falling back into the old addiction
Oct. 18th, 2006 09:40 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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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?
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Date: 2006-10-19 04:56 am (UTC)Yeah, the Milkman level was great, though its final boss was a bitch. I dunno, I stopped seeing the agents as comedic a few times, and it really... um... started to feel like being in a paranoid person's mind. I think it was meeting the girlscouts and having them call me creepy didn't help. I think I've met the person who has Waterloo inside 'em...
I had Nick look at the FAQ to get me into the post office. Partially because the alarm didn't fire when I idly poked at the keyboard the first time. That's it, so far.
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Date: 2006-10-19 06:01 am (UTC)Fred Bonaparte is the guy with Waterloo World. I like his character design and acting.
By the way, if you find all the "safes" and open them, some of the characters have fairly tragic stories.
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Date: 2006-10-19 04:43 pm (UTC)Now that I got Clairvoyance, I've been checking what every single character sees me as. It's always something silly, often related to people's backstories. Which are, indeed, pretty twisted - this is really a very adult game. Which might be part of why it got so little promotion: platformers are typically sold as HAPPY FUN BUTT-BOUNCE SUNSHINE TIME, which this really is not - those cartoony View-Master reels of memories touch on a lot of kinds of loss and pain.
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Date: 2006-10-19 07:43 pm (UTC)no subject
Date: 2006-10-19 11:18 pm (UTC)So what you're saying is, it goes far beyond "SHINE GET !!" to something like "SHINE GET … but at what cost?"
On second thought, that's not nearly as amusing as it was in my head.