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DF Game Club: Kentucky Route Zero, Act II (part 2 + devchat)

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Dec 14th, 2013
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  1. (06:58:09 AM) Cheeseness: Whilst we wait to start, has anybody had a chance to check out The Entertainment?
  2. (06:58:33 AM) Syd: I saw it, but I haven't played it yet.
  3. (06:58:44 AM) jfrisby: Is there a link?
  4. (06:58:55 AM) Cheeseness: http://kentuckyroutezero.com/the-entertainment/
  5. (06:59:25 AM) Cheeseness: It's sort of a short stageplay where you observe the happenings as an actor with no lines
  6. (06:59:52 AM) jfrisby: Ooh, neat :D
  7. (06:59:55 AM) Cheeseness: I played it with the Rift and found it a really interesting experience
  8. (07:00:35 AM) Cheeseness: Although I did have a couple of points where dialogue disappeared when I looked at it (small bug, but I was able to peripherally read what was going on until it sorted itself out)
  9. (07:00:53 AM) Sven_Q45 [5084cdd2@hide-6C77D8AA.mibbit.com] entered the room.
  10. (07:00:59 AM) cc_jake: Cheeseness: ah yeah we've seen that come up occasionally. cool that you played it with the rift!
  11. (07:01:29 AM) jfrisby: Downloading it for later!
  12. (07:01:32 AM) Cheeseness: cc_jake: I've not come across that sort of presentation for anything else with Rift support (at least not on Linux)
  13. (07:01:34 AM) Sven_Q45: Hi.
  14. (07:01:38 AM) Cheeseness: Hey Sven_Q45
  15. (07:02:04 AM) Sven_Q45: Hi Cheeseness.
  16. (07:02:53 AM) Cheeseness: cc_jake: I love that you guys exhibited it with a physical setup. That was a pretty sweet move
  17. (07:03:23 AM) Syd: Okay, I'm going to start streaming in a moment. Apologies if I pause it randomly, but I'm kind of unwell at the moment and I may have to momentarily step away from the stream at some point.
  18. (07:03:34 AM) cc_jake: Cheeseness: ha thx, that was really fun+weird :)
  19. (07:03:35 AM) jfrisby: I've been playing Edna & Harvey: New Eyes, and Conspirocrazy (http://www.desura.com/games/conspirocracy), this week. Neat stuff. Edna & Harvey is a bit more violent than I'd imagined :D
  20. (07:03:41 AM) Cheeseness: It felt pretty linear when playing, but I think that the player controls more of the presentation than is obvious at first
  21. (07:03:52 AM) Cheeseness: Pause and play the stream if you don't see anything
  22. (07:04:03 AM) Cheeseness: Oh, in a moment :D
  23. (07:04:38 AM) Sven_Q45: Yes you can nearly do everything in Edna and Harvey.
  24. (07:04:41 AM) GameClubFan_057195 [5090d61e@hide-BF4D4B18.mibbit.com] entered the room.
  25. (07:04:54 AM) Cheeseness: Ah, there we go :)
  26. (07:05:14 AM) Cheeseness: So we've just gotten directions to get to Dr Truman (the museum)
  27. (07:05:18 AM) Beat [ae3d9ef3@hide-B64552F4.mibbit.com] entered the room.
  28. (07:05:19 AM) Cheeseness: But I think we'll explore around a bit first
  29. (07:05:19 AM) GameClubFan_621371 [62d7e26d@hide-50D287EE.mibbit.com] entered the room.
  30. (07:05:33 AM) GameClubFan_057195 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  31. (07:06:08 AM) Cheeseness: cc_jake: What kind of priority did you put on having the existing locations from the first Act change? Are we likely to see more stuff happening out here in Act III?
  32. (07:06:17 AM) GameClubFan_832349 [43e989dc@hide-6C77D8AA.mibbit.com] entered the room.
