falling back into the old addiction
Oct. 18th, 2006 09:40 pm![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)
So I got it. A day later, after it downloaded, I stayed up late playing it, and then spent all today playing it. Literally. I didn't even get up off my ass to go out to the store to get a new bottle of Diet Coke until Rik came home and wanted his machine back. I got out of bed and booted it up, I got up to pee a few times. That's it for today. Good thing I don't have any paying deadlines, though this is getting me no closer to doing Bucket O Blood in time for a Halloween release. (1/4 boarded, ship designs being pondered. Hints of gags evolving from chance things filling in these mostly full-page boards.)
I think I'm about halfway through it; I got stuck for a while on the very creepy world inside the paranoid conspiracy nut's head. It started to get to me before I finally got through it. It's a really well-done game - and it's clearly made by cartoonists. Moreso than pretty much any 3D platformer I can remember playing, it's a world that's clearly designed. Everything is weird and off-kilter and stylized. But pretty.
Some self-destructive part of me has been wanting to get a used PS2 for, well, a fix of pretty much just this kind of game. With the price of the controller I got, I'm only out forty bucks and a few days, instead of however much a used PS2 costs now plus a game and a TV and a much greater chance of impulsing on another week of my life down the drain every few months... instead I'm getting my fix this way.
Story-based platform bouncy games still just eat my fucking head in a way that I'm really not comfortable with.
I wonder if this is what drives some people into making games: the knowledge that they can so easily lose themselves in one, and wanting to short-circuit that by losing themselves in their own world instead of someone else's?