|
Police work is boring. I was led to believe through my many years
of observations from various TV crime dramas that the job of a police
officer usually involves a lot of running after criminals through
litter strewn back alleys, plenty of sliding over car bonnets and
a guarantee of a shoot out against a crime lord and his cronies
in a deserted fairground or abandoned warehouse. Thank you, Law
& Order: Criminal Intent, for erasing that picture, as despite being
based on the thousandth spin-off the hugely popular Law & Order
TV franchise, the game captures all the mundanity of real life police
work and none of the excitement of fictional drama.
Mirroring
the show, the game centres on Detective Robert Goren, a hotshot
member of the NYPD major case squad, who have to solve all manner
of brutal homicides. Through his deductive reasoning and ability
to work his way into the mindset of suspects, Goren has earned himself
something of a prestigious reputation as one of the best in his
field, but his skills are tested in the game, as he has to solve
four of (apparently) the toughest cases he's ever worked on.
Criminal
Intent adopts an old school style of point & click navigation, although
I hasten to add that using the words 'old school' in this case is
just a nicer way of saying long dead, extinct and archaic, as if
the last decade of reinvigoration for the adventure game never happened.
Navigation is performed laboriously through one action: clicking.
Endless clicking, tireless clicking, click to move, click to interact,
click for everything, all handled within the claustrophobic confines
of lifeless 2D backgrounds. Movement is as prehistoric as the action
needed to instigate it, with Goren unable to work his way past tables
and chairs without getting stuck or meticulously plodding a five
mile walk around these objects. Slow? Yeah, just a little.
The
cases almost spark some interest, with mysterious deaths and no
initial clue as to who the killer is or what their motive might
be, so you must build up evidence, gather clues and question potential
suspects to weed out the perpetrator, aided with a nifty criminal
profiler, which eats up certain key pieces of evidence to build
a profile of each killer. It almost makes the game sound interesting,
but there's that word again - almost.
Despite
the initial buzz of being an amateur armchair sleuth, the cases
eventually become too overdrawn to sustain enjoyment and end up
testing your patience to the absolute limit. Looking for clues becomes
a long, drawn out task of scouring each and every screen for items
that show up as being interactive, sometimes these appear as mere
background objects and sometimes not, but you'll never know until
you've clicked on each and every one. Miss anything - and thanks
to a rather unhelpful cursor that barely registers when it finds
a key clue, this is something that happens a lot - and you'll find
yourself trawling back and forth, endlessly searching for that one
piece of evidence required to advance the story.
At
his disposal, Goren also has a team of research assistants, crime
lab analysts and forensic experts, each of whom can provide vital
information on each piece of evidence you gather. This is great,
except for two things; firstly, while sometimes offering important
critical information, all too often each member of this elite team
of New York's finest spurt out things you've already worked out
for yourself. The second and most baffling thing is how each member
researches every item you submit, regardless of whether they are
skilled enough to provide any helpful information for those particular
items or not. This gets especially annoying when the research woman
drags you from a case because she's analysed an item, only to tell
you that she can't be much help, as that particular piece of evidence
isn't in her field of expertise. Fair enough, but why analyse it
in the first place? And why oh why couldn't she just tell you this
over the phone, instead of forcing you to backtrack to the office
to hear her in person?
There
are puzzles too - it wouldn't be a hackneyed 2D point & click game
without them. They often appear as picture puzzles or overly elaborate
security systems, which incorporate some of the strangest lock systems
known to man. These are all well and good for the five minutes of
brain teasing they coax out of you, but they're spread so thinly
that not even they can detract from the snail's pace of the rest
of the game. And seeing as I'm on a roll dishing out gripes I have
with this poorly executed and tirelessly tedious game, I'd like
to take a minute to discuss the sound. Usually, having a Hollywood
actor providing vocal work gives the game the kind of big budget
professionalism that games without such actors can't, yet even with
lead actor Vincent D'Onofrio (he was the evil alien in Men In
Black) reprising his role for the game, Criminal Intent falls
way short of the mark, providing a voiceover that sounds like the
actor was half comatose when recording.
If
all that's not enough for you, this is a game riddled with technical
faults, which given that it looks like it fell out of the tail end
of 1994, is saying something of the effort put into it. The transitions
between screens takes too long, slowing the already dire pace even
more, while there is an annoying tendency for the game to crash.
Also, a word on the save system; you can't overwrite saved games,
so during the course of your investigations you'll amount to no
less than several pages of save files - a quick save key would have
sufficed.
Police
work is dull and so is Law & Order: Criminal Intent. While fans
of the show may be more forgiving of its glacial sized flaws and
see past the shoddy exterior to the gold that's probably hidden
somewhere deep within, this as an adventure game that's too old,
too boring and too broken to be of much enjoyment to all but the
most hardcore of Law & Order fans.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
|