  33. (07:06:56 AM) cc_jake: Cheeseness: yeah there's quite a lot of new stuff out on the road, actually
  34. (07:06:58 AM) GameClubFan_832349: kentucky route zero more like poopy doo poopoo
  35. (07:07:04 AM) cc_jake: :)
  36. (07:07:41 AM) Cheeseness: cc_jake: Yeah, it was really nice to explore around and find new stuff
  37. (07:08:22 AM) Cheeseness: What inspired the mechanic for navigating underground? Was it a challenge to come up with something that was obtuse/puzzle like and at the same time interesting and accessible?
  38. (07:08:38 AM) Cheeseness: Also, I love the effect on the text here :D
  39. (07:09:00 AM) GameClubFan_832349 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  40. (07:09:12 AM) cc_jake: that was all Tamas, and yeah it was quite a challenge to hit that balance. the main idea we started with was to make the driving directions more "ritualistic" rather than spatial
  41. (07:09:49 AM) Cheeseness: And this whole sequence being presented as almost an interrogation between other people is really neat
  42. (07:11:08 AM) Cheeseness: I really like the "Go until you find some landmark that you're probably not going to recognise" thing. I've received directions like that at first, so they didn't feel out of the ordinary when they were given, but after driving around, it became apparent that it was something more surreal
  43. (07:11:24 AM) Cheeseness: received directions like that in real life^
  44. (07:14:01 AM) Cheeseness: Were these sets difficult to design with the structure occluding the camera?
  45. (07:15:07 AM) cc_jake: tamas does a lot of stuff like that, with props & structures silhouetting against the camera. it feels like a pretty theatrical technique to me. you can see it in the Bureau too, there are some stalactites in the foreground at certain moments
  46. (07:15:20 AM) Cheeseness: Yeah
  47. (07:15:40 AM) Cheeseness: There are some great angles in this act
  48. (07:15:43 AM) cc_jake: would be harder if we didn't have total control of the camera i think
  49. (07:15:46 AM) cc_jake: thx :)
  50. (07:16:07 AM) Cheeseness: Julian's reveal is pretty sweet
  51. (07:16:22 AM) GameClubFan_144951 [c15b803b@hide-BF4D4B18.mibbit.com] entered the room.
  52. (07:16:39 AM) Cheeseness: Who's idea was the bear floor at the Bureau?
  53. (07:17:56 AM) Cheeseness: Poor old Blue is even slower than Conway
  54. (07:18:22 AM) cc_jake: ha i don't remember exactly how the bears came up. our idea there was to have more of this inside/outside confusion & to show nature sort of re-purposing the office space
  55. (07:18:34 AM) GameClubFan_144951 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  56. (07:18:41 AM) GameClubFan_744104 [3ec2445d@hide-50D287EE.mibbit.com] entered the room.
  57. (07:18:56 AM) Cheeseness: Nice. Mim and I are a bit bear crazy and got pretty excited :D
  58. (07:19:05 AM) cc_jake: nice!
  59. (07:19:16 AM) GameClubFan_744104 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  60. (07:19:16 AM) cc_jake: what does it mean to be "bear crazy"?
  61. (07:19:22 AM) Sven_Q45: Nice rain.
  62. (07:19:41 AM) Fhqwhcow: I seriously need to hire someone to play this game while I try to fall asleep
  63. (07:19:52 AM) Cheeseness: Unreasonably excited by bears, I think ^_^
  64. (07:20:00 AM) cc_jake: haha
  65. (07:20:14 AM) Cheeseness: We have a picture book we're writing/drawing which has bears in it. That's probably fueling the obsession :D
  66. (07:20:19 AM) cc_jake: oh cool
  67. (07:20:36 AM) Cheeseness: Fhqwhcow: I know, right.
  68. (07:20:58 AM) Cheeseness: cc_jake: Where are the ambient sounds sourced? Do you guys record your own stuff or use existing resources?
