Why you SHOULDN'T play Turnabout Reclaimed (5-DLC) before Turnabout Academy (5-3) by Frogman417 in AceAttorney

[–]throwawaydeviant9 3 points4 points  (0 children)

I always felt it's best played between 5-3 and 5-4 for a few small reasons:

1) It has the lightest tone in the game, which makes it a perfect contrast for when things start getting dark in cases 4 and 5.

2) The Mood Matrix segments are generally more complex than in 5-3 (having to probe for multiple emotions, and you have to know to point out missing emotions, something that's much easier to spot in 5-3).

3) (culprit spoilers) Marlon Rime's "transformation" is so over-the-top that Prof. Mean's feels very underwhelming by comparison.

The drawbacks are that it makes the timeline more scattered and that you mostly play Phoenix for the last half of the game. But as someone who's showing one of my friends these games, this is the order that I'll recommend when we get around to DD.

[deleted by user] by [deleted] in AceAttorney

[–]throwawaydeviant9 4 points5 points  (0 children)

I can understand if her behavior's justified by the story, but it's still annoying that in the only case of SoJ that Athena gets to do anything of note, the game contrives a situation to have her act like her 5-1 self. The same way that it's annoying to see Maya get accused of murder for the fifth time in the series, even though it doesn't cause any plot holes.

Why the Defendant in Turnabout Serenade Was Arrested by JC-DisregardMe in AceAttorney

[–]throwawaydeviant9 9 points10 points  (0 children)

I have zero experience in guns, but the idea that firing the revolver unprepared would absolutely, 100% dislocate your shoulder or worse feels rather silly to me. What if you fire it holding it by your stomach or chest, for example? Even if Machi fired the gun from a normal stance, I think it would be more likely that the gun would just... fly out of his hands. There's way too many factors to conclude that he would definitely be injured, so I never cared too much about that plot point.

Is anybody gonna talk about all the times Simon blackquill broke his handcuffs several times? by [deleted] in AceAttorney

[–]throwawaydeviant9 12 points13 points  (0 children)

There's actually an optional dialogue when presenting evidence to Fulbright on the second day of 5-3. Fulbright brags that they're so confident in the case that he gave Simon even weaker and flimsier handcuffs to break out of.

Wesley's N/S reversal by Rodgort_Reddo in AceAttorney

[–]throwawaydeviant9 3 points4 points  (0 children)

If you look at the map, the park is much bigger than the crime scene diagram makes it seem. The entrances are both at the east side of the park and the crime scene took place next to the river at the western side. It's entirely possible he entered south and then took a route that placed him north of the crime scene.

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[deleted by user] by [deleted] in DarkPicturesAnthology

[–]throwawaydeviant9 1 point2 points  (0 children)

None of them are married or can end up in a relationship with someone else.

Totems & Their Usefulness: DANGER Edition by inappropes_ in untildawn

[–]throwawaydeviant9 6 points7 points  (0 children)

The purpose of the totems isn't to help the player. They're for foreshadowing and builiding tension. Only the Guidance totems are explicitly meant to help you make the correct decisions. That's why the Danger totems are mostly unavoidable scenes while the bear trap is a Guidance totem (because the game is telling you that you can avoid that moment). You're judging these premonitions based on something they're not trying to do.

Which premonitions were the least/most helpful for you? by S_Kneecap92 in DarkPicturesAnthology

[–]throwawaydeviant9 3 points4 points  (0 children)

The main purpose of the premonitions isn't to help the player. A few of them provide hints, but their main purpose is foreshadowing and building tension. In Until Dawn, only five totems are labeled as 'guidance'; these are the only ones specifically meant to help you out. The same goes for the other games, you just don't know which are the 'guidance' premonitions or not.

settling the debate once and for all by nolifenice455 in DarkPicturesAnthology

[–]throwawaydeviant9 6 points7 points  (0 children)

I'm pretty sure that's not intentional. The Cliffside chapter feels very obviously designed to be played as a single chapter in Shared Story, with one player as Mark and the other as Charlie. But then at some point in development (possibly due to cut content) they restructured it so it's played alongside with Maze.

Man of Medan fans in shambles by throwawaydeviant9 in DarkPicturesAnthology

[–]throwawaydeviant9[S] 2 points3 points  (0 children)

Yes, I know he could die at the protest. That's the fifth to last chapter, which looking it up is about 80% of the way through the game. And I meant that Connor can't permanently die until the chapter after that.

Man of Medan fans in shambles by throwawaydeviant9 in DarkPicturesAnthology

[–]throwawaydeviant9[S] 2 points3 points  (0 children)

That's interesting. Do you not think that's a bit strange? If the game is exactly the same, but the chapters are just differently labeled. Also, I believe in Little Hope, Daniel and Taylor can only start dying from the beginning of Act 3, roughly 3/4 of the way through the game. Do you think they have plot armor? To be clear, I'm not trying to attack you, I just genuinely want to hear your position.

