So if the bad guy is her father it could explain her lack of reactions. She is used to her dad doing stupid shit like rigging up boulder traps allover the house. Just rolling her eyes and sighing about yet another of dads silly deathtraps
A blonde woman slowly stumbles around in a poorly rendered CGI mansion where she pulls cranks, finds a billion secret doors, sees morphing pictures and absolutely nothing scary happens. Are we sure this isn't Phantasmagoria? Does the D stand for Don?
18:59 "Now that Laura's on her spaceship" No Diabetus, that's D's spiritual sequel Enemy Zero. And no, I'm _not_ making that up. That _is_ actually a thing.
Isn't that only on the Normal difficulty though? IIRC, on Easy you get 86 and both saving and load use 1; and on Beginner you get 99, but saving and loading doesn't cost anything. Plus, the game comes with a Training mode on its own disc, so you can practice the free-roaming segment outside of the actual game. It should also be noted that WARP, the studio who made these was led by (the late) Kenji Eno, who was known for being unconventional, and the whole D trilogy showcases that. Although I will admit, I've not played any of the D trilogy myself, I'm just going off a bunch of reviews I saw on UA-cam (Stop Skeletons From Fighting, back when he was "HVGN"). He was a lot more positive towards these games.
Lets be fair though,the Silent Hill series had some even more abstract puzzles than this one,and Konami is still around. Well,they´re still around doing jack shit with most of their good franchises.
D for dull D for dumb D for dimwitted D for deplorable D for disaster D for dated D for....well you can go from there. But wow, that puzzle at the beginning...that's just some of the worst design I've seen.
Now, I know gaming was a lot different in 1995, but I can't help but feel I'd be annoyed if I got past all those awful, slow puzzles, only to have QTEs suddenly appear on the screen during one of the many cutscenes... I mean, what if the end of the game has a load of these things? Imagine how annoying it would be to have to play the entire game again because a Krauser knife fight situation popped up in the last minute of the game?
Also, I'm pretty sure the reason for the positive reviews and high sales is that this is one of the first home console games with computer rendered 3D FMVs. It was just so new that it looked great at the time. FMV games were on their way in. Also, describing Laura as a digital actress (that is, the same character design will be used in future games by WARP that have nothing to do with D, like a movie actress in different movies) probably added to the intrigue.
Jennifer R Yeah, it was a similar thing with Aki from Final Fantasy: The Spirits Within. Squaresoft had big plans for her and even teased having her appear in other movies... And then the film did so poorly that it set the merger with Enix back by a couple of years.
What I find so odd about the digital actress concept is why they would literally say nothing throughout the whole game. "Laura" in D, D2 and Enemy Zero never says anything, excluding saves in Enemy Zero. Like what actor is type-cast into a role of saying an emoting nothing?
The Lever/Number puzzle is stupid as hell. The first column lands on whatever you stop at. Then, it adds that number to the second column's number you land on. So if you do a 2 on Column A, Column B will be whatever you land on + 2. The goal was to get 78, so, you "roll" 7 on Column A, then on Column B you "roll" 1. 1 + 7 = 8, 7 and 8. Done. This game is baaad.
I think people forget the mentality of gamers back then. Like my friend's dad played Doom for hours every day, usually just trying to find that one key or where the hell the door for it is, just like we all did. But back then you loved that. You were like, "I'm so gonna find this". These days we'd call it crappy design because it shouldn't be that hard to find the door in an FPS. Like these old puzzles, it was a lot different. We saw unforeseeable death traps as "Ah, I've been fooled but you won't next time!" and it was fun. Now we'd just call them beginner's traps. Really obtuse puzzles were just time to bust out the piece of paper and write down your trials until you figured it out.
It's easy to forget just how experimental and new a lot of genres were back then, but it's also easy to look back in hindsight and think of just how far we've come since, well, D. Hell, Retsupurae's Alone in the Dark riff was great if only for the fact that, despite how revolutionary the game may have been at the time, it's a good game to look at to see just how much survival horror games have progressed since then (e.g. not using tank controls when there are many better options available).
