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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sat Mar 20, 2010 5:10 am |
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| sethsez wrote: |
| I don't know whether this is legitimately good or just the best kind of bad, but either way it's tremendously entertaining in ways that more polished games generally aren't. |
this is exactly how i feel right now.
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| this gives me the same kinds of feelings I got from Killer 7. |
i agree. i think it comes from how a lot of the characters are a bit loony or off, which often gives a conversation an absurd edge. or the ritualistic-like phrases. such as harry stewart's attendant closing every riddle with "so says mr. stewart"; it's similar to iwazaru ending all of his nonsense with "in the name of harman." |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Tue Apr 13, 2010 5:54 am |
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it's not real-time.
i played for ~an hour tonight and the game clock went ahead about two or more. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Fri Apr 30, 2010 10:14 pm |
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| well, you also wouldn't know a good chunk of who's who/what's what on the map. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Thu May 06, 2010 9:40 pm |
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| uhh, you can feel however you want about it. of course there's room for improvement; but you have yet to explain how all of the flaws combine into an overall result of terribleness (regardless of how much you still like it), which is on the extreme end of things. i actually can't tell if some parts are the way they are purposefully or not -- like if i'm supposed to laugh every time york smiles -- and that's part of why it's sort of hard to make an absolute critical statement. as i said on the podcast, though, i'm leaning towards legitimately good. i'll explain this in a future post, i guess, since i don't have the time right now. also, was anyone else surprised by stuff like isaac and isaiah actually climbing into kaysen's car -- rather than standing next to it and being teleported inside -- to be driven off? |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sat May 08, 2010 7:29 am |
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i didn't know there was a fast-travel option.
i'm still going to drive everywhere. because fuck fast travel.
ronnoc: just go to your wardrobe menu and select the clean option on a suit.
before i realized you could clean suits, i was wondering what the deal with the flies was.
also: i'm growing a fierce bead.
if i'm not mistaken, even the hair on york's head thickens. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sat May 15, 2010 6:11 pm |
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| a friend and i just started watching twin peaks because of this, and the similarities are blatant. d.p. even uses its music the same way (a very small handful of themes (including a cool jazzy tune) played over and over again). now i wonder which we should finish first, since there might be a common element shared in the identity of the murderer. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sat May 29, 2010 5:42 pm |
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| ninjafetus wrote: |
| I bought the US 360 one. |
same.
so, lilly ingram gave me keith's guitar as a weapon for helping organize the storage room (i'm sure keith'll be happy about that >:]). it takes all normal zombies out in one hit, but . . . well, the hit detection is really bad. either that or i'm supposed to be swinging it from a particular distance. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Fri Jun 11, 2010 10:32 pm |
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| Jigsaw wrote: |
| Currently doing Keith's second spirit challenge room thing. It's way too long and tedious. |
which one is that? next to the trains? |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Tue Jun 29, 2010 10:15 pm |
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enemies are pretty easy to take care of, and you're supplied with lots of healing packs, but yeah, you can easily get killed in several hits later on. i think most of my deaths were caused just by getting surrounded by enemies in a tight path and having no good way to deal with all of them at once. has anybody else noticed what happens when an enemy's set on fire?
guess i'm about to finish this! |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Thu Sep 09, 2010 2:09 am |
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For a couple of months I've been unsure about watching the rest of Twin Peaks.
Adi, post something! |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Thu Sep 16, 2010 5:10 pm |
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Once you finish the game, you can access a small photographic library showing the places (must've been one town) the team visited to get an idea for Greenvale's layout and building-types. I wonder how familiar Suehiro is with North America; this might've actually been answered in WAHP's DP interview.
spoilers: I wasn't too keen on DP going all Resident Evil in the end -- having George turn into a silver-haired ogre and Kaysen being revealed as some sort of ancient force, the latter of which bothered me more, since the "evil because evil" explanation is the most boring one in the universe. My disappointment was somewhat similar to my disappointment with Twin Peaks, when it started to do the spiritual moral blame game. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Thu Dec 30, 2010 10:59 pm |
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| Adilegian, did you play more of this? |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sat Jan 01, 2011 12:13 am |
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| If Adi hates DP with a passion incomprehensible I'm even more intrigued |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sun May 22, 2011 1:57 am |
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might as well
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Adilegian: Opaopa are you a proponent of Deadly Premonition?
