Deadly premonition where is arnold




















Load times in Deadly Premonition 2 are apparently something the game thinks you should savor. Additionally, I also ran into several soft locks during my playthrough. Basically, what happens is randomly your buttons stop working. That first problem will really hurt you, though.

This means you have no choice except to load back to a checkpoint. The story and characters were the reason to play. However, what I will say is that I was glued to the TV throughout the game. Like a good book, the story is a page-turner. But, while the main story is a bit of a wild one, I can say one thing with absolute certainty; In his time in Le Carre, York has developed an obsession with bridges. Deadly Premonition 2 is a test of how much crap you can put up with for one of my favorite experiences in this generation of video games.

At some point, you have to ask yourself, is the crab really worth it? For me, the answer is a resounding yes. The game actually provides one of the best analogies I think of to describe itself. York is a student of cinema.

George: It's almost as if [Becky and Diane] died because of me York: You're out of your mind. York: Did you see that, Zach?! Clear as a crisp spring morning! I knew I could count on it. It never fails. That was one heck of a trope list. What do you need help on? Cancel X. Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts.

User Info: Onoderas. More topics from this board Danny Clarkson is close too, but most of the characters are either cartoonishly weird, or dead before they have any chance to do anything at all. They range from the one guy managing the entirety of a hotel on his own, but changes his outfit and accent depending on whether he's acting as the chef, concierge, or bellboy, to a bartender who only ever wears a cowboy hat and underwear.

Not even interesting underwear, just white briefs. Then there's the voodoo shop guy, who aside from being white and speaking in Shakespearean English is exactly what you think.

The foul-mouthed dwarf-person which I only mention because that aspect of him seems to exist in the game only to give him something unique who runs sightseeing fan boat tours. The old lady obsessed with bowling, and her bowling rituals ever since her husband died. Avery the very tall man the game describes as having a "child-like mind" which I know cannot possibly be the respectful term for someone like that. And the lady running the local rideshare service who is close to normal too, aside from her name, Raven Yahoo.

Apparently there's a grave keeper who I didn't realize existed until I saw his name in the credits, and I'll just say that after looking him up on YouTube, he isn't any more normal. Oh, and lest I forget, Houngan, the "skeletal gentleman" not actually a skeleton, but he has one painted on him who is some otherworldly being that speaks to York through obscure riddles.

Also he only ever appears in reflections. There's not really many more characters besides them. There's P. Clarkson, and the local sheriff Melvin, but P. Most of these characters are fine on their own, often funny, and entertaining in one way or another. I think the preacher's fetch quest was bad, but I'd be lying if I said the bit at the end where he made a little drum and starting playing music on it didn't make me laugh. The trouble is that a wacky cast of oddballs isn't enough to tell a compelling story.

At least not this story, or made by these people. This is pure speculation on my part, but I can't help but feel like this game was cut down to the bones compared to whatever the original conception of it was, and in doing so cut it down to just the wackiest ones. When I think about the cast of DP 1, I think about a bunch of characters who not only felt much more like real people, but were grieving for the loss of someone in the community.

A community that felt like it had actual history too, like those side quests from Keith where he would tell a story about something tragic in the town's history. Here the only history you get always revolves around the Clarksons running the town, and no one ever seems to care that much about the death of sixteen year old Lise Clarkson. And not in a "everyone secretly hated Lise" intentional sort of way.

Like, Emma Sanders, who was Lise's best friend. She's never seeing crying, or visibly upset in any way. That's never explored either, her role in the story is to teach York one skateboard trick so he can use a ramp to jump over a train car as opposed to getting the sheriff to help move the train car, which I didn't think of until York himself brought it up.

Once that's done, York can learn some more tricks from her, or have her repair the skateboard also, the board breaks as a part of the story, and the game makes you get to her without being able to use the skateboard, so good luck if you didn't preemptively turn on the fast travel point near her house.

But she's given no time, no space to be anything more, something that I feel like the best friend of the murder victim should have! Not that the first DP was perfect at all this stuff. Speaking with Anna Graham's mother was completely optional, but at least she was in tremendous grief if you did.

Most of the townsfolk and again, there was MORE of them to boot in Greenvale felt like they had been impacted in some way by Anna's death, and the ones that didn't were the cartoonish caricatures, like the couple that ran the gas station, or the old pot lady. Sure, it was cribbing a lot from Twin Peaks, but those mostly believable characters help string the game along until its own story picked up, and that was able to carry it along to the end.

Plus, even if they were optional scenes, DP 1 had moments where York went and just spent time with some of the others. Going to the diner with Emily, George and Thomas after a long day of investigating was a funny scene that helped bring a little more life to those characters, and flesh out how all their relationships were changing with each other.

How York was getting more accustomed to working with them, and them with his bizarre ways. I think that scene was optional, but I don't remember offhand. The original Deadly Premonition felt like it was building to something, and when it neared the end, it was a propelling force that couldn't be stopped. It had all this momentum built up, and it used it well.

DP 2 has none of that. Both because it jumps between the past and the present, and because both sides of the story feel like they're missing so much to better explain what's going on, it's just a mess. My feelings on the game's story really sank a lot in the last few hours of the game.