I'm not about to say anything about whether that being the case was good or bad, since regardless, it was apparently the state of play. What I want to know, as someone who wasn't in this sphere during that time, is *why* that was the state of play. The only thing I could surmise is that it was an easy way to eke longevity out of games at a point in time when there simply wasn't enough space or manpower for a large corpus of work *and* advanced presentation. Which would be a fair enough assumption; games like Snatcher were big for their system, but they were mostly text and pictures. I have a hard time accepting the idea that that was just what gamers wanted back in the day. In an alternate universe, we'd have apologists claiming that gamers really were into games with a larger narrative focus and tighter, more logical level design, compared to the triple-A Ninja Gaidens and King's Quests we have nowadays. The market largely takes what it's given, to a point of tolerance; I'm more inclined to believe it was fun because it was what people had. Again, this is coming from a guy who grew up in a different time period of games.
Oh, my God. I just realized something. This game came out in 1995. Tex Murphy's Under a Killing Moon came out a year before. And Tex Murphy is actually legit. Like, there were games even at the time that were so much better designed than this.
I think I understand the puzzle at the start. The first number is whatever you land on and the second is whatever you land on plus the first number. So 71 would go to 78.
Ah yes, the part of the game where someone said "this game is too short, and we don't have enough disk space for more real content, so let's put in a rotating room of padding!"
Go back to a lot of old adventure games and you'll find the design of most of them was pretty bad. I'm convinced adventure games sold purely on production values before the year 2000.
I truly don't see what anyone sees in this game, it's so unbelievably boring and if the game is meant to be having a digital actress as SGF mentioned I would not hire "her" for anything else after this. She has absolutely no charisma.
FMVs were impressive back in the day, when CGI was still a novelty. When not even Pixar had figured out how to make realistic human CGI faces that weren't nightmare fuel, the bar was a lot lower. I mean, Myst was kind of mediocre as an adventure game too, but sold like hotcakes because of the then mindblowing CGI. But then again, at least that series decided to stick to real actors (well, community theater actors, but still), which was probably a wise choice in retrospect. Also the zeitgeist back then was that the future of video games would be "interactive movies", so I can kind of see how a game that wastes this much time on showing the protagonist move around would appeal to that mindset.
Well, there's a reason why even the cutting edge experts at CGI stayed away from humans. Jurassic Park was a couple of years prior to this, but has aged great because we only see the CGI at a distance, and our brains aren't as picky about the details on a dinosaur as on the human face. And Toy Story was this same year, and that movie got away with it by having characters that were actually supposed to look like they were plastic (and the humans are heavily stylized and not seen that much, because Pixar knew they would look creepy even back then). Also both those movies probably had budgets at least twice as big as this game, that probably helped.
BugPope It does remind me when listening to a review of toy story a while ago about how the people looked more fake than the toys which is kind of funny but Iguess true too. They have most of her structure done solid. But they seem completely unable to give any sort of facial expressions or movements that a human would do, I find myself screaming at the game for not understanding how a human would react to things since my mind can't properly comprehend there being some inability to do it due to limitations~ But yea, thanks for reminding me about how these old things could struggle to show people properly.
The sound of the inventory items moving strongly reminds me of a sound from Myst, except it cuts off abruptly. It's very jarring. I'm not sure if they stole the sound effect (or both bought it from the same place), but the resemblance is uncanny.
Honestly, I think that number puzzle with the handle was pretty decent. I'm not sure the longplayer actually understood it, though. I'm fairly sure it can be completed in far fewer iterations... like three, unless I'm missing something.
The game is kind of a clusterfuck on that front. She's trying to get to her dad so she can talk to him about holding all the patients (who are dead) hostage and he keeps telling her to get out of the mind house... but continues to throw traps at her that bring her deeper into the mind house. It makes slightly more sense once the TWEEST is revealed.
I highly recommend people watch supergreatfriends playthrough as he does explain many intricacies, knows what he's doing, and gives facts about development. plus, he doesn't talk during the cutscenes (the voiced/story ones) and he explains the bugs. rhere are also jokes and editing for repetitive parts.