  69. (07:21:20 AM) Cheeseness: Ooher, I don't think I went past Ezra first time I played
  70. (07:21:56 AM) cc_jake: in act 1 the sound was a mix of both, mostly stuff sourced from freesound.org and random youtube videos. i did the sound design for that episode. for act 2 and now 3 it's all ben babbitt which has been really great
  71. (07:22:08 AM) cc_jake: he does a lot of field recording & foley stuff himself so the sounds are all original
  72. (07:22:21 AM) cc_jake: and makes weird sounds on his synthesizer for some things :)
  73. (07:22:28 AM) cc_jake: i think it adds a lot to have all that handcrafted
  74. (07:22:58 AM) Beat: is the text supposed to be shaking like that? I dont recall that happening for me
  75. (07:23:04 AM) Cheeseness: Definitely. That said, Act 1's soundscape was still pretty good - it's somethign everybody seems to comment on
  76. (07:23:08 AM) cc_jake: ya it's got a sort of wavery effect on it
  77. (07:23:09 AM) Fhqwhcow: the "soundtrack" of the game is really amazing
  78. (07:23:31 AM) Cheeseness: Beat: Yeah, it's sort of a staticky vertical scan thing
  79. (07:23:45 AM) Cheeseness: Speaking of which, are there plans for a soundtrack?
  80. (07:24:05 AM) yama: I thought there were soundtracks out already. :o
  81. (07:24:27 AM) cc_jake: ya the soundtrack is bundled with the game & on ben's site - http://benbabbitt.bandcamp.com/
  82. (07:24:47 AM) Cheeseness: Oh whoops. I can't believe I didn't notice >_<
  83. (07:24:55 AM) GameClubFan_196505 [18d4b872@hide-BF4D4B18.mibbit.com] entered the room.
  84. (07:25:08 AM) Cheeseness: This bit is great
  85. (07:25:10 AM) Cheeseness: Yoink
  86. (07:25:10 AM) yama: Ahah. Yeah, I noticed that. I thought it was a mistake when I found the soundtracks in the Steam folder.
  87. (07:25:32 AM) Cheeseness: How much more alive does this make the map feel?
  88. (07:25:48 AM) Cheeseness: It's fantastic
  89. (07:26:16 AM) yama: I need to make time for another playthrough of the game. There's so much more I never explored on my one playthrough.
  90. (07:26:53 AM) Beat: i always rush through this part of the game because im so excited for the forest >.<
  91. (07:27:01 AM) Cheeseness: cc_jake: How do you guys go about balancing text vs 3d scenes? Act 2 doesn't seem to have as many seemingly extraneous non-text locations (like the airplane or the crash site)
  92. (07:27:47 AM) Cheeseness: The forest is amazingly presented.
  93. (07:27:49 AM) Cheeseness: I wish I had more critical stuff to say. I feel like I'm gushing a bit :D
  94. (07:27:55 AM) cc_jake: aw ;)
  95. (07:28:05 AM) cc_jake: ya there's one of those what we call visual vignettes underground too
  96. (07:28:28 AM) cc_jake: we kind of just set a number for each act of how many of those we want to do, there's not really any other logic to it
  97. (07:28:37 AM) cc_jake: and we have a big list of ideas for them, most of which will probably never happen haha
  98. (07:28:39 AM) Cheeseness: Yeah, we found that last session (I didn't spot it on my first playthrough) and recognised it as the portion of the underground that we saw from Act 1
  99. (07:28:45 AM) cc_jake: nice!
  100. (07:29:13 AM) Cheeseness: This confusion of positive/negative space is great
  101. (07:29:53 AM) yama: Haha. This forest messes with my eyes. I don't know just what I'm seeing. ^^:
  102. (07:29:56 AM) Cheeseness: How are you achieving that? I'm having trouble working out how it's done.
  103. (07:30:12 AM) Beat: it seems to me that its meant to be like painting The Blank Check was that on purpose?
  104. (07:30:16 AM) cc_jake: ya exactly!
  105. (07:30:56 AM) cc_jake: it's a weird hack with the depth of objects. you can kind of lie to the graphics card about how deep something is in the scene, so things occlude each other that really wouldn't
  106. (07:31:11 AM) Cheeseness: I love the way that we're able to experience Ezra's energy here whilst Shanon's, Conway's and Blue's weariness is still evident
  107. (07:31:53 AM) Beat: this part gets me. love how the dialogue with the dog corresponds afterward
  108. (07:34:11 AM) yama: Seeing someone else play the game is a whole 'nother experience because the dialogs aren't what I remember.
