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In 2010, a Japanese survival horror game would rip video game criticism in two; one side would cite the game’s impressive narrative and fantastic camp elements as some of the greatest world building ever done in a game, while the other side would claim that the technical issues, the awkward presentation, and poor controls were unacceptable and that the game was a failure as a result. Clearly, Deadly Premonition contains a wide variation of quality that led to most players having an extreme reaction to the game either way. While Access Games weren’t producing the highest tier of games throughout their prior works, their years of experience should have resulted in something more technically sound. How is it that Access Games got so many things right, while neglecting some of the most important parts of a video game?
/ discord
If you have any games to recommend to me, discord is the place to do it!
#DeadlyPremonition #DeadlyPremonitionDirectorsCut #DeadlyPremonitionReview #DeadlyPremonitionPS3 #SWERY #AccessGames #RisingStar #FrancisYorkMorgan #RetroReview #HiddenGem #Horror #SurvivalHorror
Blurb: (0:00)
Foreword: (0:30)
Part 1- Introduction: (1:35)
Plug: (3:39)
Part 2 - Access Games: (4:36)
Part 3 - Critical Reception: (6:48)
Part 4 - High Definition: (8:19)
Part 4 - Technical Issues: (10:30)
Part 5 - Presentation: (12:07)
Part 5 - Direction: (14:53)
Part 6 - Gameplay Design: (16:52)
Part 6 - The Immersive Elements: (20:10)
Part 7 - Greenvale's Geography: (22:19)
Part 7 - Greenvale's Residents: (23:49)
Part 8 - FBI Special Agent Francis York Morgan: (26:02)
SPOILER WARNING: (28:35)
Part 9 - The Horror: (28:49)
Part 10 - The Narrative Summarised: (31:53)
Part 10 - Narrative Analysis: (38:08)
Part 10 - Metaphor: (40:57)
Part 10 - Writing: (42:45)
Part 11 - Recommendation?: (45:01)
Part 11 - Conclusion: (45:57)
Credits/Teaser: (47:00)