It's still quite ambitious, though, which I like about it. After all, this game is pretty much a proto-P.T. - if only it was released when technology would be advanced enough to do something more than a bunch of prerendered cutscenes, it could've been a pretty good game.
I think the longplayer is using a modded Saturn, since my modded Saturn also uses an Action Replay to boot. Most of the videos of this game are very dark, I think it's an issue with the way UA-cam encodes their videos. I've seen other people complain about UA-cam screwing up the brightness on their videos.
I'm guessing either that's the joke (as in it will never be any good due to the lack of a fourth entry), or referring to the Swery game D4: Dark Dreams Don't Die
I can see the Myst influence in the rotating room puzzle from the mechanical age. I never understood how that puzzle worked, the fortress typically toggled between two positions, and it was only luck that I could get it to point in the third direction. I imagine the solution is something fiddly, similar to the puzzle that gets you to the mechanical age, but that one I figured out at least. Also, if you want to make a horror game, it's probably best not to make the protagonist the scariest looking thing in the game.
As I remember, the fortress rotation wasn't all that obtuse. I think there's a room where you can practice rotating it (this is also where you learn the sound effects that correspond to the cardinal directions you use to navigate the underground monorail in the Spaceship/Selenitic Age.) The only difference between the real rotation and the practice room is that there's a bit more inertia in the movement and you don't have a little diagram to look at.
So if the bad guy is her father it could explain her lack of reactions. She is used to her dad doing stupid shit like rigging up boulder traps allover the house. Just rolling her eyes and sighing about yet another of dads silly deathtraps
The D must stand for Detective because you just
PregnantOrc Sounds a lot like Illbleed to me
PregnantOrc that sounds like an adorable idea for an indie game. it could be called: * Evil Dad*
A blonde woman slowly stumbles around in a poorly rendered CGI mansion where she pulls cranks, finds a billion secret doors, sees morphing pictures and absolutely nothing scary happens. Are we sure this isn't Phantasmagoria? Does the D stand for Don?
Nope, it stands for "Draincleaner", obviously.
Is the game actually meant to be scary? I honestly can't tell.
BugPope I don't see any preening either.
Her hair is hard as steel, so there's no need for preening.
I keep reading the "D:" as a sideways face
It's an appropriate reaction to this game
It fits, no matter the context
It can always be viewed as a double meaning.
"Award for the Best 3DO FMV Adventure game"
So what, the runners-up were Snow Job and Plumbers Don't Wear Ties?
It definitely wouldn't have won if Night Trap was on the 3DO.
TackyRackyComixNEO I think Night Trap was ported to the 3DO.
Or Phantasmagoria or Darkseed II
fuck lol i was gonna make that joke but with that one other fmv game that people know on the 3do other than pdwt
18:59 "Now that Laura's on her spaceship"
No Diabetus, that's D's spiritual sequel Enemy Zero. And no, I'm _not_ making that up. That _is_ actually a thing.
That _so_ needs to be retsupuraed. xD
@Rachel: That sounds like it should be some kind of super-ultra hard bonus difficulty mode for Devil May Cry or something.
Isn't that only on the Normal difficulty though? IIRC, on Easy you get 86 and both saving and load use 1; and on Beginner you get 99, but saving and loading doesn't cost anything. Plus, the game comes with a Training mode on its own disc, so you can practice the free-roaming segment outside of the actual game.
It should also be noted that WARP, the studio who made these was led by (the late) Kenji Eno, who was known for being unconventional, and the whole D trilogy showcases that.
Although I will admit, I've not played any of the D trilogy myself, I'm just going off a bunch of reviews I saw on UA-cam (Stop Skeletons From Fighting, back when he was "HVGN"). He was a lot more positive towards these games.
The left stays on whatever number you hit, and the right moves that amount:
If you get 3 to the left then it moves 3 on the right side.
That sounds like a great puzzle to include in your horror game, I'm shocked these developers aren't still around.
hype yup :D they could have included a hard mode: 5 cifre code,
Lets be fair though,the Silent Hill series had some even more abstract puzzles than this one,and Konami is still around.
Well,they´re still around doing jack shit with most of their good franchises.