  109. (07:34:20 AM) Cheeseness: cc_jake: How much of the story did you have fleshed out before you went to Kickstarter? It seems like most of the main characters we've come across were in the pitch video for that (with the exception of Shannon?)
  110. (07:34:55 AM) Cheeseness: The lack of walls here is geat too
  111. (07:34:58 AM) Cheeseness: great^
  112. (07:35:20 AM) cc_jake: Cheeseness: we had an outline basically -- a lot of the characters have changed quite a bit, shannon is a lot more central than we thought she'd be originally
  113. (07:35:49 AM) Cheeseness: Pretty excited to see Junebug :D
  114. (07:35:51 AM) cc_jake: we try to keep a balance between having stuff planned and leaving it open to experimentation, still something we're feeling out!
  115. (07:36:49 AM) Cheeseness: Do you see KR0 as Conway's story or Conway's intersection with others' stories?
  116. (07:37:14 AM) yama: It seems Conway would be quite lost without Shannon...
  117. (07:37:23 AM) cc_jake: ya definitely
  118. (07:37:23 AM) Cheeseness: Bit of a short session this week, but we can keep chatting :)
  119. (07:37:29 AM) cc_jake: i think it's both
  120. (07:37:32 AM) cc_jake: sure!
  121. (07:37:32 AM) Syd: Yeah, this week was a touch on the short side
  122. (07:37:35 AM) flesk [flesk@hide-1E215ADA.getinternet.no] entered the room.
  123. (07:37:36 AM) Sven_Q45: Thatwas short.
  124. (07:37:40 AM) cc_jake: ha yeah
  125. (07:37:53 AM) Syd: I also don't get much of a chance to chat while I'm streaming. :P
  126. (07:37:56 AM) Fhqwhcow: well flesk joined just at the right moment
  127. (07:38:07 AM) Cheeseness: The KR0 acts seem to be just too long for one session and a little light for two. It's still good though :D
  128. (07:38:18 AM) cc_jake: ah interesting
  129. (07:38:22 AM) Syd: Anyway, I love the forest part at the end, the way background objects appeared and disappeared with the parallax scrolling
  130. (07:38:50 AM) flesk: I was sort of here from my phone.
  131. (07:38:57 AM) cc_jake: thx! parallax became a pretty pervasive metaphor throughout act 2
  132. (07:38:59 AM) flesk: fleskesvor is me too.
  133. (07:39:35 AM) cc_jake: there's a slideshow in the bureau in the conference room, all about parallax, with some diagrams of its use to measure the distance between stars & etc
  134. (07:39:36 AM) flesk: I didn't catch the stream, but I've played through both acts.
  135. (07:39:43 AM) Syd: I had seen an article about parallax scrolling in Act 2. I'm sure someone still has the link to it...
  136. (07:39:51 AM) Cheeseness: My mind was blown a bit when I first saw it. I was thinking maybe it was stuff rendered in a different buffer projected onto specific geometry to give that effect at first, but I think that'd have been awfully difficult to make look as good as it does
  137. (07:39:58 AM) Beat: oh wow i didnt make that connection until now so cool
  138. (07:40:07 AM) Sven_Q45: @flesk You are here TWICE? :D
  139. (07:40:56 AM) Syd: I think this is the article I was thinking of http://superlevel.de/spiele/indie-spiele/kentucky-fried-zero-act-2-english-edition/
  140. (07:42:00 AM) cc_jake: ah yeah, magnus! he is really exhaustive in his research, so wild for us to see the stuff he writes about the game
  141. (07:42:22 AM) cc_jake: well i should get back to it. thanks so much for having me y'all!
  142. (07:42:32 AM) Syd: Thanks for coming, cc_jake!
