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“Los Angeles, California. City of Angels.”
“Not so fast, Sherlock; I’m no angel.” She pauses, the cigarette poised an inch from her lips. A stray beam of sunlight leaks from a broken slat in the venetian blinds, spotlighting her hair. Blonde. Platinum, not gold.
Abruptly, she reaches across your desk to push a stack of green at you, past the halfway point. Her eyes watch yours as she fans the money out on the desktop. “I never mix business with pleasure. Do you?”
Not often. Not lately.
| Average Rating: Number of Reviews Written by IFDB Members: 3 |
The puzzle mechanics can be frustrating; the solutions make sense but could use subtle hinting. As it was, I had to refer to hints often for certain segments, and wasn't quite sure what my deadline was. Play this game, enjoy it, and don't feel bad when you check a hints file occasionally. The strength of the story and the solutions you do figure out will be rewarding enough.
For a game that impressively recreates the passage of time and days (you can even attend an evening mass one night at the Catholic church!), it didn't give me a real sense of timing. I wasn't sure how much time I had before the trial, or how to manage my time.
I had to get my complaints off my chest first, so I could tell you how I really feel, with any sense of frustration mollified. This game is incredible. The writing, the characters, and the world come to life as you read.
It was engrossing, and I appreciated the hard difficulty--it kept me hooked to the game for much longer than if the puzzles were more obvious. Yes, it could have benefited from some subtle cluing in parts, but on the whole this is a really strong game with an impressive implementation.
The plot is deep and layered. It was difficult to know where to go at times, but this wasn't a real concern, as it lead to further exploration, conversations, and experimentation in the world.
I don't know if Irene Callaci is a pseudonym, but was hoping to find much, much more by her. It is a shame that the author isn't more prolific, as she has managed to create such a compelling and real simulation of a city, rich in detail and story. I would love to see collaboration between her and some of the more technical programmers for future mysteries.
Dangerous Curves lingered on my to-play list for a very long time. I had picked it up and tried it a few times, and never made it very far, mostly because -- despite being hooked by the opening scene -- I just couldn't figure out what I was supposed to be doing as the player. If playing interactive fiction is like waking up inside a story then this game, from the start of its highly-styled opening scene, always felt like waking up inside a movie... as an actor who had never received a copy of the script.
This initial disorientation is not helped by the high degree of detail in the presented setting, which has been executed in a simulationist style that was already giving way to more narrative-oriented approaches at the time of this game's release in 2000. That setting is the city of Los Angeles in the late 1940s. It is a character in its own right in this work, and it keeps its own schedule regardless of what one chooses to have the PC do. (The style is remniscent of Infocom's Deadline, but this game never depends on being in one place at one particular time.) The city has daily rhythms, in which stores and offices open and close according to posted hours, and there are even events dependent upon a weekly schedule as the game plays out over the course of several days. It's very easy to wander through this vast clockwork toy universe for scores or even hundreds of moves without hitting on anything that seems relevant.
There are solid arguments to be made that such a detailed reflection of the physical world is not worth it -- that it's at best pursuit of a false goal because the author can never get close enough to reality, or that the payoff in terms of player experience is too low given the cost in time and effort -- but there's something remarkably immersive about interactions like buying things and receiving change as a collection of individual bills and coins, or giving directions while driving around and seeing the protagonist respond with appropriate traffic maneuvers. Regrettably, these subsystems are occasionally glitchy (e.g. printing incorrect coin counts, or incorrect facings for the vehicle), but I very much admire author Irene Callaci's vision in this respect and also the enormous amount of work put into realizing it as code.
NPCs are also advanced compared to those typical for the era, being responsive to various situations and exhibiting noticeable personalities, though by modern standards they are somewhat flat. The ASK/TELL conversation model is something of an inhibition here, especially in the scene in which (Spoiler - click to show)the protagonist must wring some information from the stripper, who is an unwitting accomplice. The two verbs do different things, and because exactly what the PC says is never shown, it's not always clear what the NPCs are responding to in their replies. In addition, there is a special >ACCUSE verb that produces unique results but is easy to forget about; that command seems common to murder mysteries but to me seemed out of place here.
Conversation only gets one so far, and the main action tends toward standard old school adventurer fare, i.e. going everywhere the PC can reach, searching areas for items or information, or obtaining objects that will get past specific obstacles or prompt NPCs to say more. From time to time a multi-step puzzle rears its head, and some of these are more than a little finicky. For example, (Spoiler - click to show)I only stumbled onto the solution path for searching the Jaguar when trying to retrieve the car from the garage; the verb >HIDE won't accept the prepositions IN or INSIDE.
