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Leon Sumbitches posted:Playing this for the first time on a ps4 pro, it's so much better than it has any right to be. Keep vomiting until you realize you need to get your poo poo together.
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# ¿ Apr 1, 2021 14:55 |
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# ¿ Mar 29, 2024 08:03 |
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Captain Oblivious posted:No I get that. I’m saying the mechanism is unconvincing. I mean, you're not wrong. If you actually manage to pull it off Inland Empire is seriously like "holy gently caress man, how'd you do that? There was the thing and the other thing and that fuckin' book!" It is extremely aware of how fragile Harry is. But, at the same time, Harry is not the way that normal people are all the time. He has fallen down far enough that actually feeling better when he gets up instead of worse is a positive development, and worth celebrating.
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# ¿ Apr 7, 2021 00:13 |
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weekly font posted:Are there any playthroughs of the OG game (unless you know of a good Final Cut one that started) where someone actually takes the time to discuss some of the game’ssymbolism and politics? Likely the only way I would be into an LP of this but need something to hold me over cause I’m too busy to really sink my teeth in at the moment. There was a nice screenshot one on this very forum. Or did you want video?
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# ¿ Apr 8, 2021 18:04 |
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Kobal2 posted:On an unrelated note : I seem to remember that the necktie is supposed to start making comments with Inland Empire at 4+ ; but my current Cop is at 6 and my second-best friend in all the world has yet to chime up. Does it have to be 4+ when you first pick it up from the fan ? I am not 100% on this, but I'm pretty sure you need 4 Inland Empire when you first examine the ceiling fan in order to fire off the passive that awakens you to your tie. If you miss it, your tie won't start talking later no matter how much Inland Empire you boost to. Outside of hacking ALL THE THINGS, 4/3/2/3/Inland Empire isn't bad if you're planning a single maximal playthrough, especially if you follow some of the guides for Day 1 Art Cop. The game can be worth replaying to see all the cool cop/crazy cop stuff you get out of a focused high/low experience, and honestly just playing each of the archetypes will be a pretty good experience as long as you can get yourself off the occasional 1 health/1 morale.
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# ¿ Apr 9, 2021 17:03 |
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Kobal2 posted:Mechanically speaking, I feel like any build with 2x4, 2x2 works for optimal content. 4 is the magic number where a skill "unlocks" and starts talking a lot, as the overwhelming majority of the passive tests in the game check for >=4. Every skill also has a few dozen checks at 6/8 and a handful at 10 so specializing further isn't wasted but if what you want is to hear a maximum of your skills regularly pipe up with their own brand of wacky, 4 across the board is where it's at and the 4x4,2x2 build is the one which starts with the most skills already "on" while keeping the possibility of giving the other 12 their voices without even touching the thought cabinet. A decent number of skills also have some basic functionality at 2, such as thinking to ask Miss Oranje Disco Dancer some questions after your initial talk with her, or interacting with your room's broken window. I favor the 4/3/3/2 build because you can start "turning on" the 3s with a mix of proper clothing, cabinet bumps, and stat points and be up to form pretty quick.
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# ¿ Apr 9, 2021 21:48 |
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christmas boots posted:You could argue that it makes it less of an RPG than a visual novel. What? No I couldn't. It not only contains a character progression system which contains interesting choices, which is what an RPG video game is, but it actually goes both ways - you can change the way you play the game to acquire different elements for the progression system, and the progression system offers appreciable differences in the way the gameplay operates. The gameplay, in this case, being map navigation and dialogue trees.
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# ¿ Apr 11, 2021 10:09 |
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Nessus posted:Hard core to the mega. A moralist will be told to do it "for all man kind".
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# ¿ Apr 29, 2021 21:56 |
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EorayMel posted:Discuss. Well, no wonder he gave it up, if you need that much Conceptualization to see what's cool about it. Remember, cats and kittens, there are no cool things. Only normal things done for normal reasons by cool people.
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# ¿ May 6, 2021 15:05 |
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Skippy McPants posted:Wait there is no time limit in this game? Well gently caress. I mean... Kim really would prefer it if you got the dead body out of the tree. Aside from that there's an Inland Empire passive somewhere that hints it'll be over in five days, but I think that's just Inland Empire breaking the fourth wall the way it does when it warns you about your character portrait changing. Only novel interactions advance the clock, and before they added the vision quest I legit ran out of things to do around the fifth day.
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# ¿ Aug 22, 2021 18:41 |
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EorayMel posted:The Crownhead Condom & Doctor Love VS Goldmouth God help me, "what this splat thinks of all the other splats" has always been the goddamn emptiest and dumbest part of RPGs but I would be first in line for a book that was just each of these voices doing a tell-all about the other 23.
