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X-Noir is the story of Eddie Humphrey, once an up-and-coming City Councilor but now an alcoholic has-been making a living as a private investigator. The game is a unique combination of logic-based investigations, action RPG gameplay, black humor and science-fiction. Hardly a typical film noir hero, Eddie is beset by severe anxiety, depression and low self-esteem as he balances his work with visits to the therapist and the concerns of his circle of friends. When a mysterious drug called "Chemical X" begins to play a recurring role in his investigations, Eddie realizes he is being drawn back into the twisty world of city politics whether he likes it or not. Along the way, he may also unravel the biggest mystery of all - himself.

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Those Wings You like Are Coming Back in Style

It's been five years since Volrath and I actively worked on a project together. It's pretty hard to believe we've been inactive for so long. There were many reasons we went dark but that's for a different blog post.

I just moved back to my homestate where Volrath lives and we discussed working on another project together. I started playing through some of our old projects for inspiration. I hadn't touched or seen X-Noir since 2015 and forgot most of it. During my playthrough, Volrath joined in and we've been having a fun time doing a let's play together and voicing the characters just like we used to do whenever we playtested our games together.

We've been discussing doing a sequel of sorts to X-Noir for the last few years but other than a rough draft of the early game we haven't made any progress. It's been a long time since we've done any serious game make and it's honestly quite intimidating thinking of starting a new project. Playing through X-Noir again, I realized there was a lot of potential for a remake.

X-Noir is described as a "unique combination of logic-based investigations, action RPG gameplay, black humor and science-fiction." It's our most experimental project to date, and ended up being kind of a mess. The action combat is clunky and simplistic, as expected from an action RPG in Ace. The logic-based investigation sequences have a bit too much guessing, and there's a lot of needless back and forth around the city. The story is also a bit all over the place, especially in the beginning. But in the mess there is beauty.

Volrath and I take a very organic approach to game development. We draft a rough outline of the mechanics and story early-on for our games but we leave a lot of room for ideas to emerge later. In the case of X-Noir, we didn't really figure out the identity of the game until around Case 4. By then we had more confidence in the characters, story, and investigational sequences. Because we committed to having an action combat system, we still had segments where Eddie fought off enemies but these were given less focus. We realized the Anxiety mechanic was going nowhere and it just became a superficial aspect of the game.

I've had a lot of time to think about how I'd approach X-Noir if I did it all over again. I would ditch the combat completely, which tonally never fit with the game. In its place, there would be more focus on the Investigation and Interrogation sequences. The Ace Attorney series have been a big source of inspiration, as well as the Zero Escape trilogy, Hotel Dusk, and Danganronpa titles. Eddie was an attorney, and his best friend is a cop, so modeling the game after the Ace Attorney Investigation series would make a lot of sense thematically. I'd also like to rethink the Anxiety/Depression system to have a bigger impact on the overall plot.

Right now Volrath and I are just talking about it. We still have to complete our playthrough and decide if a remake of X-Noir is something we want to do. We fleshed out the world more in Labyrinthine Dreams, as well as the sequel that we're still planning, and it would make sense to remake the game that started it all. I know there isn't as many fans of these games as our titles in the Solest universe but I'm hoping there are still some subs here that would be interested in seeing us taking another swing at this strange sci-fi detective game.
  • Completed
  • Stoic
    Volrath
  • RPG Maker VX Ace
  • Action RPG
  • 06/28/2012 01:13 PM
  • 06/25/2019 11:39 PM
  • 07/09/2014
  • 183369
  • 68
  • 623

Posts

I'm glad. I don't think the final boss fight would have really added much to the game. I did have some ideas for how it would work but never had the motivation to implement it. At this point I feel like I've mentally moved on from the game but I will get that final CS fixed along with the missing credits art in.
NeverSilent
Got any Dexreth amulets?
6299
So, as promised I started playing X-Noir again, and to get the full experience I decided to start over from the beginning once again. I'm having quite the blast right now and am deep in Case 4 already. I can hardly wait to see the parts I haven't played yet.

Though I was wondering whether you still accept any kinds of bug reports? I know you said you feel you've distanced yourself from this game (and in all honesty, I still think that's a huge mistake). But I would feel bad to not at least mention I encountered some issues you might want to fix.

Either way, you can definitely expect a review within the next two weeks. I've been constantly taking screenshots of memorable moments like a madman. They must amount to about 100 by now already...
You can post bugs if you want. No guarantee they will be addressed although I did hope to have one more update that fixed a few bugs including the one that prevented the ending from completing. I was waiting on some pics for the credits but it's been months so I'm not sure if those will come through.
NeverSilent
Got any Dexreth amulets?
6299
Ok, then I will post my notes as soon as I've finished playing the game - which might be quite soon. Although, I do wonder, does the existence of that bug mean I can't even experience the ending of the story? Or is it just an aesthetic issue? Because if it's the first, I might have to wait for that to be fixed, since I really want to experience the game in its entirety, for obvious reasons.

Edit: Alright, forget that question. I just finished the game and saw that everything is resolved at the end. Though I would still have liked to see the end of that very last scene, I don't think I missed out on anything crucial. I'm still collecting my thoughts on the game, but just know I was very impressed by what I experienced. The review should come within a couple of days.
Oh, and thanks for putting me in the credits as a tester. I didn't expect that, but I really appreciate it.
Sure thanks for playing. I haven't really heard much since we released the final version so it will be interesting to hear another perspective.
I don't know how that ending bug got in there, especially because I tested the final scene numerous times, but here's what happened if you're curious. Spoiler Warning and all that: Beth and Artie visit Eddie at the park, revealing that he worked up the courage to contact them after all.