The sandbox-like format seems to be intended to allow multiple trajectories through the possibility space of the model world, but in practice a given playthrough is likely to take one approximating the specific track that is promoted by the in-game hint system. The way that this system operates, the player is guided forward one step at a time, with no new hint provided until that step is completed. Players are likely to consult the hint system often, because the protagonist does not share his knowledge of the game world with the player, making it necessary to explore the entire city in order to learn what's in it. Indeed, the hint system is critical to making early progress, because the first thing that looks to be worth following up (checking up on your client's alibi) seems to yield absolutely nothing in the way of further leads. Note that strictly following the hint system will not yield the full score -- yes, the game has a score, though it's so unobtrusive about it that one might not realize this is the case.
An interesting aspect of this work is that it runs right up against the 512K limit of the Z-machine version 8, which is the largest format supported by that virtual machine. Writing a game of this scale is a daunting endeavor, but my intuition is that the game might never have been finished had this limit not been reached. There are so many nuances and detail touches with a low likelihood of ever being encountered, so many places where intricate object texture is rendered, that it seems like Callaci would have been happy to make this game much larger than its current size. Certain aspects suggest a desire to expand the possibility space to allow more alternate solutions, such as (Spoiler - click to show)an abandoned drugstore which I can imagine being a place to find something to make the policeman on duty at the station drowsy. Others, such as the post office location, seem to be pure scenery. I was surprised to discover that the PC can obtain a gun which, despite gunplay being a staple of noir fiction, (Spoiler - click to show) seems to have no utility to the plot, and no purpose other than to get the protagonist arrested when held openly in various situations.
Perhaps the deepest criticism is that the various plot elements don't quite seem to hang together correctly. Although the basic outline is sound and believable, the set of supporting facts don't quite add up. For example, that (Spoiler - click to show)the mayor seems to have deposited the money obtained from his shady real estate deal without the land actually having been sold, or that (Spoiler - click to show)Lucky Larry seems to have spent an inordinate amount of time in jail instead of prison and was somehow unable to post bail on his own despite owning the strip club, or that (Spoiler - click to show)the sequence of interactions between the actual killer, the stripper, the victim and the car doesn't make much sense when thought through in detail.
Despite these imperfections, I found Dangerous Curves to be enjoyable. The writing was convincing, and the game never stopped being interesting once I had become oriented to the main plot. I remind readers that a three star rating counts as "good" in my book, and means that the game is worth playing. Players are encouraged to go to visit the move theater in-game whenever they're out of ideas, as advised in the response to >HELP; it's probably possible to complete the game without doing this, but trying to find the clues needed to reach the end will be like looking for needles in a haystack. Authors interested in mechanical realism are particularly encouraged to check out this work -- it's an extraordinary example of the style, and you can make your own judgment about which elements work and which don't.
This game can be overwhelming at first, with a large map (including a building with almost 300 rooms), an extensive time span (measured in days and hours), and a lack of strong direction. However, approached correctly, this is an enjoyable detective game.
You are paid to exonerate Jessica Kincaid from the charge of running over her husband. You take to the streets, examining items, talking to people, and generally investigating.
There are only about 4 or 5 things you have to do, and each of them are in obvious locations. However, it's hard to know what actions to take. Going to the movie theatre gives you a hint without telling you how to do it.
Even thrn, some things are hard. I thought the way to deal with the cop was disingeneous.
Overall, a solid game, and one of the better mystery games.
Note that part of the game takes place in a strip club.
Brass Lantern
"The plot makes sense, the coding is solid, and the puzzles are generally very good. The plot structure is also very loose and non-linear, but I have mixed feelings about this. At times it works really well: the plot thickens and progresses smoothly and naturally each time you find a new lead, allowing you to investigate new areas without the game having to force you. The flip side is that sometimes you just end up collecting clues for points, rather than uncovering new information. For me, this was particularly obvious towards the end, where I had essentially solved the mystery but couldn't collar the culprit until I'd picked up the remaining few bits of evidence." (Iain Merrick)
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IF-Review
Everyone's Got An Angle
"The prose burns with the wry humour and extravagant similes that fans have come to expect from hard-boiled fiction. The game is true to its stylistic roots, but thankfully, it doesn't take itself too seriously." (Brett Witty)
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SPAG
"Honestly, how many other IF-towns have you been to recently that had functioning offices, police stations, newsrooms, libraries, service stations, hospitals, bars, pawnshops, apartments, cars, restaurants, banks, etc. Of course, it's all under the illusion of man-behind-the-curtain 'functioning', but that's the point. There's even good IF-style humor lurking behind many of the stock answers that grease the wheels behind each the scenes of the functioning world-spaces [...]" (David Myers)
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The Home of Lost Tales
It's just an average and rather... forgettable game.
This game is... frustrating. There are technical innovations but none of them really extraordinary. There are technical flaws but none of them really terrible. There's a story but it has no teeth. There's a fully formed world but it has no memorable distinctiveness of its own. It's just an average and rather... forgettable game.
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