Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work
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Passionate Patti Does a Little Undercover Work! is (despite the number) the fourth game in Al Lowe's Leisure Suit Larry series. The middle-aged would-be-womanizer Larry Laffer fell off a boat during a cruise and sustained amnesia, forgetting how he and his sweetheart Patti got separated, how Larry got a job in LA, how Patti got a job with the FBI, and what happened in (the never released) Larry 4. Now Larry and Patti are working independently on two cases that are connected to each other, even though the heroes aren't aware of that. Larry's new bosses are involved in shady business, while Patti agrees to take a break from her career as a performing pianist and become an undercover agent. Will the two be together ever again?
Unlike the previous games with their text input, Larry 5 utilizes a graphical, icon-based interface. The player uses verb commands ("Look", "Talk", "Use" etc.) to interact with the environment. In a way not quite typical for Sierra's adventure games, it is impossible to "die" in Larry 5, and the amount of "dead ends" (unwinnable situations) is greatly reduced. The game is also less puzzle-oriented, allowing the player to proceed even if he/she fails to solve the required puzzle in some cases. However, the player is awarded more points for finding the "right" solution. As in the third game, both Larry and Patti are available as playable characters during different chapters of the story.
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Credits (DOS version)
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Reviews
Critics
Average score: 76% (based on 22 ratings)
Players
Average score: 3.5 out of 5 (based on 76 ratings with 6 reviews)
An essentially disappointing entry in the Larry adventure franchise.
The Good
Larry 5 represents a new angle for the Larry games. While the previous three featured your standard Sierra adventure art and design (characters that looked as real as a jumble of 16-color pixels could), Larry 5 eschewed realism for a cartoony, lighthearted feel. This new breed of aesthetics definitely works in the context of the game world-unlike in previous Larry adventures, nothing is ever REALLY meant to be taken at all seriously. This, coupled with Al Lowe's typically engaging sense of humor and flair for puns, makes Larry 5 at least an entertaining ride.
The Bad
When played back to back with Larry 3 (the precursor in the series), it's easy to see Larry 5's main weaknesses. As the first Larry game to abandon the parser interface in favor of the mouse-driven icon interface, a great deal of interactivity just seems to be lost. This can probably be best attributed to the programmers' inexperience rather than to any inherent flaws in the interface itself. And, as other reviewers have noted, Larry 5 is pretty easy and shouldn't take too long to breeze through. Finally, the ending is quite a letdown (a continual problem with Larry games, it seems).
The Bottom Line
It's everything you know about Larry, plus icons and a new look. But really, don't start here if you're a Larry virgin-you'd best play the first three games to truly experience the genius of Leisure Suit Larry.
DOS · by Lucas Schippers (57) · 2001
What happened to you, Sierra?..
The Good
Larry 5 is one of Sierra's VGA titles of the early nineties, a row of games with wonderful graphics, rich MIDI music, and conveniently elegant interface. The technological gap separating this game from its predecessor is so huge that sometimes it seems there really must have been a "Larry 4" between them. It also has a cartoony look that later became widespread among comedy adventures: some rooms are viewed from strange angles and have strange shapes, planes wave their wings when taking off, and a few people look appropriately disproportional, such as the hilarious maitre d' in Hard Disc Cafe. The visuals could be the game's saving grace, although the much more rewarding remake of the first game looks just the same.
Al Lowe probably could not have created a completely unfunny game even if he tried. While much less memorable than the previous installments in that regard, Larry 5 still has some spark here and there. The situations themselves leave a lot to be desired, but there is attention to detail that has always distinguished the series, and it has survived the departure of the text input. Some of the game's optional actions - looking at unimportant objects, etc. - may yield jocular descriptions that belong to the more tolerable material it has to offer. The company directory with omitted letters (where ".uck You.." ends up being deciphered as "Duck Youth") is a definitive highlight.
And, of course, playing as two different characters is always a good thing. At least seeing Patti nicely recreated with 256 colors could be vaguely stimulating, especially if you got attached to her in the previous game and want to know whether she and Larry will ever be together again.
The Bad
I have no idea what exactly happened there. Rumors of the company's boss actually instructing the designer to make a game anyone could finish may be quite close to truth, because Larry 5 ended up being just that. Perhaps they were intimidated by the success of LucasArts with their death-free policy. In any case, by throwing all danger overboard, they went further and eliminated any kind of challenge altogether: Larry 5 is unabashedly, mind-numbingly, infuriatingly easy.
I'm completely serious when I say that what is supposed to be the meat of the game - the plot-related tasks - can be completed by clicking through them. You see, in an inexplicable move, Sierra made all the puzzles of the game optional. I really mean it: all the puzzles in the game are there only to score extra points. You can procure an item and give it to a person who might need it - but you can also fail to do that and still proceed with the game as if nothing happened. This terrible decision utterly ruins the game. There is no sense of reward and no feeling of achievement, which is a crucial component of game design. The final segment is particularly horrible: Larry manages to fly a plane, safely land it, meet several people, and stop the villain in the final scene without a single input from the player!.. Often the game simply becomes a string of cutscenes with barely any control, almost like a Japanese visual novel.