Blomstermark dangit! I was sure that I would be the first to get it ;)
Yatagarasu0612 Well time zones helps alot :D
The way the puzzle in the beginning works is that the
second number goes up X times, where X is the first number.
Laura tries her hand at the most boring casino game ever.
I felt that the critics who initially reviewed this game found illustrious careers later on as New Grounds commenters.
Also, Deez Diner.
boring as fuck and i cant even tell what anything is
5 stars, would recommend
[laura.wav]
[laura.wav]
[LAURA.wav]
I was half-expecting the busts to burst into Grim Grinning Ghosts.
6:15 InDiana Laura making a quick escape
The D I am looking at is lacklustre and monotonous, I seriously hope it improves at a later point
Take a drink anytime you hear "Laura"
i feel like Laura and John Mayer (deep fear) would be either the dream-team of horror game protagonists, or the absolute worst.
D Fear
No, Adrienne and Mike Dawson would be worse
Laura from D2 and Mayer would be a great combo.
Laura is the most bad-ass game protagonist ever. Does nothing ever phase this woman..?
"faze" was the word you wanted.
I find her hair quite troubling
It's a good example of why so many female characters in early 3D games had short hair or ponytails. It looks like a wood sculpture.
Ah, the old dried roman noodle hairdo.
It's made of dry instant ramen noodles.
12ealDeal
Common in the 90's, I might add.
It was the age or short hair and hair bun.
So that guy hadn't clipped through the wall despite the scene being pre-rendered. His arm really was embedded in the wall! Well, done D, well done.
D for dull
D for dumb
D for dimwitted
D for deplorable
D for disaster
D for dated
D for....well you can go from there. But wow, that puzzle at the beginning...that's just some of the worst design I've seen.
Make horror game great again.
Neo james82 D for "dad keeps calling my name."
Also Debilitating
She's not washing her hand after touching a corpse. Disgusting.
Oh Hey it's those Singing busts from Disneyland's Haunted Mansion ride.
Like taking a key from a dead body.
I so wish my wife's name was Laura so I could piss her off after watching this!
just go get a friend named laura. she'll never assume the friendship was started under false pretenses
Just call her Laura anyway. Trust me, she'll love it.
Maser209 or get a coworker named Laura
The Polyester Pimp then make sure laura is weaker than you. AND BLAME EVERYTHING ON LAURA
LOL 16:44 "Laura...LAURA!"
laura falls down a pit to her certain doom
roll credits
........Laura.......
"Laura... What the shit am I?"
...Laura... no up here you idiot. ...Laura... Why do you always look at the floor first!? ...Laura....
....Bueller..... Bueller.....
There's a random chance that you won't be able to get the "true" ending because of the way it's set up.
guys with all these drawers and keys I'm getting serious arise flashbacks.. flash-forwards? please send help.
You guys say "digital actress," but all I'm hearing is "pretentious excuse for reused assets."
"D has come to."
29:10 Holy shit that guy had full rune armour!
Wait a second, disc 1 had only 30 minutes on it? Jesus fuck, did they use up all the space on the FMV's?
Wow those are some good reviews. I guess game journalists just love the D.
Slowbeef being completely baffled by this game's success is actually pretty amazing, lol.
This game is what David Cagé aspires to make his "games" into
***** no, but that's something the Best Friends came up with because he's so French
Oh, shit. I'm late for more D. Time to crank it up (the levers).
The more you read about and play with D, the less you like D. Somehow, this applies to both men and women.
Never thought Game Informer would be the voice of reason.
6:10 In-*D*-ana Jones
Now, I know gaming was a lot different in 1995, but I can't help but feel I'd be annoyed if I got past all those awful, slow puzzles, only to have QTEs suddenly appear on the screen during one of the many cutscenes...
I mean, what if the end of the game has a load of these things? Imagine how annoying it would be to have to play the entire game again because a Krauser knife fight situation popped up in the last minute of the game?
Also, I'm pretty sure the reason for the positive reviews and high sales is that this is one of the first home console games with computer rendered 3D FMVs. It was just so new that it looked great at the time. FMV games were on their way in. Also, describing Laura as a digital actress (that is, the same character design will be used in future games by WARP that have nothing to do with D, like a movie actress in different movies) probably added to the intrigue.
