Slowly but surely, Red Johnson’s getting around. The ginger-haired private eye first popped up in 2009, in the obscure Nintendo DS release Metropolis Crimes. Then came Red Johnson’s Chronicles, which arrived in 2011 exclusively for the PlayStation 3. With his latest adventure, One Against All, Red is finally going more mainstream, with an Xbox 360 release accompanying his return to PS3 and a PC version soon to follow. A benefit of this gradual expansion is that many One Against All players will be new to the Red Johnson universe, and therefore won’t notice that this sequel is essentially a carbon copy of the last game, with no real improvements. It does serve up some creative and challenging puzzles, but its weak story, frustrating interface, and numerous other flaws will be readily apparent to newbies and returning players alike.
After a brief recap of the story so far, One Against All picks up right after its predecessor’s cliffhanger ending, but that unresolved issue is quickly swept under the rug with a complete reset that takes place six months later. With a big price on his head courtesy of the local crime boss and ordinary citizens falling all over themselves to cash in, Red has taken refuge in the hardscrabble docks neighborhood where he and his brothers Black and Brown (ha, ha) grew up. Metropolis itself is an overcrowded, crime-ridden city and the docks are no exception, as Red learns firsthand when a barmaid at a local pub arrives at his table with a mysterious computer, a poisoned beer, and… a severed finger.
We soon learn that Red’s irresponsible younger brother Brown has been abducted, and Red mounts a search for the missing Johnson. This investigation is the thrust of One Against All’s plot, with hazy ties to Red’s status as a wanted man that sort of, kind of make sense by the end. Though this is unquestionably a story-driven game, the narrative is convoluted and weak, with unrelatable characters and a dodgy script peppered with inept sexual innuendo. Even before evading murder attempts became part of his daily routine, Red was something of a loner, so the introduction of his estranged brothers seems like the perfect excuse for some heartfelt drama. But the game falls completely flat in this area, and the distinct lack of believable emotion coming from Red or his brothers makes the rigidly predictable storyline and the perplexing supporting characters even harder to take. If you’re looking for a game with a great noir storyline, maybe with some character development and unexpected twists, stop right here: One Against All isn’t it.
The investigation itself is fairly straightforward by adventure game standards. Red talks to suspects, searches environments, and analyzes evidence to uncover leads. The evidence analysis is mostly limited to selecting an item among the clues Red has collected and pressing the “analyze” button on his computer at headquarters—nothing particularly challenging. There are some timed elements: a few dialogues where you have to choose a response before a timer runs out, and a handful of simple Quick Time Events during action sequences. These are easy and forgiving, but if you don’t succeed you can immediately try again. There’s nothing inherently wrong with any of this investigative gameplay, but nothing earth-shattering either. Then again, the investigation isn’t really the main attraction.
As in Red’s previous outing, you’ll spend most of your time in One Against All solving self-contained puzzles. These run the gamut from logic puzzles to jigsaws and sliders, from pattern puzzles to hidden objects to messages in Braille and Morse Code. The puzzles are loosely linked to the story, but usually in ways that don’t make much sense. One character keeps her refrigerator locked with a complex slider puzzle. (She also inexplicably keeps lube in her pantry, but that’s neither here nor there.) Fixing a broken cash register requires solving a Sudoku sequence. Oh, and you can only disengage an armed submarine by winning an Old West-themed shooting game. There’s also an unbelievable number of combination locks for Red to crack, with the code almost always hidden somewhere nearby just waiting for him to find it. (I think I've figured out why Metropolis has so many robberies…) In the first Red Johnson’s Chronicles, I enjoyed how the developers took a well-worn puzzle game format and integrated the brainteasers into Red’s investigation. Either they’ve done a worse job this time or the novelty has worn off, because the majority of One Against All’s puzzles feel shoehorned in, to an annoying degree.
That being said, the puzzles are the best thing this game has going for it, and many do provide a good challenge. I really liked one where clues integrated into the logos and artwork on cans of food needed to be deciphered in order to move the cans into specific positions, and another that required switching between security cameras to catch clues painted on moving trucks. Breaking into a bank of residential mailboxes using various logic clues is a good one, too, but when I realized afterward that solving this particular puzzle was entirely unnecessary to progress the story, my enthusiasm dwindled. One Against All has several such “gotcha!” moments that can detract from the satisfaction of moving forward. (Feeling like the designers duped me into wasting my time isn’t exactly a warm fuzzy.) Also, even though it’s been over a year since I played the original, I recognized some puzzles as direct copycats from the first game. These still provide a challenge but the repeats feel lazy. Another complaint is that many puzzles provide little to no direction as to what you’re supposed to be doing, and some are way less obvious than others. I often had to flail a bit before figuring out the goal.
In perhaps the only addition to the previous game's formula, Red has recently acquired a new gadget: a UV lamp that can be used in all sorts of ways that the game never clearly explains. When analyzing an item with the computer reveals a fingerprint, the lamp can be used to find it. No powder or tape required, just pan the lamp around on the object until the fingerprint appears, at which point it’s magically deposited into Red’s inventory. Within puzzles, the lamp occasionally reveals a hidden message on an object or a smudge on a TV monitor or, inexplicably, the color blue, but most of the time it reveals nothing, so I kept forgetting to try it. The UV lamp does add some variety to the puzzle solutions, but because there’s no real rhyme or reason to how it’s used, it feels like more of a “try everything on everything” last resort than a useful tool.
One Against All has a built-in hint system that’s always at your fingertips, with hints once again provided by Red’s jivey pal Saul. You do have to “pay” for hints using the money that accumulates each time you solve a puzzle, but that’s not a hardship since there’s always plenty of money and it can’t be used for anything else. Though the hint system is convenient, it’s not always helpful. Hints aren’t contextual, so sometimes Saul tells you something that’s already obvious and other times you’ll inadvertently spoil a later part of the puzzle by soliciting a hint farther along than what you need. In general I appreciated the hint system, but was frustrated that sometimes I had no choice but to use it, since some puzzles come with so little context that I couldn’t even get started until I’d asked Saul for a nudge.Continued on the next page...
|Digital||September 12 2012||Namco Bandai|