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The Exploration Aspect Of The Game Is Well DoneBy Expert Author: Jennefiy
Navigation isn’t much better either, with a minimap that proves useless unless the location you’re looking for is within immediate proximity (very unlikely in a rural town), and a map screen that for some reason refuses to zoom out enough to be of any use at all. You’re also unable to set manual waypoints, making any attempt to veer away from the narrative line almost more trouble than it’s worth.dpscreenshot04The narrative line will prove familiar to anyone who’s played Alan Wake, or has watched a TV serial in the last few years. Deadly Premonition’s story is broken down into seven episodes, with each episode containing a number of different chapters within it.
Each episode starts off with a ‘previously on…’ segment, which sums up the progress of York’s investigation so far and, new to the Director’s Cut, some episodes are book-ended by brief sequences outside of the main story itself, the significance of which is revealed towards the end of the game. Unfortunately for Deadly Premonition, though, the acting within the game is reminiscent of a poor daytime TV soap, with both the physical and voice acting coming across badly. Character models seemingly have only a couple of pre-assigned reaction animations, most of which are overdone, such as York’s psychotic ‘happy’ smile or Emily, the Deputy Sheriff, throwing her hands in the air melodramatically at every opportunity. Often, you’ll find that the movements don’t fit the mood of what’s actually happening or the emotion that they’re trying to convey.
Similarly, the voice acting is incredibly wooden, and most lines sound as if they’re delivered in isolation, unrelated to the conversations that are going on around them.Thankfully, the gameplay in Deadly Premonition holds up much better than the aesthetics, even if it does get a little repetitive by the end. The game is broken up in an almost halfway split between two different genres of game, that of an adventure/detective game, and that of a survival horror. Half of your time is spent exploring the town of Greenvale and talking to its inhabitants, and the other half will see York battling his way through twisted versions of the town’s locales (such as the Hospital and the Art Museum) fighting against creepy humanoid monsters.
The exploration aspect of the game is well-done, as Greenvale operates on a 24-hour clock that runs at an approximate speed of 300% faster than real-time, with a 24-hour day taking about 8 hours. Similar to Majora’s Mask, people within Greenvale operate on their own schedule, meaning that they move around town of their own volition. Many of your objectives will revolve around being in a specific place between certain times, such as meeting someone in a diner during opening hours, or holding a meeting in the Community Center whilst the town’s populace are still there. Using this method gives definite encouragement in driving York’s story forward, and it goes a long way towards making Greenvale feel like a living, breathing community.
The combat sections in Deadly Premonition are similarly well-done, even if they aren’t that different from what we’ve seen before. Players will aim with the L1 button, and fire with the R1 button, although York can be made to lock-on to a fifa 14 coins target by holding R2 (which is never really necessary). The handgun that the game provides you with at the start is fairly weak, but comes with infinite ammo, meaning that for the beginning of the game, at least, ammunition conservation isn’t a priority. Later weapons have finite ammo counts, which can be replenished by purchasing supplies at stores, or by finding ammunition on the bodies of enemies that you’ve killed.
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