OpaOpa: sort of. i'm less enthusiastic about it now as i was before.
Adilegian: I am playing through it, probably close to halfway through. I'm in the middle of Episode 3.
Adilegian: I am stuck in Harry's mansion. I think that one of the doors that's supposed to open isn't opening.
Adilegian: How bugged is this game opaopa?
OpaOpa: idk, adi. i don't recall encountering any bugs. unless you count the atrocious hit detection with the electric guitar weapon.
Adilegian: I haven't even gotten the electric guitar weapon yet. So far, I've gotten the infinite SMG which is doing me pretty well for needling down enemies relatively painlessly.
OpaOpa: honestly -- this might sound weird -- i think my favorite part of deadly premonition right now is the level design. and i'm not sure why.
OpaOpa: it's in this place between, like, god hand and some free-roaming game, and it's usually awkward to see and go through in certain ways.
OpaOpa: not pleasurable, exactly, but different and maybe bad in an interesting sense
Adilegian: I don't think I understand what you mean, but I am still going through the game.
ella_guro: i get what he means from what i played of it
ella_guro: it's a very odd sort of level design
OpaOpa: there is just something about the giganticness of the landscape combined with the little specific awkward interactions in the pockets of that space
ella_guro: pretty awkward
Adilegian: I unfortunately don't feel like I have enough of a vocabulary to talk seriously about level design.
Adilegian: It's weird because that very dynamic, opaopa, is what makes Greenvale feel like an actual American small town.
\eric\: adi you could start with that 'art' means
ella_guro: i remember after the first part just having to run down the street a fairly long distance
Adilegian: Like, many small towns are small in population but occupy a much larger space than needed to strictly house those people.
ella_guro: with like nothing in between
ella_guro: i was totally baffled by why i had to do that
\eric\: that stretch of highway between the crash site and the bridge is my favorite part of level design
\eric\: because I didn't get much further
ella_guro: hah yeah that's the part i'm talking about
OpaOpa: yeah, adi. that is true. i think it's that realism combined with the fact that you usually expect a video game to populate its landscapes with constant "texture."
\eric\: I ran it all the way up the other way
\eric\: it tells you not to leave the town and end the game
OpaOpa: and deadly premonition does, kind of. it's just through ways like, oh, here are some barrels and a weird chain-link fence maze off the side of this super long road. or, hey, there is a fishing spot here, where there is nothing else.
Adilegian: Harry's mansion is probably my favorite Otherworld section so far. The fact that it's not subject to environmental weirdness and actually just stays normal architecture, for the most part, is good.
\eric\: is everyone else better at driving in DP than me
\eric\: I'm always doughnutting through crops
OpaOpa: everyone is approximately as terrible at dp-driving as anyone else.
Adilegian: There is no better or worse driving in DP
Adilegian: There are only straight or curvy roads |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sun May 22, 2011 3:57 am |
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| Adilegian I do not think you are going to enjoy anything about the game's final moments, narratively and mechanically. I did not, anyway. So that's what you have to look forward to! |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Mon May 23, 2011 8:25 pm |
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oh god. you're almost at the point i'm talking about
but yeah that
i just |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Tue May 24, 2011 2:22 am |
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| Adi and I were discussing that in irc, and both of us were at a loss for the thread's respective enthusiasm. It was literally the most confusingly structured part in a 3D game I've ever experienced, and I don't even remember how I completed it. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Thu May 02, 2013 3:54 am |
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| parker wrote: |
| I played it for a minute, it's not unplayable, just really annoying. |
I mean isn't this Deadly Premonition |
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