  143. (07:42:34 AM) yama: Thanks for coming, cc_jake. :D
  144. (07:42:35 AM) Cheeseness: Thanks for joining us again! Can't wait for Act III :D
  145. (07:42:39 AM) yama: Thanks for such a fantastic game. :D
  146. (07:42:40 AM) Beat: thank you very much!
  147. (07:42:42 AM) cc_jake: :)
  148. (07:42:50 AM) Cheeseness: Our best to Tamas and Ben :)
  149. (07:43:12 AM) cc_jake: will pass it on :) cya
  150. (07:43:12 AM) cc_jake left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  151. (07:43:37 AM) Cheeseness: yama: What you were saying before about seeing the game differently when somebody else plays it is one of the really interesting things about the game, I find
  152. (07:44:03 AM) Syd: Sorry this one was a little short. I wasn't exactly sure how much time what was left would take up.
  153. (07:44:12 AM) yama: Ahah. I'm pretty much at a loss for words for this game. It's so minimalistic but so full of stuff and magic. o_o
  154. (07:44:14 AM) Cheeseness: When I've replayed Act 1, I've found it difficult to select different dialogue options unless I'm consciously trying to do something different
  155. (07:44:22 AM) Cheeseness: It's cool, Syd
  156. (07:44:33 AM) GameClubFan_196505: GOTY
  157. (07:44:37 AM) flesk: Sven: Yeah, both from my computer and my phone.
  158. (07:44:39 AM) Cheeseness: Thanks heaps for streaming
  159. (07:44:45 AM) Syd: You seem to come up with your own ideas of who these characters are, and it's hard to stray from those personalities you've set for them
  160. (07:44:46 AM) GameClubFan_196505 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  161. (07:44:47 AM) yama: Cheeseness, that's what I'm thinking, too. It's really hard for me to make other choices.
  162. (07:45:00 AM) Cheeseness: Syd: Exactly
  163. (07:45:01 AM) yama: Syd, yes, exactly.
  164. (07:45:02 AM) flesk: I had to step away from my computer for a while, so I joined from my phone too.
  165. (07:45:31 AM) Cheeseness: I wonder whether the 5 acts will stick to a typical 5 act dramatic structure in terms of tone and pacing
  166. (07:45:34 AM) yama: That's one reason for why I'm scared to play it again. What if I change their personalities entirely?
  167. (07:45:40 AM) Cheeseness: Or whether they're just taking things as they come
  168. (07:45:51 AM) flesk: I forgot to ask: Is there an official ETA on Act III?
  169. (07:45:53 AM) Permafry_42 [46469094@hide-BF4D4B18.mibbit.com] entered the room.
  170. flesk fleskesvor
  171. (07:46:11 AM) flesk: Feeling better Syd?
  172. (07:46:11 AM) Permafry_42: hey guys did I miss the stream?
  173. (07:46:12 AM) Syd: They're working hard on Act 3 at the moment. I don't think there's a set date but I don't think it's too far away.
  174. (07:46:23 AM) Cheeseness: flesk: I forgot to ask too, but when I reached out to Jake to ask if they'd be interested in joining again, he said that he wasn't certain they could make it because they were crunching pretty hard on Act III
  175. (07:46:24 AM) flesk: Ok, thanks. Looking forward to it.
  176. (07:46:26 AM) Syd: I'm feeling a bit better. KR0 is very relaxing. :)
  177. (07:46:28 AM) GameClubFan_621371 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  178. (07:46:35 AM) Cheeseness: Yeah :D
  179. (07:46:39 AM) flesk: Glad to hear that, Syd.
  180. (07:47:12 AM) Cheeseness: Gosh what a great game. I don't know of anything like it.
  181. (07:47:23 AM) Sven_Q45: @flesk Aha. I don´t have such a phone. :D
  182. (07:47:29 AM) Cheeseness: I find I have a lot of trouble pitching/explaining it to people who're curious about whether they'd like it or not though
  183. (07:47:39 AM) flesk: That's great, Cheese. Looking forward to seeing where the story goes from here.