It gets worse: Larry 5 is also aggravatingly linear. Whether you play as Larry himself or as Patti, the chapters all follow the same routine: you are taken to a single location where you must make a few steps, perform the most obvious actions, and automatically proceed to the next segment. There is no exploration involved: most of those areas consist of a few screens at best, each offering next to nothing to do. You can't even wander around, take stuff, or talk to people aimlessly - each chapter confines you to one tiny area only, without anything connecting between them. The scarcity of available objects and the restricted movement would make all the puzzles too easy even if they were mandatory.
Even in terms of humor, Larry 5 fails to reach the bar. The situations depicted in the game are simply not funny - not even in a vulgar sexual sense. Speaking of which, there is something coarsely lewd in the entire premise of the plot - having sex with overly horny young women and videotaping the act. This is a step below the risky, yet for the most part tasteful humor the series is known for. Since seducing all the woman requires no effort whatsoever from the player, the whole thing feels even cheaper and less attractive.
The plot makes little sense - and not in a good, entertaining way, like in the second game. The whole amnesia issue and the spy activities intertwined with corrupted porn industry are not particularly amusing and feel fake and disjointed. The overly symmetrical, formulaic structure of the game precludes any surprises already from the lukewarm start. And, like a sour icing on a stale cake, the omnipresent copy protection is more annoying than ever.
The Bottom Line
Even the greatest ones have their dark hours. The lovely visuals and the remnants of humor in Larry 5 prevent it from completely tarnishing the glory of its developers, but its inconceivably simplistic, shallow gameplay comes close to doing that kind of damage. Sadly, this is not only by far the weakest installment in an excellent series, but also a game way below any kind of standards set by its creators.
DOS · by Unicorn Lynx (181666) · 2019
Hey Ma! Look what they did to Larry!
The Good
I fell in love with the antics of poor, little ole' Larry in LSL1 and have played every one in the series. We gals have always chuckled in the shadows watching the "one liners" and gags you guys try on us, but Larry takes the cake. That said, I'll cover a little bit about this particular game.
I agree that the graphics and music are better than in any of the previous games. The gameplay aspects overall are also better. But ... but .... now read my major complaint about the game below.
The Bad
They RUINED my Larry! Man was I disappointed when I saw how ugly they made him. Sure, he was always dorky and nerdy, but they drew his head WAY out of proportion. The ~old~ Larry really grew on me and I hated the new look they gave him.
The Bottom Line
A good game overall, if you can get beyond the awkward looking lead character. Bring back the old Larry, I say!
DOS · by Jeanne (75850) · 2001
Trivia
Date
Examining your boarding pass at the airport shows that the date of Larry's next flight is always exactly 60 years from whatever date your computer is set to. Considering the game's release year of 1991, this means the game would've possibly taken place in the year 2051 at the earliest. Though more than likely it's just a programming gag than anything else.
Difficulty
According to Josh Mandel, the reason for the relatively low difficulty was not only because of the new point & click interface, but mainly because Ken Williams evaluated customer feedback and discovered that almost no one finishes their adventure game. So he gave Al Lowe the order to make a game that everyone can finish.
Product placement
You thought product placement would only occur in the movies? Not quite. Sierra might well have been the first company to place an advertisement in a computer game. US-American telephone company Sprint paid to be featured in Leisure Suit Larry 5. Whenever Larry or Patti were making a phone call in the game (which happened quite a few times), the call would end with the line "Thank you for using U.S. Sprint!" and later in Space Quest V: The Next Mutation. See the screenshot section for graphic proof of the advertisement.
Releases
Leisure Suit Larry 5 was available in four packages: a 16 color version (supporting EGA, MCGA, VGA, Tandy/PCjr) with either 3.5" DD or 5.25" HD disks, and a 256 color version (supporting MCGA, VGA) with either 3.5" HD or 5.25" HD disks.
Awards
- Amiga Joker
- Issue 02/1993 – #2 Best Adventure Game of 1992 (Readers' Vote)
- Enchanted Realms
- January 1992 (issue #9) – Distinctive Adventure Award
- GameStar (Germany)
- Issue 12/1999 - #69 in the "100 Most Important PC Games of the Nineties" ranking
Information also contributed by Servo
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Related Sites +
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Al Lowe's Humor Site
The creator of all the Leisure Suit Larry's homepage. -
Leisure Suit Larry Retreat
Fan site honoring Larry Laffer
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Contributors to this Entry
Game added by MajorDad.
Macintosh added by Eurythmic. Amiga added by POMAH. Windows added by Sciere.
Additional contributors: -Chris, Katakis | カタキス, Jeanne, James Isaac, JRK, Alaka, Vaelor, 6⅞ of Nine, Amayirot Akago, Patrick Bregger, Narushima.
Game added November 10, 1999. Last modified November 19, 2024.