The whole tone of this blog would've been different if those last few hours had been better. I'm serious. The first moment DP 2 actually surprised me with its story was when, early on, Lise's killer her own mother was caught, and then immediately killed while in a holding cell at the sheriff department.

At the time I thought the game was going to be doing a lot with the story if that happened so soon, but again now I can't help but wonder if anything was cut. Anyway, this then leads to the introduction of other members of the Clarkson family, including Lise's father Danny, and grandfather P. I was really getting into it, thinking P.

This is where I started to feel some trepidation, but I've gone over all that stuff already. Anyway, the investigation continues, and I was again shocked at how fast things seemed to be going. Before I knew it, Professor R not so secretly another of P.

And after this, was where my thoughts about the game moving so fast started to coalesce into wondering if stuff was cut, and my enjoyment began to wane as the incest not only got mentioned, but was clearly going to be important as Professor R's daughter was the very same Patricia that had been accompanying York all this time.

The thing that really made me turn around, and lose interest in the story was when it turned out Melvin was in on the bad stuff going on. First off, DP 2 also pulling the "the sheriff was in on it" like the first game felt like doing the same shtick again in a bad way even if I'm sure most sheriffs in real life are bad for one reason or another, like all cops. But unlike DP 1 where it's pretty clear George is kind of an ass at best from the start, Melvin doesn't come off as anything but a lovable goof.

It felt rushed, and like a twist just for the sake of having a twist. Anyway, Melvin and his wife who never gets any dialog aside from saying "Red Tree" die, York saves Patricia or more accurately Melvin changes his mind and decides not to murder his adopted daughter , and hurricane Katrina comes in to "wash all the evidence away.

And the mention of Red Tree brings me to maybe the thing that irks me the most about the game's poor final hours. Granted, Melvin being involved in Professor's R plan her plan being to wipe out the Clarkson bloodline including herself and bring about some unclear Goddess of Fertility though really the plan later was for Patricia to survive and revitalize the bloodline maybe Patricia was the Goddess? I don't know was already a weak and bad twist, but it was the game's usage of another returning character that really just got to me.

Forrest Kaysen. The jolly sapling salesman who was actually some sort of demon, alien, it was never made clear. For most of DP 1 he was just comic relief who had a knack for showing up in all the right places at all the wrong times, but in the end his reveal as the ultimate evil behind everything, going back at least decades to the events from fifty years prior, worked. I had wondered what, if any role he would play in DP 2. He seemed to be pretty clearly dead at the end of DP 1, but that didn't preclude his appearance in the prequel portions of 2.

Now, before I get into his role in 2, I first want to go over what I, in retrospect, think are the two ways Kaysen could have had a role in this game, and had it work. The first, would be to hint at him, have little snippets here and there, but have that be that. At first, that's what DP 2 does. His dog, Willie appears in a much too long sequence where he leads York and Patricia around town, to various red trees before finding the true Red Tree.

This comes along with Patricia mentioning that a "Civil War general" planted a Red Tree in the town, which really got me wondering. Now, my other idea, would be if Kaysen was brought back in a greater role, they would need to go deep on Kaysen lore. Explain what exactly he is.

How long has he been spreading his evil trees? Does he control the trees, or do they control him? These sorts of deep lore reveals can often be bad, but those sorts of details can be intriguing too, when done right. After rescuing Patricia, the game jumps exclusively to the sequel portion. At this point a variety of things have happened here, and they continue to happen as the other FBI agent helps keep Aaliyah at bay while Zach leaves to go rescue Patricia from Avery and believe me I have more thoughts to share on that.

Now instead of just being a creep who plants trees in women's stomachs, he has the ability to grant Zach the power to become a giant tree man????? Some stuff happens, Aaliyah catches up, and Kaysen possesses her while York returns from the otherworld, and there's a boss fight where you have to shoot Kaysen while not shooting Aaliyah.

During this Kaysen floats and dances around in the air, which is a funny touch, the one part of all this that I liked. Anyway, York defeats Kaysen, he dies again, the game treats it like he's really dead this time, but he seemed really dead last time too! Then the game ends, Patricia makes some promise with Zach that rejuvenates him so he's no longer dying from cancer or a giant tree man , and everyone lives happily ever after.

Back to Kaysen. No explanation for any of that. How he survived, returned, what his goals are other than just causing chaos, I guess? That part is fine, I have no problems with him wanting to be evil just for the sake of being evil even if it's not exactly the best motivation , but no explanation for anything else?

Again, I would have been fine with that if he didn't make this sudden, end of game return as the true villain, but I just don't think the game can have it both ways. They either should have kept him to a minimum, or committed to him being a major, important part of this series and its lore, and gone into that in much more detail! So, back to Avery, which if you recall, the game describes as having a "child-like mind," despite him being an adult.

I'm not quite sure how to put this in words, but something about having a character with that sort of disability I really apologize if I'm saying the wrong thing, I'm also not sure where I'd look up to figure out the right way to describe him be one of the villains, in that way, and be a boss fight, it just didn't sit well with me. And last thing.



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