  184. (07:47:47 AM) Syd: I love the way KR0 slips effortlessly from a fairly realistic setting to something surreal and dream-like.
  185. (07:47:57 AM) flesk: Sven: It's a pretty standard Android phone.
  186. (07:48:08 AM) Fhqwhcow left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  187. (07:48:35 AM) Sven_Q45: Mine is a bit older than a smart phone. ;)
  188. (07:48:40 AM) Cheeseness: I don't even have a phone ^_^
  189. (07:49:05 AM) yama: How can someone not have a phone? :o
  190. (07:49:22 AM) Cheeseness: Oh, I have a landline, but I rarely use it
  191. (07:49:44 AM) yama: Ah. All right. :D
  192. (07:49:52 AM) Beat left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  193. (07:50:01 AM) Sven_Q45: And I thought I´m old fashioned. :D
  194. (07:50:02 AM) Sven_Q45: +
  195. (07:50:03 AM) Syd: I have a basic pay-as-you-go cell phone for when I'm out. While a smartphone would be nice just to have internet access on the go, I don't think I'd use it enough to justify the costs.
  196. (07:50:07 AM) Cheeseness: BikerM16 has put together a tool for playing back archived streams and chat logs together if anybody's interested in having a peek http://www.doublefine.com/forums/viewthread/11250/
  197. (07:50:21 AM) yama: I have a hard time recommending KR0 to people because what if they don't "get" it and end up hating it? ;_;
  198. (07:50:26 AM) flesk: I don't think I've had a landline for 10 years.
  199. (07:50:41 AM) Cheeseness: I had a mobile phone when I was traveling overseas for emergencies, but now that I'm not doing that so much, I don't need one
  200. (07:50:46 AM) Sven_Q45: No landline? :O
  201. (07:51:04 AM) Cheeseness: yama: Even worse, what if they play it with the wrong expectations and end up hating it? ;_;
  202. (07:51:10 AM) flesk: Yeah, the internet is what I'm most frequently using my phone for.
  203. (07:51:12 AM) Cheeseness: If you don't explain it^
  204. (07:51:39 AM) yama: That would be quite bad, too.
  205. (07:51:50 AM) flesk: Data traffic doesn't cost a lot here, but it probably varies a lot between countries.
  206. (07:52:02 AM) yama: But if there are no words to explain what the game is, what can I then do?
  207. (07:52:11 AM) Cheeseness: I didn't comment on it during the stream, but I love the way the game's minimalism is so pervasive throughout
  208. (07:52:53 AM) flesk: yama: As long as they're proficient enough with adventures to get through the story, I think a lot of people might enjoy the atmosphere of the game.
  209. (07:53:08 AM) flesk: And it's not so difficult to "beat" as far as adventures go.
  210. (07:53:13 AM) Cheeseness: And rather than doing a lot of complex stuff, they usually put one or two fairly simple techniques together to create something evocative
  211. (07:53:40 AM) Cheeseness: Like the security camera angles and the fuzzy text in the museum
  212. (07:53:46 AM) yama: flesk, I still think many would have a hard time playing the game because there's not as much handholding.
  213. (07:54:05 AM) Cheeseness: Or Julian's single flying animation in the map view that appears so much more dynamic thanks to camera movement
  214. (07:54:10 AM) yama: It could potentially lead to people being frustrated with the game and think badly of it.
  215. (07:54:36 AM) Syd: The only part I can really think of someone getting stuck is the driving sections, and if you meander around enough, you have the option to skip to your destination.
  216. (07:55:00 AM) Cheeseness: Yeah
  217. (07:55:08 AM) Cheeseness: The game itself is pretty linear. It's not that hard to follow.
  218. (07:55:17 AM) flesk: Cheese: Yeah, I also need to be available, so that also justifies having a mobile phone for me.
