There’s a narrow alley tucked into a corner of the industrial castle town, hidden behind the bustling Arena Square. Armorsmiths and swordcrafts crowd the path, talking shop and hawking wares to passersby in a gaunt corridor of tiny workrooms. In the alley’s only empty corner, a lean brute presses an elderly shopkeep against the grimy concrete and slyly demands a cut of profit.
It’s a place foul with sweat and industry. It swelters with forge and struggle. A stroll from end to end offers a glimpse of the desperation that is life for these lower class tradesman. They fight for survival, crammed into a corner of the last thriving city on the last prospering island in a rotting world.
The locals call this slum strip Artisan’s Way. It has an effortless narrative density that's so refreshing to see in a JRPG. The Last Story could have been about this place. It’s not. The Last Story is about a vampiric meteor that shoots giant lasers.
The fan campaign that convinced Nintendo of America to actually publish a hardcore Wii game this year can now celebrate its second victory. Another high profile Wii game found its way to the USA last month, though leery NOA decided to pass the risk of publishing to Xseed Games this time around.
The Last Story is the latest game from director Hironobu Sakaguchi and composer Nobuo Uematsu, the duo that made Final Fantasy an institution (and vice versa). It’s hard to believe a publisher would refuse to localize a game with those two names attached, but Nintendo’s no stranger to unbelievable decisions.
I'd been waiting for this game to hit the USA for over two years. Then I had to wait even longer when my copy was put on backorder for a month after it finally launched. Here’s hoping it was worthwhile.
One of the fun attributes of film noir is that, while often filmed in a stark black and white style, the characters and situations aren't so easily sorted. Good guys can keep bad habits, damsels in distress can turn femme fatale, and the line between cop and crook gets muddy. Black and white is the look, but gray is the tone.
L.A. Noire, Rockstar's latest critical smash, pays tribute to film noir's unclear nature not only in style but also in its design. A vast open world is the stage for a linear story. Modern gunfights and street races play nice with adventure game relics and intuition simulation that should prove to be the game's lasting legacy. And, given the task, I'd place L.A. Noire somewhere in the spectrum between pretty good and almost great.
But to be honest, that's not really what this piece turned out to be. It's not quite a review, but not really just a critique, either. Want a review? Here: "L.A. Noire isn't a bad game by any standard, but it's more an interesting experiment than it is a great experience." I'll even throw a number at you. "7." Bam, reviewed.
With that addressed, the following is a look at a few of the ways L.A. Noire straddles many seemingly opposite design elements. Sometimes this leads to nagging issues, others to surprise delights. But more often than not, it's hard to say either way.