equinox_code wrote:Christ I really love this game, it's absolutely glorious. So glad I held off on playing it until the Final Cut release. These voiceovers are doing a much better job of the work than my imagination ever could.
equinox_code wrote:Christ I really love this game, it's absolutely glorious. So glad I held off on playing it until the Final Cut release. These voiceovers are doing a much better job of the work than my imagination ever could.
equinox_code wrote:I've got a lot of appreciation for how it seems as though you're not really supposed to play it like a game, or at least not like any other game. I'm not sure I've played anything before that incentivises leaving conversational avenues unexplored.
Kow wrote:Well it happened there in my playthrough too, so I'd say it's where it should appear in the script. Although there are lots of choices the story is quite linear.
equinox_code wrote:could a game like this work if it never affirmed your investigative decisions? For example, here there is one murderer, and the game inevitably leads you to finding them. But what if it didn't do that, and instead the player could conclude the experience arresting someone innocent, perhaps even unknowingly? What if the game gave you the info to make the ‘right’ decision- because a careful consideration of all the clues pointed to a particular culprit- but it never acknowledged whether or not justice was ultimately served? I can’t really decide whether this would work or not, but would be interested to hear peoples’ thoughts
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