  219. (07:55:31 AM) Cheeseness: It's the user controlled narrative that provides a customisable experience
  220. (07:55:31 AM) Syd: And meandering around can be a good thing. There's lots of stuff you'll miss if you just go straight for whatever your objective is
  221. (07:55:52 AM) Cheeseness: I really, really enjoy not being contactable when I'm out
  222. (07:56:13 AM) yama: Yeah, I'm sure I somehow got more than an hour of playtime on my playthrough of Act II. Somehow. >.>
  223. (07:56:37 AM) flesk: Maybe suggest they watch some videos of it to see if it's something they might like?
  224. (07:56:38 AM) Cheeseness: We just did 1.5 hours' worth
  225. (07:56:42 AM) Syd: I think both sessions for act 2 added up to at least 1.5 hours long. I did a lot of exploring on the Zero.
  226. flesk fleskesvor
  227. (07:57:16 AM) Cheeseness: flesk: Does that spoil the game a little though? I went into it without knowing anything and it was a super nice surprise
  228. (07:57:44 AM) Syd: If there's a trailer for it, it should be good enough.
  229. (07:57:48 AM) yama: Best way to approach the game is with no expectactions whatsoever and an open mind. :D
  230. (07:58:09 AM) Syd: Just give them a taste of the art style and atmosphere. If they find what they see interesting, then they'll probably enjoy it.
  231. (07:58:19 AM) yama: Seeing the homepage was enough for me to buy the game. Haha. :D
  232. (07:58:25 AM) Permafry_42 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  233. (07:58:26 AM) Cheeseness: I really love the work that these guys do. They aren't afraid to experiment and be abstract.
  234. (07:58:44 AM) yama: I'm so glad there are people making things like these. ;_;
  235. (07:58:48 AM) Cheeseness: I'd be terrified about people "not getting" the game, but they seem totally fearless in that regard and I think their work is more compelling for it
  236. (07:59:17 AM) Syd: When I saw a screenshot of opening scene of the first act at Equus Oils, I was already quite interested in checking it out.
  237. (07:59:36 AM) yama: Yeah. :D
  238. (07:59:37 AM) Cheeseness: Yeah, the visual style is really attractive. I think that's what caught my eye to begin with
  239. (07:59:41 AM) Cheeseness: But that doesn't tell you much about the game
  240. (07:59:45 AM) yama: It's just something I've never seen before.
  241. (07:59:50 AM) Syd: I actually thought the game was 2D at first, until I saw it in motion.
  242. (08:00:06 AM) yama: Hahah. Me too. I'm sure I mentioned that last time as well. ^^
  243. (08:00:30 AM) Cheeseness: Oh oh, yama, did you see my finished fan art of The Cave?
  244. (08:00:41 AM) yama: Cheeseness, yeah, it looks great! :D
  245. (08:00:48 AM) Cheeseness: Thanks ^_^
  246. (08:00:51 AM) yama: I saw it tweeted and retweeted. :D
  247. (08:01:08 AM) Cheeseness: Ha ha, I forgot (or didn't know) you were on Twitter :D
  248. (08:01:48 AM) yama: Ooh. I'm following you but you're not following me. :o
  249. (08:01:58 AM) yama: https://twitter.com/takarayama
  250. (08:01:58 AM) Syd: I lurk twitter a lot, but almost never actually make any tweets myself.
  251. (08:02:05 AM) Cheeseness: Let me fix that
  252. (08:02:30 AM) flesk: Cheese: Yeah, that might spoil too much. That's a really nice thing about demos like the Stanley Parable one.
  253. (08:03:47 AM) Syd: The Stanley Parable demo was great. Gives you a good idea of what the game is like, but spoils absolutely nothing.
  254. (08:05:39 AM) Cheeseness: What do you guys think, is KR0 Conway's story or Conway's moving through others' stories?
  255. (08:05:59 AM) Cheeseness: I feel like it's the latter on the surface, but the former on a more abstract level
  256. (08:07:23 AM) yama: I feel that Conway's story and goal drives the overarching story but we get to experience others' stories along the way.
  257. (08:07:49 AM) Syd: I think it's kind of both. It's sort of a collection of stories, though it does focus a bit more on Conway since he's usually who the player is controlling.
  258. (08:07:50 AM) yama: It's hard to put into words really what's what.
