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What Went Wrong? |
About This Column:: Good ideas, good qualities...BAD flaws; that's the trouble with many promising entertainment products. Every once in a while there's that one product (movie, television, video, or game) which had it all --concept, sound, visuals-- yet fell like a rock because of a few grating mistakes. Techtite's "What Went Wrong?" commentary examines such titles. ------------------- Earlier What Went Wrong Columns : ---Montezuma's Return (PC)---Quest for Glory 3: Wages of War ---3Dfx (!!!) ---Roswell (TV) ---Electra-Woman & Dyna-Girl (2001, TV) ---Dreamcast (Video Game System, Sega) ---3DO (game system, 1993-1996) ---Atari's Biggest Flops: ET, Pac-Man (Atari 2600) ---The Amazing Race: Family Edition! For the current WWWrong page, click here. |
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An Analysis Column, by TechtiteThe current entertainment product discussed is: Leisure Suit Larry:Magna Cum Laude(An "Adventure" Game on PC & X-Box, 2004)
Who wouldn't want a return to the classic stories of adventure game lore? Well, everyone would...including those FPS lovers in the back without their hand raised. You know you loved Leisure Suit Larry as much as the rest of us, right? Right...? By all accounts, Leisure Suit Larry seen in a "3D" game engine for the very first time...? That sounds like a grand plan! But then the resulting Larry "sequel," Magna Cum Laude, barely sold at all. At least that's what we can conclude, based on its lackluster reviews online. Making bad into worse; rumors say that its planned sequel was scrapped. This is quite surprising, when said sequel had a full year and a half of production time put into it, prior to its dismissal. It would appear that Larry's "Laude" was really...that...bad. What Went Wrong? First, as always, let's cover the positives: What Went Right? Everything needs a good story. That's perhaps the hub of every compliment to be made about Magna Cum Laude. So funny was the story that, when it came to reviewing this game, I liked it. It was pretty much the funniest game I'd played in years at the time. Sure, less than a year later, that honor now goes to Psychonauts, which long story short, is not going into this "What Went Wrong" column anytime soon. If you played it, you know why.
Yet this was sold as an adventure game. What Went Right there? Well, for one, there is the way this game improved the typically banal "conversations puzzle" in adventure gaming. Instead of the standard multiple choice list of possible responses in each conversation, you would play a mini-game when talking to someone. How well you played the game affected how well you "spoke," as it were. The trick was to dodge the red icons in the game (bad responses) while hitting the green icons (witty responses). Hit enough green icons and Larry kept saying the right thing: hit a red icon and he'd say the wrong thing. This made the otherwise boring adventure game "conversation puzzles" the most fun they've ever been...in our opinion, anyway.
Yet a story is all this game had. In games, this isn't good... What Went Wrong? Mind you; I really liked this game, for all the above reasons. With its humor, it's story, and its overall interactive-Animal-House flair, it was hardly a game that I left thinking, "Whoh, that totally sucked." It was a flawed game, sure, but "totally sucked" would be pushing it. So I must repeat myself here, that What Went Wrong is not a column about the "garbage" products that I want to ridicule. Like other WWWrong subject matter, this is more like, "Great idea...good points...yet didn't sell well...what happened here? Here is one big mistake this game made, right out of the gate: no Al Lowe, the man who created Larry, as well as headed the design team on all 7 prior Larry games. Sure, many a Star Wars cynic will tell you that the new trilogy would've been "better" without George Lucas (or so they wish to believe). However, the Larry games were Al Lowe's brainchild; his vision. To not include him in the project was the first really big mistake. Not that this decision was unexplainable. You can sympathize with this game's designers. They wanted this sequel to be "their" game. They didn't want Lowe to come in and say "you should do this that way" or "don't do this do that." But there's something the designers of this game obviously lacked, that Lowe had: experience. So many errs in this game were due to what was clearly someone's first attempt at adventure gaming, because such design flaws as these were so easily preventable. One of the biggest things that an experienced game designer could've helped with, were the excessive load times. In any typical game, a whole "area" is loaded at once. Not so for Laude...! Enter the library and a new level loads. Enter the library's basement and a new level loads. Exit the library and the "outside" level loads. Enter the dorm across the street and a new level loads. There is no reason an experienced game design team could not have made this whole area one level. But here's what's really wacky; approach any of the the ladies you meet along the way, and you have...another load screen! Aaaaaarrrrrggggghhhhh!!!
Yet the biggest design flaw with this game was how its mini-game format snubbed its nose at the adventure game crowd; a perplexing design choice indeed, when this was the game series' core audience. Yet this "adventure game sequel" offered less adventure, and more mini-games. No story arcs. No puzzles. No problem solving. No brain twisters. Seeing as how brain teasers are at least 90% of any popular adventure game, it was rather odd an adventure game sequel had none of them. Of course, it didn't help that the mini games weren't terribly good. Mind you; one of the mini-games was a lot like the classic arcade game Root Beer Tapper, and I'm a fan of that, so I was happy. Yet even if you were a fan of that, there was little else, and if you weren't a fan of that, you had even less. One mini game gave you a sequence of keys and you had to repeat them in order. Another mini game had an arrow flash on the screen in an instant, and you had to press the correct arrow key within one second. These mini-games were as fun to play as they sound, which is to say, they really weren't. Then there were all the "little" mistakes in game design. For one thing: this game is not about Larry Laffer, but rather Larry's nephew. The idea is not unlike a Scooby Doo " sequel" starring only Scrappy Doo. You want the definitive "little" design mistake...? "Larry" breaks wind every time you press the "action" key, wherever no other action is possible. This got old very quickly ... especially when trying to figure out the game interface for the first time, with Larry farting every step of the way. Then there was the unfair difficulty arc, which would begin at "boringly easy" and end somewhere near "hair-pulling hard." If you're going to make a collection of natty parlor games; you need a difficulty menu and a fairer difficulty curve. This game had neither of these. In the end, however, this game made one core flaw: it did not bother to make a sequel that most of the game series' fans would want. Do diehard adventure gamers want a mini game collection? No! Yet that's what they got here. What if someone made a sequel to Quake with no guns? The reaction would be the same. It's not like another Larry adventure game isn't a good idea. But that isn't what Larry fans were given. I can guarantee you a new Leisure Suit Larry adventure would sell. This was not that sequel. It doesn't get simpler than that.
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