"Digital actress"? If she were an actress in my game, I'd fire her. She even managed to make running from a boulder look blasé!
I remember that digital actress bullshit, must have something to do with the idol phenomena in Japan.
Jennifer R Yeah, it was a similar thing with Aki from Final Fantasy: The Spirits Within. Squaresoft had big plans for her and even teased having her appear in other movies... And then the film did so poorly that it set the merger with Enix back by a couple of years.
Oh really? That was such a stunningly bad film I had managed to purge it from my memory. Hell it only garnered a lone single reference in XIV.
What I find so odd about the digital actress concept is why they would literally say nothing throughout the whole game. "Laura" in D, D2 and Enemy Zero never says anything, excluding saves in Enemy Zero. Like what actor is type-cast into a role of saying an emoting nothing?
It is amazing the kind of shit we put up with in 90s gaming.
The Lever/Number puzzle is stupid as hell. The first column lands on whatever you stop at. Then, it adds that number to the second column's number you land on. So if you do a 2 on Column A, Column B will be whatever you land on + 2.
The goal was to get 78, so, you "roll" 7 on Column A, then on Column B you "roll" 1. 1 + 7 = 8, 7 and 8. Done.
This game is baaad.
I think people forget the mentality of gamers back then. Like my friend's dad played Doom for hours every day, usually just trying to find that one key or where the hell the door for it is, just like we all did. But back then you loved that. You were like, "I'm so gonna find this". These days we'd call it crappy design because it shouldn't be that hard to find the door in an FPS.
Like these old puzzles, it was a lot different. We saw unforeseeable death traps as "Ah, I've been fooled but you won't next time!" and it was fun. Now we'd just call them beginner's traps. Really obtuse puzzles were just time to bust out the piece of paper and write down your trials until you figured it out.
It's easy to forget just how experimental and new a lot of genres were back then, but it's also easy to look back in hindsight and think of just how far we've come since, well, D. Hell, Retsupurae's Alone in the Dark riff was great if only for the fact that, despite how revolutionary the game may have been at the time, it's a good game to look at to see just how much survival horror games have progressed since then (e.g. not using tank controls when there are many better options available).
I'm not about to say anything about whether that being the case was good or bad, since regardless, it was apparently the state of play.
What I want to know, as someone who wasn't in this sphere during that time, is *why* that was the state of play. The only thing I could surmise is that it was an easy way to eke longevity out of games at a point in time when there simply wasn't enough space or manpower for a large corpus of work *and* advanced presentation. Which would be a fair enough assumption; games like Snatcher were big for their system, but they were mostly text and pictures.
I have a hard time accepting the idea that that was just what gamers wanted back in the day. In an alternate universe, we'd have apologists claiming that gamers really were into games with a larger narrative focus and tighter, more logical level design, compared to the triple-A Ninja Gaidens and King's Quests we have nowadays. The market largely takes what it's given, to a point of tolerance; I'm more inclined to believe it was fun because it was what people had. Again, this is coming from a guy who grew up in a different time period of games.
Davis Davison Back then we really were just like "Holy shit this five minute walk down a staircase cutscene is fucking amazing!"
Eve Oleson I remember me and my friends would be stuck in RPGs and come up with a bunch of bogus, convoluted theories on how to progress.
Oh, my God. I just realized something. This game came out in 1995. Tex Murphy's Under a Killing Moon came out a year before. And Tex Murphy is actually legit. Like, there were games even at the time that were so much better designed than this.
If I recall, the "D" stands for something wildly out of left field, doesn't it? Only related to the final plot twist or something?
LAURA JOINS THE BRAWL
(Neutral A) - Falls off the stage and dies.
18:18
I like Diabeetus' reaction to the book's size. xD
Revisiting this and laughing too hard
20:59 (Diabetus's part) made me crack up. After all the jokes Diabetus made...
I think I understand the puzzle at the start. The first number is whatever you land on and the second is whatever you land on plus the first number. So 71 would go to 78.
I skipped the first video without paying much attention, now I'm having fun. This is complete non-sequitur
D's Diner, or DNA's Diner?
