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Dec 12th, 2017
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  1. - Yokoo, again, doing really well with the dark and quirky comedy. I lost it a bit when I saw the robots trying to re-enact Romeo and Juliet. "Pisseth off" indeed!
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  3. - Some pacing issues. I didn't really get attached to any of the characters because 2B dies too quickly for me to have any attachment.
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  5. - I didn't like 9S, at all. I thought he suffered from Nowe syndrome (DoD2) in that the narrative contorted itself badly in order to make him the centre of everything when it wasn't needed. He felt less like a character and more like a bunch of plot-required actions poured into a featureless mass and called a character. He didn't even have any real reaction to finding out that machine cores and Android black boxes were essentially the same.
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  7. - Wasn't keen on the repetition of character arcs. 9S and A2 essentially have the same development: betrayed by command, hating machines as a result, and developing out of it... And 9S's own character arcs were redundant. He hated machines, started to like them, then 2B died and he went straight back to hating them again.
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  9. - The philosophical aspects weren't very deep or well-explored. I felt like the fact that they were machines was superfluous, especially since their reactions to traumatic events and deaths were identical to that of humans. All I saw was regular human grief, so it wasn't very interesting.
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  11. - As an extension of this, some things could've been better handled. Adam dies, and Eve (who's not very in touch with his humanity, and processes things like a machine) responds in a way that's quintessentially human. Why not take advantage of Eve's machine logic and human appearance? Why not have him confused by Adam's death because of his inability to understand that death for humans is permanent, and have him try and "rebuild" Adam in the same way he'd rebuild a machine? I think it'd be far more appropriate with the core issues that the game tries to address if he just found Adam's dead body, sat down by it, and tried to rearrange his organs and repair the body like he would with any other machine. It's a very inhuman reaction, but driven by a human desire to have his brother back. It'd be both unsettling and sympathetic.
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  13. - Similar complaint about Pascal's reaction to his village. There's a theme of machines not learning from their failures in the same way humans can, so when his village dies and their cores are destroyed, have Pascal rebuild them. Except, since the "cores" are essentially their souls, they come back wrong every time, and Pascal doesn't understand why, so he keeps destroying them and rebuilding them to get them back to how they were. Because Pascal doesn't understand human death, he can't properly grieve and move on, and he's stuck in an endless repetitious cycle of trying to get his village back and not getting why he can't.
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  15. - Not enough creepiness! This is a Yokoo game, after all.
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  17. - Interesting setting. I loved the visuals, although they did feel a little desaturated at times.
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  19. - Route B was pointless. It did do a good job at showing exactly how distant 2B was with 9S, since you don't have that same connection to her via playing as her, but that just emphasised how little substance there was to 9S's relationship with her.
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  21. - Change the structure! In my opinion, it should've been:
  22. Route A: Culminates in Adam fight: Eve finds Adam where he died and spends the rest of the game trying to put him back together. This emphasises the inability of machines to understand death and highlights a fundamental difference between how humans process things and how machines do, while still making them relatable.
  23. Route B: Dealing with the slow, subtle takeover of the Bunker as part of a logic virus instead of it being instantaneous. This gives you more chance to get attached to the Bunker characters, like 6O and 21O. It also allows for some Classic Yokoo Creepiness as things get progressively weirder but players aren't sure why. You could also expand on the 2B and 9S bond here, with 9S finding out the truth and trying to convince a reluctant 2B of it.
  24. Also, maybe something like... Have 6O be more forward with 2B, and 2B is kind of into it, so she doesn't want to believe that it's because of a logic virus. It also makes the reasoning why they can't just get rid of the virus, either; it's more deeply entrenched because it's been there for so long.
  25. Route C: On Earth, playing as A2. Have 9S out of commission trying to cure 2B of the logic virus while A2 discovers the truth in the Tower instead. This lets A2 take the spotlight but also allows you to go through 2B's memories as 9S (to find out about her being 2E instead) and believe in their bond more, because they have more one-on-one interactions to showcase it.
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