  259. (08:07:56 AM) Cheeseness: heh
  260. (08:08:38 AM) Cheeseness: I hope that we get to the end and Conway realises that he doesn't need to make his delivery and realises that he's whole and complete without it
  261. (08:08:46 AM) yama: It makes me wonder if Conway, Shannon, Ezra, and Julian will all be in Act III.
  262. (08:08:59 AM) Cheeseness: Or if they're all the same person ^_^
  263. (08:09:45 AM) Cheeseness: I feel like there are so many possibilities and interpretations. It'll be interesting to see what's explicitly resolved and what's left open
  264. (08:10:04 AM) Syd: Seems possible that they might try looking for Ezra's parents.
  265. (08:10:10 AM) Cheeseness: I can't help but feel attached to all the characters we've come across
  266. (08:10:16 AM) Cheeseness: That's possible
  267. (08:10:25 AM) yama: What if the ending is left so vague that everyone playing the game will end up having a different interpretation of it? :o
  268. (08:10:33 AM) Babar left the room (quit: Ping timeout: 184 seconds).
  269. (08:10:37 AM) Cheeseness: yama: I hope that's the case ^_^
  270. (08:10:40 AM) Cheeseness: I often find myself wondering if Conway is delivering himself
  271. (08:10:42 AM) Syd: I wouldn't really be surprised if it had an ending like that. :P
  272. (08:11:04 AM) yama: So far I feel that the game is what the player makes of it.
  273. (08:11:21 AM) GameClubFan_508034 [1801bda9@hide-B64552F4.mibbit.com] entered the room.
  274. (08:11:27 AM) GameClubFan_508034 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  275. (08:11:42 AM) Cheeseness: I think I agree
  276. (08:11:48 AM) yama: And as I said in the session for Act I, I keep wondering how much is pre-determined and how much is really affected by the player. It's so hard to tell...
  277. (08:11:49 AM) Cheeseness: And I think that's intentional
  278. (08:12:28 AM) Cheeseness: I love that the decisions you make seem to influence what things mean rather than what things happen
  279. (08:13:00 AM) yama: I'm a super huge fan of how the dialogs are handled. I'm used to exhausting dialog trees in adventure games but here I only get to pick one thing to say and that's that.
  280. (08:13:23 AM) yama: It's like in real life when you talk to people. :D
  281. (08:13:43 AM) yama: All the things you could've said and done but you only get one try.
  282. (08:13:58 AM) flesk: Oh, I didn't know Double Fine had games on Desura until now.
  283. flesk fleskesvor
  284. (08:14:16 AM) Cheeseness: It's pretty recent, flesk
  285. (08:15:52 AM) Cheeseness: Have you had a chance to check out The Entertainment yet Syd?
  286. (08:16:46 AM) Syd: Not yet. I'll take a look at it soon, though.
  287. (08:20:56 AM) Cheeseness: Should have the new thread up in a bit
  288. (08:21:08 AM) yama: What game's up next? :o
  289. (08:21:38 AM) Sven_Q45: re
  290. (08:21:42 AM) Syd: Costume Quest's DLC
  291. (08:21:46 AM) Syd: Grubbins on Ice
  292. (08:22:13 AM) Syd: Some various DFers have voiced interest in joining us again for that. :)
  293. (08:22:14 AM) yama: Oooh!
  294. (08:22:47 AM) Syd: I don't think we have any direct confirmations yet, though. We'll have to see.
  295. (08:22:57 AM) yama: I'll be away all day but I might make it home just in time for that session.
  296. (08:23:17 AM) Sven_Q45: Did anyone watched the google hangouts this month?
  297. (08:23:30 AM) yama: Let's hope that the trains will run on time! >.<
  298. (08:23:32 AM) Cheeseness: Which?
  299. (08:23:50 AM) Sven_Q45: With Odedd Sharon.
  300. (08:28:12 AM) Syd: I gotta head out. I'll see you all around. :)
  301. (08:28:18 AM) Cheeseness: Thanks again Syd :)
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