I bet either one would need a Good Hard Penis
Poor Laura never thought of buying a vowel.
She’s too busy solving puzzles
slowbeef's laugh at 18:59 is amazing
Ah yes, the part of the game where someone said "this game is too short, and we don't have enough disk space for more real content, so let's put in a rotating room of padding!"
"Laura then reads aloud her favourite nursery rhymes... NOT!"
Is the author of that gamefaqs page Borat, by chance?
Don't question the D.
Laura's fingers clip through the handle when she grabs it to turn the wheel.
"Solving the mystery means traversing the dark pit of your soul."
Never heard someone describe GameFAQs so dramitacally before, but okay.
This game somehow managed to have less story than mansion of hidden souls.
Can someone please overlay Other M Samus' inner monologues whevener it shows Laura doing anything in 3rd person?
I'm convinced she's an android, she has no expressions.
thegriffin88
That's _Enemy Zero,_ the next game in this terrible series.
There is nothing in this fucking gothic castle that even remotely resembles a hospital.
She was sent to the shitty otherworld at the begining of part 1.
I just rewatched it, shit. Well fuck the otherworld.
Compared to other horror game otherworlds like those in Silent Hill, Dark Seed and even Deadly Premonition, this one is pretty lame.
Laura's stoicism makes George Wood look like an excited school girl.
I still can't believe that this was well received, even for the time.
Go back to a lot of old adventure games and you'll find the design of most of them was pretty bad. I'm convinced adventure games sold purely on production values before the year 2000.
The D stands for Drab
I truly don't see what anyone sees in this game, it's so unbelievably boring and if the game is meant to be having a digital actress as SGF mentioned I would not hire "her" for anything else after this. She has absolutely no charisma.
I think it's more the novelty of the concept than the actual game.
Either that or the fact this game is pretty damn old.
FMVs were impressive back in the day, when CGI was still a novelty. When not even Pixar had figured out how to make realistic human CGI faces that weren't nightmare fuel, the bar was a lot lower.
I mean, Myst was kind of mediocre as an adventure game too, but sold like hotcakes because of the then mindblowing CGI. But then again, at least that series decided to stick to real actors (well, community theater actors, but still), which was probably a wise choice in retrospect.
Also the zeitgeist back then was that the future of video games would be "interactive movies", so I can kind of see how a game that wastes this much time on showing the protagonist move around would appeal to that mindset.
I can see some of the above, but it certainly hasn't aged well at all then since she really just looks permanently emotionless or bored now~
Well, there's a reason why even the cutting edge experts at CGI stayed away from humans. Jurassic Park was a couple of years prior to this, but has aged great because we only see the CGI at a distance, and our brains aren't as picky about the details on a dinosaur as on the human face. And Toy Story was this same year, and that movie got away with it by having characters that were actually supposed to look like they were plastic (and the humans are heavily stylized and not seen that much, because Pixar knew they would look creepy even back then). Also both those movies probably had budgets at least twice as big as this game, that probably helped.
BugPope It does remind me when listening to a review of toy story a while ago about how the people looked more fake than the toys which is kind of funny but Iguess true too.
They have most of her structure done solid. But they seem completely unable to give any sort of facial expressions or movements that a human would do, I find myself screaming at the game for not understanding how a human would react to things since my mind can't properly comprehend there being some inability to do it due to limitations~
But yea, thanks for reminding me about how these old things could struggle to show people properly.
dear god why.
Props to deez nuts guys, haa. Your commentary is literally the only thing carrying this long play
Slot machine first number is added to the second number I think.
The sound of the inventory items moving strongly reminds me of a sound from Myst, except it cuts off abruptly. It's very jarring. I'm not sure if they stole the sound effect (or both bought it from the same place), but the resemblance is uncanny.
"Fear the D, Laura."
- Laura's Father, former Safety.
Alternatively, D is for Drugs. Like the Flashbacks.
le epic lol comment xD haha, drugs haha, le funny meme.
Happy?
Yes, cheers.
This rotating room is literally half the game. Enjoy!
So it's the hub?
Basically yeah. For this part of the game at least (which admittedly is the majority of it).
