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CirclMastr posted:The mission: arrest all 26 masterminds. Well, getting a freebie by starting on the lowest difficulty definitely helps! That's one of the pacing issues, the game is about twice as long as it could be because it's so hard to nail down the masterminds until you get a clue in the case's denouement. One interesting thing is that they always have the same name, so on a replay you can take advantage of presumably psychic powers to start using computers as soon as a name you recognize pops up. I don't actually think the game is as disjointed as Meier made it out to be. I was 12 when I played it first and never had a problem keeping things straight (granted, I mostly played National with a few cases in Regional so they weren't as complicated). Generally if you're breaking in it's to do one thing, whether that's bag the suspect, borrow their computers, etc. and then you're back to planning your next move. If the idea is more that the break-ins are too important and it was meant to be a "first among equals" of 4 minigames, well, unless you added functionality that a wiretap let you call in a hit squad or something, I don't see how breaking in could ever not be the most important one.
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# ¿ Apr 22, 2016 16:56 |
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# ¿ Apr 28, 2024 13:14 |