Ideally, the last update would also fix up the Skype conversations in the credits. Enkur had a really nice mock-up but nothing came of it. Looking forward to the review!
NeverSilent
Got any Dexreth amulets?
6299
Well then, here's my list of all errors and bugs I found. Some of them might be just nitpicking, but I thought I should mention them anyway.

Spoiler Warning!
- The credits at the beginning of the game (after the "past" section) seem outdated.
- Random crash on the menu (could not be reproduced): (See this screenshot)
- It is possible to walk onto Duncan's bed. (See this screenshot)
- The game still crashes when I attempt to play Baron's Quest twice in a row. (See this screenshot)
- Chicken Wayne's hair on his portrait doesn't match his character graphic. (See this screenshot)
- When fighting the angry factory employee at the parking lot, Eddie switches to his gun-holding graphic even though you can't shoot your enemy, only punch. (See this screenshot)
- The item description text for Lester's mug seems cut off. (See this screenshot)
- It is possible to walk through the back of the chairs in Noel Michaelsen's office. (See this screenshot)
- The robots in the factory can't move over the ground tile in front of the gap under the conveyor belt. (See this screenshot)
- It's still possible to walkon top of Meredith's and Ryan's toy box as well as their beds and the toys on the ground. (See this screenshot)
- From the beginning of Case 4 and onward, the objectives in the menu are never updated. They always keep showing the objectives of the end of Case 3.
- The text of the pamphlet on Hal Hood's desk still is shown twice when rereading it.
- The code words needed to progress in the lab could really use some instructions and/or hints. Without giving the player a clue about what they are even supposed to do, this puzzle feels a bit too random.
- When Regina meets Eddie outside the therapist's, the first textbox that appears behaves weirdly.
- At the hospital, it is possible to walk through Regina. (See this screenshot)
- Your self-inserts are missing their face portraits in the cafe in Birchwood and at the funeral. (See this screenshot)
- When Beth talks to Noel at the funeral, their textboxes are behaving weirdly (i.e. the name boxes are hidden behind the text boxes).

- Also, some typos:
Nr. 1: old's game -> old game's
Nr. 2: I mean -> they mean
Nr. 3: to be -> to me
Nr. 4: disugise -> disguise
Nr. 5: sonded -> sounded
Nr. 6: verison -> version
Nr. 7: depsite -> despite


I hope this is somewhat useful for you. Thanks again for making this game happen!
I'm going to make myself some tea now. Cheers.
NeverSilent
Got any Dexreth amulets?
6299
Alright, my review is finally up and pending. I'm sorry for taking so long, I suffered from a severe case of writer's block. Still, I hope you'll find the review helpful.
Also, I have one question left:
Did you ever implement, as planned, the multiple endings and/or consequences for having too much anxiety? If so, I might have to slightly change something in my review and maybe play some parts of the game again to see the content I might have missed. Thanks.
author=NeverSilent
Alright, my review is finally up and pending. I'm sorry for taking so long, I suffered from a severe case of writer's block. Still, I hope you'll find the review helpful.
Also, I have one question left:
Did you ever implement, as planned, the multiple endings and/or consequences for having too much anxiety? If so, I might have to slightly change something in my review and maybe play some parts of the game again to see the content I might have missed. Thanks.

Thanks I'll check it out.

There's not really multiple endings. The only difference would have been Eddie didn't reach out to Beth and Artie so that scene that you can't see anyway because of the bug wouldn't have triggered. It would have faded out instead with Eddie having isolated himself.

The anxiety meter had a lot of promise early on but it was never fully realized. As such it didn't have much impact on the game. Perhaps it will return as a mechanic in another game. With X-Noir it was really a case of too many ideas that didn't gel together well. It's a bit of a mess. Near the end we just focused on the parts that were stronger which were the dialogue and the investigations/puzzles.
How do you decrypt the code at the lab I've been here for hours and still dont understand it any help dev welp?

http://gyazo.com/f964029b489ca02e8182497621f9339b
Cant finish the game cause of the bug once Eddie starts walking towards the door for the finale scene, and crtl doesnt work either =/
Solitayre
Circumstance penalty for being the bard.
18257
I finally got around to playing the final version and I'm really glad I did. Expect a review in the near future. Probably.
That sounds promising. I'd be interested to hear what you think.
Solitayre
Circumstance penalty for being the bard.
18257
Be careful what you wish for, I spent two hours just talking about Eddie.
That's fine. I was ready to just let the game fall into obscurity. It's a nice surprise to see some people taking an interest in it again. Cashmere also sent me a video of him playing it earlier today.
;; I don't know if this is the proper place to write about this and I apologize if it isn't but in Case 4
How do I find the code to deactivate the lasers? I tried reversing the letters of the word with the next letter in the alphabet, but I didn't get it? I don't really understand and would appreciate it if someone could help? I've been mulling over this for the past hour...
NeverSilent
Got any Dexreth amulets?
6299
@Cettelei:
Unfortunately, that puzzle mechanic isn't quite well explained in-game. The letters you are seeing are simply words whose letters have been chaotically rearranged. All you have to do is find the right word those letters can make and spell it out.

If you want, I can give you the correct solutions, too:
ENMKYO = MONKEY
ATMERS = MASTER
ANGDOR = DRAGON
Is there a way to just skip cases? My save didn't work.. (( and is there a way to actually not fight but still get through the case without dying? ))
NeverSilent
Got any Dexreth amulets?
6299
Have you tried loading your autosave? But if you want, I can give you a save file for pretty much any point in the game. About where do you want to resume the game?