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dmboogie
Oct 4, 2013

Game's good. Probably gonna replay it in a month or so because Gregg rulz, okay. Definitely don't regret going full Bea for my first playthrough though, painful as it got sometimes. Does anyone know what happens if you like, mix and match spending time with Gregg and Bea? I can't imagine Bea's party scene having anywhere near the same impact if it's like the second time you ever hung out with her.

Also, I thought that I combed every inch of the town every day, but somehow I guess I never found Lori or got any of her scenes at all! Where does she even hang out?

Finally, anyone else get the impression that Bruce 100% killed himself?

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dmboogie
Oct 4, 2013

Wowporn posted:

near the statue in the center of town the first one or two days, then two buildings to the left of the church stairs, way up high kittycorner to the window with the parade floats/rat family

Ohhhhhh, THAT'S her. I wondered why I never saw her again after the first day, whoops. In retrospect I don't think I actually explored all the roofs, so that explains that.

Other scattered ending thoughts: Are the four council people anywhere to be seen in the epilogue, because they seem like the type of people who'd totally be in the hosed up cult. (Also, I appreciated that the game didn't even try to frame it as a choice whether or not to even listen to those fucks any longer than you had to; I was totally with Angus on that one.)

Aunt Mallcop was a really weird character in general, because she's given a super prominent spotlight during most of the plot events that just... never leads to anything? Like, she's MIA for the entire final act and the epilogue, apart from mentioning that she found Mae. I guess she's mostly there to build up tension, but it feels like a waste for that to be her ONLY purpose?

dmboogie
Oct 4, 2013

redcheval posted:

Did anyone look around to see if any background characters went missing after the mine caves in? The only one I noticed was that pair of people up the stairs right next to the Snack Falcon (I think one is a bird but now I'm totally forgetting). The guy on the right was gone the next morning, even though both of them had been there every day without fail before then.

Ooh also, does beating Demon Tower do anything?


On the last day before the endgame stuff, the guy by the Snack Falcon says that he's moving, since he got a better job in a different town.

dmboogie
Oct 4, 2013

all hail trash king rabies

dmboogie
Oct 4, 2013

BallisticClipboard posted:

Anyone know the correct ingredients for the "Shopping with Bea" event? I did Shakey Bake Chicken with Cream of Chicken and Mashed Potatoes and very messed up.

Also Mae is such an rear end in a top hat and doesn't know it. I kinda love it.

I got it! Chicken, rice, cream of corn, no shakey bake. I mostly figured that there is no way to mess chicken and rice up.

dmboogie fucked around with this message at 18:40 on Mar 1, 2017

dmboogie
Oct 4, 2013

SSH IT ZOMBIE posted:

This game is loving fantastic.
I'm guessing it has some replay value too, given that choices change dialogue and there are a lot of achievements?

Yep. It takes two playthroughs to see every Gregg/Bea/ghost hunt event; and some of the NPC sidestories can be easy to miss if you don't poke around enough.

dmboogie
Oct 4, 2013

eatenmyeyes posted:

I think the game's unconventional save mechanic is thematically significant. You make decisions and they result in meaningful experiences. Yes, you mill miss out on some things, but that's okay.

The only time it really bothered me was when I accidentally agreed to hang out with Bea before I was able to check in with the rest of the town. :v:

dmboogie
Oct 4, 2013

precision posted:

I get that, my main complaint is the way it's written and presented. I just didn't think it was very well done and felt both rushed and forced. :shrug:

How did you feel about the epilogue?

dmboogie
Oct 4, 2013

bewilderment posted:

Does someone have a link to the 'Proximity' reprise of Die Anywhere Else that sounds different? I couldn't see it on the soundtrack listing.

Here you go.

The soundtrack was split into three volumes, (two for the main game, one for demontower) which is probably why you didn't see it.

dmboogie
Oct 4, 2013

ArgumentatumE.C.T. posted:

Does anyone else get a really long load time when they close the pamphlet stand with the yarn ball? It might just be my 'puter getting long in the tooth, but I still think that's a strange spot for a load time so long you start to worry the game locked on you.

whatever the load time is, it's way too long for something that only changes like once throughout the entire game, and that's just to take one of the flyers away.

I still checked every day. :smith:

dmboogie
Oct 4, 2013

precision posted:

Nothing happens next because it is a game.

how does it feel to be so incredibly boring

dmboogie
Oct 4, 2013

i really like RichaadEB and i even like Caleb Hyles but yeah that cover was way too fukken busy

soft girl and this
both completely own tho

dmboogie
Oct 4, 2013

wonder if they’re gonna put a version of the third germ hangout back in

dmboogie
Oct 4, 2013

i like the pacing of walking through the town on my own and exploring and checking in with the npcs

tv could get a similar tone sure but it’s a fundamentally different experience

like, the payoff for selmers feels a lot more meaningful when you’ve consciously been making the time to talk to her every day even though it’s optional

dmboogie
Oct 4, 2013

Fedule posted:

NitW leans into a lot of really quite microscopic game techniques more than it does into any kind of "game narrative" technique; it lets you choose things, but largely as either or both a source of flavour or to use the whole notion of choosing a response as part of some other fixed narrative. The most memorable and illustrative example of the latter technique is the scene where Bea is driving Mae home from the party in the woods, and Mae is drunk, and the dialogue you can choose from her is apologetic and self-aware but what she actually says is incoherent babbling that only makes Bea madder. Like was said before a lot of the payoffs in the game are culminations of things you have to continuously choose to engage with throughout each playthrough, and these are the most conventionally game-narrative-y plot threads in the game insofar as they can reach or not reach that resolution depending on your action, even when the plot threads themselves are still linear and fixed. A step further back, the game also loves to contrast Mae's free-roaming with Bea and Gregg's complete lack of freedom, which is the kind of juxtaposition that only really works in a game.

There's no particular reason you couldn't tell a more or less identical story in a linear medium, none of the game-y flourishes NitW has are really essential to what makes its plot and themes work, but you'd need to make tiny changes to everything, and it would wind up feeling noticeably different in structure, pacing, mood, and other such ways.

:yeah:

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dmboogie
Oct 4, 2013

Motto posted:

Looking forward to a videogame by the guy who tweets about his cats, and also worked on NITW I guess

they're good cats

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