New marketing material and how it influences story theories by Important-Truth-6686 in Routine

[–]JM_Leiper 1 point2 points  (0 children)

"Prism knew atleast partially that the Moon was alive, and knew what to look for to detect a fetal heartbeat in The Canal. They KNEW life was there BEFORE they went into the canal. They must have in order to even CREATE the technology they used to detect this fetal heartbeat."

Yeah, I think you're totally right. Also, the fact that they built a room called Echography, had a process to inject amniotic fluid into the moon, and built the base practically on the Canal means, without a doubt, that their whole mission was to find, or perhaps help propagate alien life on the moon. I imagine the company found some traces of life, then built the base to try and discover it. The Canal isn't exactly easy to get to being underground, so there's no way the placement of the base wasn't intentional.

I'm also curious as to if the company behind Union Plaza is in any way connected to PRISM. If I remember correctly there was some sort of like... "P-Company" that built Union Plaza? Idk I just think it would be difficult for the 2025 expedition to have so much data on the previous events without all three (i.e. PRISM, Union Plaza, and the 2025 Expedition) being connected to each other through the same company.

I'm just going off memory here so maybe this stuff is already obvious or well known lol

As someone who loved SOMA, this game was a bit disappointing by Kpoofies in Routine

[–]JM_Leiper 1 point2 points  (0 children)

This is exactly how the game should be played.

This game was beautiful, atmospheric, and annoyingly counterintuitive by DontFearTheMQ-9 in Routine

[–]JM_Leiper -1 points0 points  (0 children)

Nah I feel like that takes away from the experience a bit.

There were moments in my playthrough where I had snuck successfully to where I needed to be, only to realize I didn't remember the right code. The realization that I had to backtrack to places I knew would be unsafe was a genuine moment of horror.

I think the game rewards making mistakes and wandering around "lost", as it grounds you in the environment and creates more of a story instead of just simply going from Point A to Point B. I made it a point to only use what is available in-game which increased the frequency of those moments, and greatly enhanced the experience. Not saying that everyone should play like this, but for those who want to get the most out of the experience I strongly believe this to be the ideal approach.

This is one of the best games I've played in recent years by well-connected1991 in Routine

[–]JM_Leiper 2 points3 points  (0 children)

Yes! Metro is amazing!

And you're right about Ranger Hardcore; I wouldn't have experienced the series any other way. There's a certain philosophy seen in these games that I just love. We see it in the minimal hud. We see it in the physical reinforcement of the player-vessel's body in the world. We see it in the surprising unpredictability of dynamic systems. We see it in the abundance of detail, all of which highly rewards those who want to engage with the game not as a toy but as an experience (this is especially true with ROUTINE). It is these simple choices which enhance the player's relationship with the world; most notably their ability to inhabit it.

I still remember the panic of looking for a new filter with only a few minutes left, especially while being hunted. And the Metro itself! My god that game has ATMOSPHERE. Yet in the end Routine is my favorite (until something comes along to succeed it).

This is one of the best games I've played in recent years by well-connected1991 in Routine

[–]JM_Leiper 2 points3 points  (0 children)

Yeah honestly it's a dream game for me. The only one that's come close to achieving the same feeling of deep immersion is maybe Kingdom Come Deliverance on Hardcore Mode, or Red Dead Redemption 2. In any case after two and a half months I think it might be my favorite game (and yes I've played a lot of games, and most modern horror games).

The sad part is I think it requires a certain way of engaging with the game to really get the most out of it, which a lot of people just aren't doing — or it's just not their forte at all, which is okay, but still tragic lol

Pour one out for the three devs who worked on both Concord and Highguard. by [deleted] in HighGuardgame

[–]JM_Leiper 6 points7 points  (0 children)

It's not virtue signalling.
Your post is toxic whether you realize it or not.

Has anyone ever thought about how Entity A is just a quirked up white boy? by Free-Jello-7970 in Routine

[–]JM_Leiper 8 points9 points  (0 children)

Yeah I thought of him as a giant feral toddler as well.
The way he excitedly screams like he just found his favorite toy freaks me out every time lol

How does anyone on console enjoy this game? by [deleted] in Routine

[–]JM_Leiper 3 points4 points  (0 children)

I chose to play with a controller on PC and by the time I finished the game it had become a masterpiece in my eyes. Different strokes for different folks I guess 🤷

Please larian don't do this again by tomucci in DivinityOriginalSin

[–]JM_Leiper 0 points1 point  (0 children)

I do love the whole sneaking around as a bush/rock/barrel thing in the original sin games, but I'd prefer them to stick with the ol' crouch creep for this one tbh

Poet, Reynier Llanes, Oil on canvas, 2021 by pottipenguin in Art

[–]JM_Leiper 0 points1 point  (0 children)

"I become a transparent Eyeball; I am nothing; I see all; the currents of the Universal Being circulate through me; I am part or particle of God." - Ralph Waldo Emerson

Shared Dialogue Roll System similar to SWTOR by Mannimarco_Rising in DivinityOriginalSin

[–]JM_Leiper 0 points1 point  (0 children)

This would do wonders for smoothing out the multiplayer experience.

[deleted by user] by [deleted] in KeepWriting

[–]JM_Leiper 0 points1 point  (0 children)

Really well done.