It's interesting that you have two starkly different collectibles in the game. Heck this must be my fifth time through the game at least and I still play them when I find them. They also work to flesh out a lot of the NPCs, so I'd say they are must listen. They do a lot of foreshadowing and teasing and misdirection. No big deal, I'm here for the ride.Ĭlick to shrink.They are meant to be read/listened to when found so don't worry. Plus small things like Alan not actually picking up the phone when he dials someone. On the technical side, the gameplay isn't exactly blowing me away but that's okay. Have the story diverge from how it's written. I wonder if the game might play around with that. They seem to be describing events that haven't happened yet, so I hope they don't spoil anything. I'm a little worried about the manuscript collectibles. That like Dale Cooper before him, his journey into the unknown will ultimately end with Alan trapped between worlds, lost forever. Let the abstractions and mysteries stand alone as they should.Īlso as I said, I've already played Control so I'm well aware of Alan's ultimate fate. Very nice )īased on the game's influences and the King quote at the beginning, I'm guessing non of this will be adequately explained. It's 100% up my alley and the type of meta-nonsense I live for in fiction. Barely started and the story is already blurring the lines between dreams, stories, fiction and reality. While the lead my be stock (I'm surprised Remedy resisted the urge to give him a drinking problem on top of everything else), I love everything this game is a love leter to so far. The game's story is exactly as described to me over the years - Twin Peaks by way of Stephen King. While the graphics and animations may still be dated, although impressively cleaned up, the atmosphere is palpable. "A candy-colored clown they call the sandman
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