Minor spoilers for Jusant
Butch:
Got some in. Would've gotten more but I did that thing one does in puzzle games where you think you're supposed to be doing something complicated when, really, it's simple. I got to this point and ran (climbed) around in circles forever until I realized there was just this ledge I could walk on. Heh.
Anyway, I think I did about half of chapter 4, the bit inside with all the glowing mushrooms. The lighting isn't so good in this chapter, is it? Kept not being able to see things. I thought it was cool, though, as the lighting, or lack thereof, mirrored a darkness in the tone as well. The notes are now explicitly referencing "the end of the world." Bianca's friend Mette decided to leave the group and stay at the farm out of fatigue and lost hope. There's a darkness to the narrative now, and a darkness to the lighting. Cool.
I'm missing so much, though. I know I am. I can see rings indicating collectibles but no. I cannot reach them. Or I don't have time to reach them. One or the other.
Sigh.
Loothound:
Yeah, there are a lot of things around that are hard to figure out where they are. I haven't made any progress gathering collectibles, either, and I'm starting to think the Platinum might elude us on this one (without help, that is).
The messages definitely get more grim, you're right. It also seems like this old civilization was stratified both physically and not.
Butch:
Cool to see the aesthetic of the world itself, the art direction, feed into the metaphor. Don't see that enough in games.
Loothound:
Yeah, this game is pretty simple but the design aspects are very well done. I'm still impressed with the musical choices they're making along the way, too.
Butch:
The music is quite gorgeous. Really, the mellowest part of the game.
Feminina:
The music is very mellow. And the sound design in general is just so chill. The moments when you listen to a conch shell and get this wide view while ancient sounds play is so very Life is Strange – although the sounds themselves are obviously different. Someone at Don't Nod is really into sound design.
Loothound:
Yes. I…love…the conches. They might be my favorite thing about the game. Plus, they vanish once you listen so that you don't have to keep finding them over and over again. I'm wondering if they do something a bit more with them for some of the really out of the way ones. Finding the tricky ones is cool enough, for trophy reasons, but it would be nice if there was a little something more to them to reward the persistence. Or luck, maybe.
Butch:
Sound design is so key in games. Made Ghostwire. That was amazing sound.
Hey, where's Femmy been?
Loothound:
She's away at a conference. Pretty busy with conference stuff, I'd imagine.
Butch:
Ah. Yes. Gathering free food and swag will keep one busy.
Mrs. McP is going to a conference in a couple of weeks. First three days of summer break.
Help.
Feminina:
You'll feel better once she comes back with an awesome collection of vendor pens.
Loothound:
See, now you've got me expecting an awesome collection of vendor pens when you come back.
Butch:
Did I know this was happening?
My brain has been fried by end of school year bullshit. I just found out that there is a high school band concert in three days. At the same time as hockey and Meatball's rehearsal.
Who are you again? Who am I?
Feminina:
Probably not. It kind of crept up on me this year, I don't think it ever came up.
I keep forgetting what day it is.
Butch:
It's today. I think. Let's just cling to that.
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