Writing the lead graf of yesterday’s post on L.A. Noire felt vaguely familiar, but I failed to dig any deeper at the time. Afterwards, reading Amanda Cosmos’ tweet about making her videogame police detective swerve drunkenly around the city in his patrol car gave me pleasant memories of Deadly Premonition. This led to my recollection of the last time I proclaimed the presence of an immersive, non-psychopathic adventure game — only two months ago.
This feels especially embarrassing to me since I tend to so easily criticize the typical game-enthusiast forgetfulness of everything they’ve ever played and enjoyed, in favor of all the shiny, shiny unplayed (and unpurchased) titles tantalizing them. And here I have fallen into the same trap, and in full view of the public! Dreadful.
My penance, at least, is clear: per the conclusion of my first post on Deadly Premonition, I must eat through the rest of that game and then write further about it. While I have reached its ending, I know that I missed a whole lot of midgame content, due to my lack of understanding about why the game placed story-advancing scheduled events so far apart from each other on the clock. My York spent a lot of time chain-smoking in order to speed that clock up and get to the next piece of story, unaware of all the side-stories we were missing.
So, before I visit Los Angeles to get really good at analyzing the corners of peoples’ mouths, I’ve got to spend some more time tooling around Greenvale, looking for flowers in the rain.
Image by “maurrokh,” available on this T-shirt.