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Alan Stock

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    Games, Photography, Travelling, Films, Clubbing, Dog's bottoms.

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  1. Kotaku review not so positive: "Heck, for all their flaws, even Quantic Dream’s own Heavy Rain and Beyond: Two Souls were more engaging and experimental than this. Detroit feels blunted and conservative by comparison, just a collection of pretty faces with little to say." https://kotaku.com/detroit-become-human-the-kotaku-review-1826277408
  2. Although the story sounds much better than expected, I agree with Capwn that having the flowcharts shown by default really spoils things a bit. In games like the Zero Escape series, a flowchart makes sense as you need to play through the game multiple times to progress. Cage games are often accused of not having enough player choice - so the flowcharts solve that problem and prove that there are many different ways things can unfold. But the most effective moments in Cage games for me are those tense times when you're scared any action you take could have catastrophic consequences on the story. When you know how many plot "routes" there are, it lowers the tension and becomes more about experimentation and curiosity. Rather than being invested much in the story you're constantly reminded that you're just playing one strand of it. It's laid bare so you know how many "big choices" really matter. I'm not against the flowchart system in general, I think it's good to have as an option you can enable after a first playthrough if you don't want to waste time. But having it on from the start is a bad idea. As a side note on these kinds of games - I recently played Stein's Gate 0 which also features a branching storyline. However it's a visual novel and the "branch points" are very telegraphed. There is also no flowchart to look at. But in that game you feel invested in every branch of the story when you replay the game - because its a time travel story. In Stein's Gate, each "branch" is a separate timeline and they have an impact on each other. You know that each option you chose really "happened" to the characters - which gives your choices meaning even on multiple playthroughs. It's made me realise that branching storylines are much more effective when each playthrough "matters" - rather than the first one being impactful and then replaying out of curiosity. If you get a bad ending on the first playthrough of a Cage game, you kind of feel like you failed, even though you can go back and make different choices to "win".
  3. Eurogamer Review is out - no badges awarded "Clumsy yet effective robot-rights thriller" https://www.eurogamer.net/articles/2018-05-24-detroit-become-human-review-clumsy-yet-effective-robot-rights-thriller It's what I expected, disappointing, but I'll still probably pick it up at some point. I really like Cage games for the most part so I'm wondering if the reviews will be polarised. Once I get immersed only the most stupid Cageisms pull me out from the spell. PS I hate the marketing for this, I mean who the hell wants to play a game with these uncanny valley dead shells? I know they're robots but cmon man.
  4. Cheers for the recommendations for The Invisible Guest, I enjoyed it. For anyone that hasn't seen it, it's a crime drama where a guy has been setup for murder in a "locked room" scenario, but this is a misleading start as the film is mostly based around flashbacks leading up to the murder. What really happened? I guessed some of how it would turn out but it was still fun getting there. Requires concentration to watch as it moves very quickly and it's Spanish with subtitles, so not a great choice if you're zonked out. Definitely worth a watch if you like crime mysteries.
  5. Another good episode, and agreed it was a breath of fresh air for a change of scenery and pace.
  6. Alan Stock

    Best three films from this list of 15?

    It Follows is amazing. Train to Busan is a good laugh but iin UK its not available on Netflix, I bought it on the Amazon streaming service for a few quid. Fun but not essential. Would like to hear opinions on any of the others though, I have Creep in my list as I've heard that's quite good.
  7. That's a cool theory
  8. Alan Stock

    What Remains of Edith Finch

    I definitely get where sandman's coming from, I cringe at these kind of games too sometimes. Anyway everyone's entiled to their opinon and I'd rather hear those than an echo chamber of how great a game is. For me in Edith Finch the unexpected was what kept it interesting, and the imagination of many of the little scenes made me happy. I don't mind walking simulators as long as they have an immersive world. Compare this to Everyone's Gone to the Rapture - I really liked that, but Edith was much more fun. More emphasis on gameplay and ideas, less on walking/exploration.
  9. Yep back on form that episode. Good mysteries and mini arcs, great acting, memorable scenes.
  10. I probably need to watch their chat again. I thought they were talking about secrets and having leverage. As for current day android use, we don't have evidence yet because the flashbacks were in Westworlds infancy. Current events are like 30 years or more later. But I wouldn't be surprised if they don't bother exploring the impact of the tech on the outside world much, it could overcomplicate the story (haha). I'm guessing they just say Delos keeps it to themselves and like Jurassic Park you play that into corporate espionage etc.
  11. I spent a while explaining it before I realised my explanation was full of holes too! Basically in the parks, whenever a guest is shot at it should be non-lethal, regardless of who fires the shot. When a host is shot at it should be lethal regardless of who fires. But the virus seems to overrides this in the hosts only, as they recognise guests as hosts instead. At first you'd think that makes sense, just have the guns detect their target before deciding how to behave. But in theory to make this happen once we consider some of the situations we've seen, the guns would need two fire permissions. The gun needs to know both who is wielding it, and who it's aimed at before it can decide how it fires. So it's a bit handwavey and understandably confusing once you introduce the virus into the mix. There are plenty of outlier situations where you can question how the rules work. Not to mention explaining how the guns manage to change their shot impact in microseconds, depending on who is being shot at. Another interpretation of the scene at the start of the episode may mean the rules are different now though: If you break it down logically, then in fact the virus would have to affect the guns, not just the hosts. Just because a host sees a guest as a host, shouldn't change how the gun acts when it fires. They probably did the right thing by making it a bit obscure or you could nitpick holes in a lot of it. It's another time to suspend your disbelief.
  12. Yeah definitely curious how many parks they will introduce. To compare, in the original film I think they had Roman and Medieval worlds and maybe a Fantasy one too, it'll be interesting to see what they go with especially in later seasons. And with how things are going, what impact worlds with more primitive technology can bring to the table. Actually maybe there were clues in the opening sequence: the different types of guns the girl chooses from. One is a German Luger from WW2, that would be a very interesting development. The other guns I'm not sure, I'd have to rewatch it. Was there a cowboy pistol in there?
  13. Alan Stock

    Illustration Club

    Magic mallet is strangely hypnotic to stare at - I really like the mallet animation too, kind of.. soothing?

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