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Money management, while mostly automatic, is another element designed to make Night Call more difficult, but more missing info, such as how much your ride will be worth before you accept it, means there's little opportunity for actual management. I end up picking based on these attributes since I don't know who I'm looking for, and the clues passengers give seem to be dispensed at random.
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You don't know what you're looking for, so you don't know if a conversation with a specific passenger will lead you to it, so why refuse them?Īt least you can see the passengers nearby and make a pick based on who looks interesting, or if someone you suspect is among those looking for a ride. I can't tell which evidence is relevant to the case, and your passengers aren't terribly useful either. Refusing a passenger is largely pointless, unless you're worried you're going to run out of petrol by the time you reach their destination. I'm certain it would help if I knew more about the killer than single-sentence descriptions of his approach, but as it is, Night Call feels like doing a puzzle without having seen the picture on the box first. In each, the killer is randomly picked from five possible characters. Night Call comes with three different case types, one in which the suspects share a possible motive, one where their connections to the murders are more arbitrary, and one called 'random' that feels no more or less so than the others. I'll be honest, throughout several runs I haven't guessed correctly once, and it was guesswork rather than an investigation.
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Night Call feels like doing a puzzle without having seen the picture on the box first.
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