nice...
hm...
By any chance, does Ray Case smoke, play chess and quote Plato or Shakespeare from memory?
(I suppose asking if he has a group of drinking buddies called Rat Pack would be overly presumptuous)
In any case, HB was hunting down crime syndicate bosses in movies more than 60 years ago:
The movie is supposed to contain flashbacks inside of flashbacks storytelling and one of the first to bring in the language of hitmen. The criminal organization there is inspired by Murder, Inc ThoughHaven't seen it yet.
You need a Jack from China Town as well:
With broken nose and all.
I'm a very bad person and I'm going to burn in Hell, but to me that criminal looks more like he's getting ready to blow a giant cock. And the interrogator's pose doesn't really do anything to contradict such reading.Updated interrogation illustration, with criminal displaying a level of fear appropriate to his predicament.
I have been watching a lot of The Wire these past few days and got inspired by it to suggest another mission for your game.
How about being able to get a CI (informant) into one of the organizations, then have missions to take out his one level above boss so they get that job until the moment the CI can start providing really useful info (maybe have it represented as CI giving certain amount of Intel and then give more if you manage to get them promoted).
Put on the kettle for me...I'm a very bad person and I'm going to burn in Hell
What about diplomatically suggesting to Olga fear-enhancing the picture? Eg. more prominent eyes, especially the whites, mouth and lips to the back, teeth.Perhaps even closer to fetal position, preparing to be beaten - eg. chin down protecting the neck, hands protecting the head, etc.Codex exhibit:
I don't suppose you have an ETA, not on the full release per se, but a feature complete beta or such?
Can you tell any details about these?
- Ally relationships
- Player reputation
Can you tell any details about these?
From listening to the video (didn't really play v16 yet) the climbing the gang hierarchy sounds promising.
If I understood correctly you cannot get intel on the higher level at the beginning, not just because the stairs, but the enemies first need to rise their tier in time. But otherwise it isn't restricted(?) So still can eliminate one gang much earlier than the others and so forth.
I can imagine after the long plateau of chasing and interrogating enemies getting FINALLY (yeah!) the last and oddly hard to get piece of information - that "The boss' eyes are blue.". The games have actually better position than any other media to give sense and satisfaction to things like this, don't they...
So till corrected I assume the order in which we get the intel pieces (name, place, look) for an (under)boss is randomized. The game can still build up the tension though. The simplest is rising the difficulty for the next piece (not sure about it though). But also, for example, adding a fluff line or two during interrogation to simulate that it's gradually harder to get. It doesn't need to be explained why the the boss' looks are the most guarded secret (it emerged from a random roll after all). I think it's enough that the questioned subject would act like it is. The player's imagination fills the rest...
A suggestion for the interrogation screen (apart frowning at the pointless clicks to get there): I think it would be better if the view contains the subject. Meaning instead of this:
moving UI elements to the left side, eg. like this:
Unless... Timeslip, do you want us to specifically watch Sam's posterior? :D
(one of your favorite illustration, hm?)
In that case, perhaps the interface can also be on the top. Just a quick mock up to illustrate:
all the important image quantities conserved
TZ3K mentions Liberal Crime Squad... then the Sam's character is being rewritten... now I'm finding out that 'choose your own torture adventure' was one of the most requested features by Kickstarter backers... Bros, what are we getting ourselves into?!