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The individual scenes with Swansea on the chair, Curly on fire, and Polle at the end were all good, but the stuff between felt like it was just trying to shuffle you from one to the next.
I'm also not crazy on the "delicate" aspects as you put it. It explains why Jimmy did what he did, but it didn't tie very cohesively into the survival story or cosmic/surreal horror elements.
100% agreed. I liked the occasional trippy moment but at that point it just kept going on to point where I didn't feel like I was engaging with either the literal narrative or the themes of the game. I'd also argue that the reveal that Jimmy crashed the ship should've come closer to the finale as it felt like the biggest moment. Maybe if that scene was moved to right before the finale with Curly it would've landed better. Just a thought.
I personally figured out what Jimmy's Deal was before I hit the spooky graveyard sequence and all, so the remaining fluff driving home what he did just felt...unneeded. I guess I'd rather have played a tight hour long story and been done with it.
near the end there's a few baby scare segements, like the ultra-sound and weird catterpillar baby, so i dont really know what the takeaway for that is to be honest.
And was the "rape" before or after the psych evaluation?
Jimmy would be a lot more recognized for how amazingly well written he is if he wasn't a rapist. I've had people disagree with me about this but I'm standing my ground that he would be so much more compelling without that stain on his character. Here you have a cynical, sarcastic, bum looking dude who is his own worst enemy in life. He does nothing but ♥♥♥♥ things up and never takes responsibility until it's too late. He can still be the miserable chicken ♥♥♥♥ coward that he is but he would be a character that resonates with people, and it would make the message of taking responsibility feel like more of a message to the player, not just taunting a rapist.
I feel that the story would feel so much more personal if the events of the game were centered around Jimmy trying to run from an unwanted pregnancy at all costs and Anya having to bear the burden alone.
Anyways game's still a masterpiece 10/10
Thank you for coming to my ted talk
And those conversations can be pointless or just give us more about the general aspect of "oh, we are in a space ship with a super important cargo", "oh yeah, I feel super important carrying this only for captain eyes stuff" just to discover is Mouthwash and drag the characters down even more. Or even create a more close relationship between characters if we are actually able to, I don't know, see the full spaceship with personal objects from the crew or just hearing a little bit more, but this also can be a double edge sword
The other thing I agree with is the ending. They should show who crashed the ship closer to the ending itself rather than that horse x-ray or running from the vents that I barely understood what did I supposed to do, just to drop me back at the start multiple times (felt unnecessary and frustrating for a really well paced game)
Of course, is easier adding all this after playing the game, and it is a fantastic game, but I'm just answering your question
In terms of world-building, I personally would've enjoyed seeing more of the characters interact that wasn't related to the story such as Anya and Daisuke playing their board game more of Culry and Swansea or what Jimmy was doing around the ship.
I think some of the story was too linear and wanted to see more interactions from the characters or explore more of the ship. I love the story being told from an unreliable narrator like Jimmy and then Curly's but a glimpse of the others would've been interesting to see.