Gender: Male
Rank: Decisive Witness
Joined: Sat Sep 08, 2012 3:55 pm
Posts: 226
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Which makes me wonder if it really is bad to not feel sad when a parent dies.
If an individual cherished the bonding-love between father and son/daughter, you're supposed to feel sad, if not, even for a bit. That person you loved and grew up with is not there anymore to irritate/please/make you happy/whatever! Of course, there are exceptions like KNOWING that he will die in a couple of hours or days, or even that you shouldn't feel sad. Of course, some people feel sad and some feel lonely/empty/whatever. The important thing here is that you cherished and loved that person so much, that you don't regret anything when s/he left.
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Especially if the witness then says "Yeah, I didn't like my father very much. Doesn't matter to me." like Regina. Just that not being sad doesn't mean you're a suspect.
It was a hypothetical scenario, but yes, I get your point. It's like examining Dahlia if she knows her father died.
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First, the contradictions better be more complex/difficult than "why are you happy that your father's dead?" I had enough of that Captain Obvious stuff with AAI's Logic system.
We can't make a conclusion right now, seeing as how we've only seen part of the system (which seems to be a bit more complex than the four expression buttons shown when examining the suspect) and the fact that it's the first case (which is always a tutorial trial). Other than that, I doubt they make the game easier for the newer audience, seeing as how the newbies to GS had GS4 to get used to the games and now with the upcoming HD Trilogy on iOS.
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Second, it shouldn't break up the flow of the cross-examinations too much. The Magatama works well because it's a brief (but not too short) "present evidence" scene to break up the long investigation phases. Perceive, on the other hand, made us play pixel hunt in the middle of a damn cross-examination. A pixel hunt!
(Little Thief is technically an exception since it's integrated into the investigation, but I'll complain about it (again) anyway: the animations are too damn long. You don't need to stop and restart the projection for every little change, Kay!)
I personally didn't have a problem with things such as Little Thief and the Bracelet, I paid no mind to it.
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I guess the question to ask is: "If this were GS1, could/would we simply have worked it into the narrative with a Press?"
Yeah, but it's a gameplay mechanic meant to freshen the game a bit. Every game has had a mechanic to add an air of new to it:
GS: Forensics in 1-5.
GS2: Psyche-Locks.
GS3: Playing as different characters (Mia and Edgey).
GS4: Bracelet.
GK: Logic Mode/Deduce.
GK2: Logic Chess.
GS5: Expression System.
In reality, all of these elements are just highlighted things in the flow of the game. I.E. Psyche-Locks are a sort of confrontation between Nick and someone. What's the need of them when you can just confront people?
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(Recall for a moment:

: Your honor, look at the witness' face! >

.
Just wanted to remind everyone of that.

)
Good point. In my country, a suspect's reaction is VITAL to an investigation. I.E. a nationwide known murder over here featured the suspect being interviewed on-the-scene by our number one program. It's on tape that his reaction to her questions suggested that he was under the effects of some drug.