Wow, the game is so boring that Betus had to mention a good video game to balance this out.
the d has arrived
When's the D-LC?
The inventory choir is amazing!
Honestly, I think that number puzzle with the handle was pretty decent.
I'm not sure the longplayer actually understood it, though. I'm fairly sure it can be completed in far fewer iterations... like three, unless I'm missing something.
So, what is Laura even trying to accomplish? Does she think solving these puzzles will somehow save her dad?
The game is kind of a clusterfuck on that front. She's trying to get to her dad so she can talk to him about holding all the patients (who are dead) hostage and he keeps telling her to get out of the mind house... but continues to throw traps at her that bring her deeper into the mind house. It makes slightly more sense once the TWEEST is revealed.
In the quicktime it looked like she was warping around a lot.
That was an amazing video ending
I mean, Reaper and Omikron also got good reviews.
I think I figured out what 'D' stands for: 'Dull Surprise'!(aka Laura's default expression)
Funny that they compare Laura to a robot, considering that she is one in the seque- non-sequel to this game
end frame is perfect
Well i have to say, this doesn't look bad for a game in 1976
D obviously stands for Daddy.
"Laura ... Laura ..." All I can think of is the mynah bird from Twin Peaks
Is the sound of using items the bonfire sound from Dark Souls?
19:26 Disc 3 is only on the Playstation version.
And yet, people that played the other versions missed nothing whatsoever.
Pretty much, the PS1 couldn't fit the whole game in two discs for some reason.
I highly recommend people watch supergreatfriends playthrough as he does explain many intricacies, knows what he's doing, and gives facts about development. plus, he doesn't talk during the cutscenes (the voiced/story ones) and he explains the bugs. rhere are also jokes and editing for repetitive parts.
Well.
This could be interesting, if simple machines just fascinated most people.
this is a hospital?
She entered a hospital at the beginning of the game, but was warped to wherever this is. Where she is now will be explained later.
It's tough looking at the reviews because this was before Resident Evil and Silent Hill, but like in comparison it's so bad.
But this was after 3 Alone In The Darks, and I'd MUCH rather Carnby-slap a bunch of zombies than play this again...
It's still quite ambitious, though, which I like about it. After all, this game is pretty much a proto-P.T. - if only it was released when technology would be advanced enough to do something more than a bunch of prerendered cutscenes, it could've been a pretty good game.
@@JennyTheNerdBat
But PT sucks.
Hm. Either my memory is playing tricks on me, or the PSX Version looks alot better.
This game wasn't as dark when I played it. Everything else about it is exactly as I remember, so maybe it's an emulator issue?
I think the longplayer is using a modded Saturn, since my modded Saturn also uses an Action Replay to boot. Most of the videos of this game are very dark, I think it's an issue with the way UA-cam encodes their videos. I've seen other people complain about UA-cam screwing up the brightness on their videos.
they should check wrath of the gods for pc, there's a full playthrough on youtube. That's one of the cheesiest games I've ever played lol
WHO'S GOT DA D?! WHO'S GOT DA D?!
Laura
This game series doesn't get any good until it's 4th entry.
I'm guessing either that's the joke (as in it will never be any good due to the lack of a fourth entry), or referring to the Swery game D4: Dark Dreams Don't Die
I can see the Myst influence in the rotating room puzzle from the mechanical age. I never understood how that puzzle worked, the fortress typically toggled between two positions, and it was only luck that I could get it to point in the third direction. I imagine the solution is something fiddly, similar to the puzzle that gets you to the mechanical age, but that one I figured out at least.
Also, if you want to make a horror game, it's probably best not to make the protagonist the scariest looking thing in the game.
As I remember, the fortress rotation wasn't all that obtuse. I think there's a room where you can practice rotating it (this is also where you learn the sound effects that correspond to the cardinal directions you use to navigate the underground monorail in the Spaceship/Selenitic Age.) The only difference between the real rotation and the practice room is that there's a bit more inertia in the movement and you don't have a little diagram to look at.
29:12
The Warp thing is way funnier when you find out how he announced the next games would be exclusives. Kenji Eno don't fuck around.