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# ¿ Sep 25, 2021 04:26 |
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Teriyaki Koinku posted:So, I passed that early Conceptualization check where you try to make up a good name, but nothing seems to have come from it yet. I started forming a basis based on "liquor and orange flames" or something like that, but no concrete name yet. What gives? Talk with Call Me Manana once you've gotten into the container yard and back out again. A man like that knows a thing or two about naming yourself, and Inland Empire should give you a check to take it from there.
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# ¿ Oct 6, 2021 14:49 |
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dead gay comedy forums posted:it all depends on how you play it. Shivers and Inland Empire are definitely the two out there in that sense. I think Harry isn't so much psychic as he is liminal - in his current state he has a body that has experienced the past but a mind that has no memory of it. To someone like that, it makes sense to try to teleport, but also the people watching you "teleport" just tell you that you shut your eyes and moved really fast, and a lot of things that Harry does that he'd be tempted to narrate as "psychic powers" work the same way. They're things he was capable of doing before, but he lacks the understanding to explain how he does them. But! Never forget that you are on l'Insulide, or literally, "Wake Up", because before this world was pale, and the explorers on a doomed voyage into the pale did not know whether they were asleep or awake when the land boiled out of the pale and back into reality. The lookout called "wake up, wake up" because he thought he was dreaming, but everyone was wide awake. It may be there are things people are capable of doing, but most ordinary people cannot, because they cannot be in the mindset to do so. You can't see what's happening somewhere else because you know where you are and you're not that somewhere else. But what if you don't know where you are?
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# ¿ Dec 3, 2021 20:58 |
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Cpt_Obvious posted:lmao isn't this guy obsessed with a glorious history that never happened? Sort of? He talks up the Semenese Islands but he's a Revachol boy, born and raised and never left. AREA MAN HUGE FAN OF WHAT HE IMAGINES SEMENESE ISLANDS TO BE, basically.
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# ¿ Dec 20, 2021 19:33 |
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Tiocfaidh Yar Ma posted:Is there any way to recover a thought after forgetting it? It's weird with the ideologies and how they show up in conversation. Sometimes you have to have the actual thought available, sometimes you have to have it actually in your cabinet, sometimes just having enough communism points will do it. Forgetting a thought unfortunately takes it out of even being available to you. Honestly, while communism might ultimately pay off, I don't think there's enough time in the game for it to make up for its negatives.
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# ¿ Jan 14, 2022 14:39 |
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Ghost Leviathan posted:Been said there's potentially some commentary there. Oh yeah, there's some commentary there. COMMUNARDRY: a good long term investment. Maybe, maybe just barely not counterproductive if spun up to deal with an emergent crisis. HUSTLEGRIND: look, you COULD cultivate meaningful relationships with your fellow human beings, OR, you could get some skrilla, which could be spent on e.g. a pair of actually comfortable pants made by the pants scientists of a distant land ZE PRICE STABILITE: if the airships started dropping bombs, what could you do? What, really, could you do? Just take it on faith that they're good people who wouldn't do that and it'll help you be more stable and focused in your day-to-day. WELCOME TO REVACHOL: don't talk about what you actually want to happen, it'll just get you mad that it isn't happening as is patently right and just. Just get drunk and cultivate a more general meanness.
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# ¿ Jan 15, 2022 01:11 |
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Hieronymous Alloy posted:I wear this to work fairly often and *routinely* get compliments on it You're a pretty boring cop, but at least you have a fun necktie.
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# ¿ Jul 8, 2022 16:22 |
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Hey now. Flintlock pistols and a beautiful necktie.
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# ¿ Jul 25, 2022 01:36 |
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Zonko_T.M. posted:I want to do a bad cop run but I can't handle fully voiced Kim Kitsuragi being mad at me. Oddly enough I think you're getting the truth when Electrochemistry says it hasn't been compromised. The problem is that Electrochemistry's just like that with everyone.
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# ¿ Aug 5, 2022 14:14 |
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Wafflecopper posted:Signature skill is almost entirely irrelevant, it's a bit of a dud mechanic. IIRC it's just +1 to that skill and its cap, which is gently caress all. Put it in anything, it doesn't matter Signature Inland Empire will let you meet your good friend Horrific Necktie while putting only 3 in PSY, if for some reason you wanted to see a bunch of 4-passives in another stat at the start of the game.
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# ¿ Aug 9, 2022 16:08 |
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# ¿ Mar 29, 2024 08:03 |
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The Zombie Guy posted:I just rolled credits. Fuckin stellar. Given how long he's been self-medicating, the detective probably does need to start having his use of psychoactive substances clinically supervised.
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# ¿ Jan 24, 2024 09:49 |