are interchangable.
The only real emotional benefit to the game comes in the form of paranoia, with particular missions revealing how duplicitous the game's world has become. Even then, it's not the player getting hoodwinked, just the faceless populous.
Sorry if this seemed rambling, but I needed to wash the taste of this game out of my mouth. It was a real crash and burn failure.
If Nintendo did have something that wouldn't smack an audience in the mouth, it would be 50/50 between something Completely Different (abstract hard/software) or Me-Too ("It's a game system, a home media hub, a fondue, AND MORE!"). Personally, the latter would be like Dylan going Electric. Dogs and cats living together, etc.
The N has had a focus exclusively on making Games, not trying to jam as many tech.swiss army gear into their hardware. Not that there is anything wrong with gadget laden stuff, but hopefully that keen focus on Just Games will keep Nintendo in motion. All they really need is just a game that can capture the hearts and minds of a generation, like another Mario. My guess?
Donkey Konga.
Okay, I agree that Microsoft isn't changing the proverbial wheel, but their system does have a big one-up that I have not seen for the Cube. While Mr. Bill and Co. may hate it, their system is easier to break down and reassemble.
Hell, you can even customize it cosmetically (change that neon green light to blue) or underneath the hood (like double its speed).
Their system makes these mods (or if you want to be "street" about it, tricking out) a challenge but possible. The Cube doesn't have much to offer in that area.
Granted, no one is going to be hearing about masses buying xBoxes in wholesale to make homebrewed media players, but by design, such features could be added officially with minimal hardware upgrades. Such possibilities for the Cube would make your wallet tremble in fear.
I think that's why Nintendo maintains that they will focus on games, rather than branching out into media. They're pretty damn good at it. To design a media-savvy Cube would lose cash hand over foot from the word Go (and would take a while to recoup). As long as they continue to make quality games and not have delusions of being a media conglomco, they'll get by.
While it may make the galaxy a slightly better place with them out of the picture, it turns your Jedi into nothing but a tool for the power players behind the scenes.
I rented KOTOR, and over the five day period, I found it hard to do dark hearted things. If someone asked for help, I did, and if there was a peaceful solution to a volatile situation, I sought it out.
Even when it came to dealing with the Sith, I never passed up a situation to give them a second chance.
I think by going this route I may have tacked on another five hours to complete the game with all the backtracking that had to be done.
Is there a guide that could show the opportunities lost on taking a single path light or dark? I know of only one or two quests that were exclusively dark side material, acting as bounty hunter.
I managed to borrow a copy of Tactics earlier this year and quickly remembered everything that made Fallout so great. Bits like humble pie for cocky players being served via Deathclaws, quirkiness like the ancient whore refusing to leave her mattress, and the unforgiving nature of the environment. My big question is about the plot. Tactics had several endings (after viewing them all, I turned to my friend and asked "Okay, so which one was the 'happy' ending?"), and the common ground they all shared was a foreshadowing of an even greater struggle in the future. We can all find some comfort in that whatever story they decide to tell; it will be a welcomed return to the wastelands.