All the criticisms you may have heard about this game? They are all true. But I still like this game, because it has personality and heart. And it is absolutely playable unlike what others may say. I'll sum up the problems for you. A decent amount of the content that is necessary to get through to see the end plays like a visual novel. You do basically nothing except progress the dialogue. The premise lets you assume this is a detective story, but there is very little actual police work. And what's actually there is just implausible to say the least. Instead everyone is just goofing around. The protagonist York doesn't really work with the local police and there is only one contact: The Sherrif, who is just incompetent. They try to handwave this away by acknowledging it later on as they do with other things, but that doesn't excuse the sloppy job they did with the worldbuilding. There is no trail of evidence, no logical progression to the plot. York gets an oracle from a voodoo man named Houngan periodically, which only he can see and who has no bearing on the story or gets explored even to a minor degree. York doesn't do anything on his own, he just follows the plot devices and then stuff happens off-screen or is claimed after the fact. There is an overreliance of info dumps and deus ex machina, gigantic leaps in the conclusions they draw and it all feels like a complete mess. Not to mention the tonal breakouts. This game gets gratuitously violent and f-ed up, yo. I know it's called Deadly Premonition, but I could do without some of those revelations. So you can just give up figuring this out and just enjoy the vibes. In the open game world you have a lot of space to move around, but it's pretty much empty. There are only a few points of interest but the world is ridiculously spacious and almost devoid of life or activity. The lack of auditive variety fuels that. There is no background noise, very few sound effects and music tracks. And it's always sunny in Le Carre. No rain or wind or anything to enhance the atmosphere. While there are houses and people or an occasional car, you can't interact with anything. The map is scattered with insignificant items that are hard to spot and that you can use for crafting, some variant of your hidden packages, animals like dogs, squirrels and aligators you can shoot, but there is no real point in dealing with any of that. It doesn't feel rewarding, because there is an unending amount of them. You can drive around with your skateboard and learn some tricks later, which is kinda fun but the controls feel unresponsive and the physics are not great. Also, while you roam around, you will see how messy the geometry of this map is and that many things don't connect. The road leading to the bridge has holes on the side, trees and signs not touching the ground and so on. The other playable parts, that are not open world, are the dungeons and they are just weak. They all look the same, have the same audio and the blandest level design possible. You get so many items, that you don't need to explore other rooms. Just rush through to the end, defeat a couple of enemies linked to the road block and ignore everything else. There are not even a handful of boss fights and they are very samy and uninvolving. When you solely focus on the main quest, you will find that there is very little actual plot. I was expecting this game to be twice its length. You can finish this story within 10 or so in-game days, but the game wants you to waste your time doing meaningless busywork and do everything hundreds of times until you've been there a whole year. The passage of time is very slow and the monetary values are not as inflated. I like that, but there is no justification for this story to have this dumbfounding amount of slog. Everything you do gets tracked. Not only doing quests and killing enemies, but also getting hit by a car, dying, shaving, skipping stones, buying stuff, selling stuff, upgrading stuff, collecting stuff, getting drunk and then fulfill quests, getting stinky and then kill enemies... and you need to do all that an absurd number of times to truly complete this game. Deadly Premonition 2 does not respect your time and the pacing is just about the worst in the business. So why am I still recommending this game? I don't know... Because Swery, I guess. The playability is high enough. Maybe it feels a little off-the-shelf, but it's modern and functional. The bugs are few and far between. The visual style and the lighting are really well done, I think and the direction of the cutscenes is pretty decent. Some characters are unnecessarily quirky, which some find irritating. I believe that goes back to the developers being Japanese. They have this very common shtick in their culture where they put a normal person and an unreasonable or crazy person next to each other talking and that is how they create comedy most of the time. Also, in this case it allows the camera and editing work to be more extravagant. Apart from being a little too eccentric, the characters are pretty well designed and acted in my opinion. The writing is actually good as long as it's about nothing. All that slice of life stuff is charming. This may be difficult to relate to, but for someone living in Europe all those vibes from the setting and the talk about Cajun and Creole culture and cuisine really tickle my fancy. As for many other Japanese media, this game gets annoying at times. Making you run behind a dog for a real life hour and stuff. I've seen it often enough to understand that they find it amusing to play with someone impatient. It's a cultural thing and many will not understand or appreciate it. I was enjoying myself quite a bit in the first half when I was actually interested in discovering what this game has to offer. After I saw the full potential and was getting weary with the side stuff I pushed onwards, only to find out how the story collapsed in on itself. It felt really disconnected and rushed at the end and didn't make much sense. I appreciate how they tried to tie everything up at least emotionally, but I was not ready for this game to end. Looking back I saw only the slog I had not finished. Doing it half- or wholeheartedly would not provide more fun or give me a greater sense of closure, it would only waste more of my time so I had to draw the line. I was seeing all those problems I've mentioned very early on but I put up with them. I may grew tired of it here and there but overall it didn't bother me too much. This is not my first Swery game and not my last.
Read more