Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1) Getting a free room in the fishing village from an ultra nice grandma and realizing that I'll spend the rest of the game's nights in a cute little house instead of an ugly hotel room that I destroyed earlier and that I have to pay for :-D
2) The dialogue exchange with the Hardy boys before you break them open and they tell you the truth. The "psychological chess" was pure awesomness!
He is a great character. I do wonder if he is on any significant level based on the character Kimball Cho from the series "The Mentalist"
The Dicemaker. Such an incredibly small and meaningless existence that still gave that one person complete fulfillment.
Breaking Cuno's disintegrating fall. The game actually lost some momentum for me after taking down the corpse and seeing Cuno's dad because there was no more stuff to do with Cuno. I need to check out this "Cuno Partner" thing.
Getting completely sobre. Taking not one swig and adopting that mindset and getting called out for it at the end.
Getting a picture of the Phasmid, it was such a weird critter, I wound up not exploring the encounter very well because I wanted that shot.
The chats with major characters in general, especially the talkative folk.
René's death was so bittersweet.
The minutiae of putting it all together. Like the authority check with Kim and the Mercenary which I had no business passing with my low Authority base but had huge bonuses on for various choices.
Kim's trust, that moment at the end where he reaches out and defends you for doing a very good job and the glee when he puts together the facts "That explains everything! The Running!"
The final interrogation, Inland kingdom was dead on with it's imagination and I really liked that the perpetrator was outside the main cast. Politics we're such a major part of the plot and it was so sweet to see the unwinding thread put together the way a single bullet from the political past set-off the powderkeg that was Revanchol's current state. It also made it feel so natural how the cast of genius manipulators, nitwits and oafs, gutsy wannabees and competent smartasses, all of those people we're thrown for a loop because of something so ultimately banaal. Death is the great equalizer.
Oh, the realization that there is no need to play out every single conversation option the way you do in similarly setup RPG's. And that actually asking the one or the other question will have an effect. I wonder If I can finish a playthrough where I never actually indicate that I lost my memory and go through the game as if Harry we're just coming out of a terrible hangover.
Low points for me:
Missing stuff. I had terrible physical instruments and got locked out of the freezer. The only major subplot I missed was the church. I also didn't get any final dream and stuff and my OCD wants to experience every single death newspaper variant.
The moment before the final stretch. I was done with a tonne of plots and spent all of one day (thrusday I think) running around looking for things to do because I didn't want to progress an option and was looking for alternatives (like finding the murder weapon or something). The next plotgate was to make the Hardy Boys introduce me to Klaasje and I was done with every quest except the church. I really really feel like the undercover agents that appeared on the second / third day (Harry's taskforce members, the Gay man and Council dude) could have opened up a fresh couple of side-storylines to pursue. The taskforce just sitting there doing nothing rubbed me very badly.
Ripping the dead man's boots in the middle of the night then boiling them in the Whirling's kitchen to "disinfect" them was about the most f*&+ed up thing i ever did in a game.
Say that again ? I really have to replay it I missed so many different outcomes. I also managed to stay sober but I expected something a bit more special, i won't spoil anything for other who didn't try but yeah it almost feels like a penalty to remain sober.
Yes I really like many of the scenes mentioned by others here, loved the dancing in the nightclub with the square Andre. Loved the karyoke scene even though I did mine late at night with maybe 2 people and Garte present.
I got a big kick out of Cuno/Cunoesse spazzing out when your field autopsy examines the corpse. Really most of the interactions with them made me lol and wonder if I should close my apartment window so the neighbors wouldn't hear it. I ended up backtracking and not doing it but trying to take the boots off the corpse while it is still hanging was interesting. I'm going to play around with that one next time. Also I may paint the wall with I Love Cuno to see if that spurs something.
I enjoyed Kim trying to deny his radio preset to SpeedfreaksFM was his. Also next time I want to see about getting Kim on the taking of the speed in Cuno's shed.
The conversations with Evrart were phenomenal in the sense that he came across as the most slimy weasel that you just couldn't touch. Out of all the characters in the game he was the one who came across as scary in that he seemed to know everything in a very Raymond Reddington way and no matter how good something was sounding you felt like you were being manipulated with ulterior motives in play. Also my drama level telling me that Evrart had no clue that an Ultra-Rich man was living in his container.
My new run I just played with the options of running out of the room when Garte tells you about your owed money. If you succeed you run away with Garte telling you how immature it is. If you fail you get a cutscene of Harry running away, turning backwards to flip Garte the bird using both hands, and crash into Lena's wheelchair. The attention they put into different outcomes is priceless.
The humor, the life, the strife, the different ways of looking at situations, the everyone is part right on everything.
A lot of good stuff in the conversations with Joyce actually
I loved Idiot Doomspiral's life story too
Firstly, when I was face to face with a massive racist who had insulted me and touched a nerve after my partner who I didn't know well but knew well enough to consider him a brother had been accosted by a racist cabbie. I was on edge with this race theory nonsense; and when it was face to face with me at it's most powerful I got into position and with assistance of coach physical instrument I ♥♥♥♥♥♥♥ roundhouse kicked his teeth into the back of his throat! He got up and didn't even try to get even with me. Kim was annoyed, but I was doing this for us.
Later, during the autopsy of a corpse in a fit of mania I lovingly stroked the hair of a dead man, shushing him like a baby doll in my arms earning the fear of a legit psychopath and possible murderer and dope fiend. As part of my overbearing lovealicious comfort I inserted my fingies into his mouth until I found something just a little off, digging in deeper to my great shock I found a small hole in the roof of the stiff's mouth and dug in a little deeper before ultimately fishing a bullet out for my trouble. Now who's "a dangerous psychopath who shouldn't have a badge"?
Thirdly, I was hot on the trail of my missing gun. I had found a guy to find it for me, to get it all I had to do was something simple. Get a woman to sign a piece of paper to build a youth center. Using my expert people skills I knew that a person like her knew it was the right thing to do, while neither of us trusted the crooked union boss asking for it we both knew that kids deserved more than tin roofed shacks in some desolate fishing village on some shell scared beach. As I approached the mailbox, knowing my missing gun was so very close to me I hesitated, and took a look. It became clear to me what this was all about, while the youth center would be a good thing and it wasn't fake, the construction noise was to pressure the old woman, she swore she could take it but I just knew that this bastard was pulling me along making me his unwitting thug. There's a lot of things you can call disco, but bullying old women just wasn't one of them. I was sad but I knew for once that I couldn't let this happen. The most badass thing I did that week was to walk away from a mailbox.