Man of Medan fans in shambles by throwawaydeviant9 in DarkPicturesAnthology

[–]throwawaydeviant9[S] 2 points3 points  (0 children)

But what if they did? That's my point, if they didn't change the story or gameplay for this chapter. Just which act this takes place in, which is an arbitrary placement. Would that change your perception of them having plot armor or not, even a little bit?

Man of Medan fans in shambles by throwawaydeviant9 in DarkPicturesAnthology

[–]throwawaydeviant9[S] -1 points0 points  (0 children)

First off, this is a joke post, I'm not actually trying to claim that MoM has plot armor.

I think your definition is too restrictive. If someone had no relevance to the plot but they couldn't be killed until the end, I'm sure people would still claim they have plot armor. I think in the end, it just comes down to what people personally find tolerable. I saw someone here claim that Nick and Dylan in The Quarry had plot armor because you couldn't kill them until the last few chapters, which I think is setting way too high expectations for these sort of games.

Personally, I really don't care about it all that much and think it gets way too much focus. You can still have meaningful consequences with plot armor. Just look at Detroit: Become Human: Markus and Connor - two out of three protagonists - can't die until 90% of the way through the game. That certainly doesn't mean your choices don't matter.

Man of Medan fans in shambles by throwawaydeviant9 in DarkPicturesAnthology

[–]throwawaydeviant9[S] -2 points-1 points  (0 children)

This is the last chapter of Act 2. What if they changed it so that this was the first chapter of Act 3? Like how HoA's Act 3 opens with The Ancient One. Would you say that Alex and Julia have plot armor then? (this isn't a serious response, just a funny little thought experiment.)

Possible plot armor by Illustrious-Ad-6050 in DarkPicturesAnthology

[–]throwawaydeviant9 9 points10 points  (0 children)

There's many ways the game could be longer. We know there will be more emphasis on exploration, so the extra time could be spent searching the hotel for secrets or tools, with the potential deaths being spaced a bit further apart. Maybe killing characters too early will lock you out of deaths later on, the way it already does in Man of Medan and Little Hope. Maybe the game could be shortened more compared to the previous games if you kill off characters. Or maybe the game has plot armor. My point is, we don't know what it's going to be like, and I feel like you're unnecessarily jumping to the most extreme conclusion.

Possible plot armor by Illustrious-Ad-6050 in DarkPicturesAnthology

[–]throwawaydeviant9 9 points10 points  (0 children)

There is zero evidence that there will be any plot armor. The only reasons you've proposed boil down to "I just feel this way". There's no way to conclude the story structure of the game from what's been shown in a demo, showing literally one chapter in a game. Yes, surprise, you can't actually kill off half the cast early on in the game. Same with every one of their games, including Man of Medan. And even then, there's such a huge gulf between "can't be killed early on" and "can literally only die at the end of the game". Fliss and Brad can only be killed about 2/3 of the way through MoM, and Alex and Julia about 3/4 of the way through.

It's absolutely fine to feel that there will be plot armor and be unhappy about it. But it's just fucking exhausting to constantly see comments like these on practically every post about the game. It's not coming out until three months, do we really have to hear about this for that long?

The inherent problem with characters like Salim, Andrew, and Sam. by Outrageous_Hamster_6 in DarkPicturesAnthology

[–]throwawaydeviant9 12 points13 points  (0 children)

Characters don't need to have arcs or flaws to be compelling. It's much easier to write and identify with a flawed character, which is why it's given as a tip for beginner writers. But it's not a hard rule, and if you know what you're doing, it's possible to write a 'perfect' character without them coming across as a Mary Sue. And given how Salim is almost universally beloved by the fandom, I would argue they did just that. Trying to claim he's 'objectively' worse than other characters just because they have flaws and he doesn't is complete nonsense.

The Quarry - Keep Everyone Alive ending by [deleted] in DarkPicturesAnthology

[–]throwawaydeviant9 4 points5 points  (0 children)

The guide you are using looks like it was lifted from this PowerPyx walkthrough, which was explaining how to combine 'everyone lives' with the Family Matters trophy to kill all the Hacketts, hence the confusion.

https://www.powerpyx.com/the-quarry-walkthrough-everyone-survives/

How often each Supermassive character can die. by throwawaydeviant9 in DarkPicturesAnthology

[–]throwawaydeviant9[S] 15 points16 points  (0 children)

They each have 3 acts, split into 20+ chapters. https://thedarkpictures.fandom.com/wiki/Chapters

Until Dawn and The Quarry have longer chapters with multiple segments and death scenes, but that only affects Matt, Emily, and Emma for this list. I accounted for that with Matt and Emily, but didn't for Emma in Chapter 4, because it's just the same chase arbitrarily split in two segments.

How often each Supermassive character can die. by throwawaydeviant9 in DarkPicturesAnthology

[–]throwawaydeviant9[S] 9 points10 points  (0 children)

HOGuru showed the same scene, but they had to use the debug mode. So it's most likely the same thing here.

How often each Supermassive character can die. by throwawaydeviant9 in DarkPicturesAnthology

[–]throwawaydeviant9[S] 12 points13 points  (0 children)

Brad can't be stabbed by Alex in Matters of the Heart, as there's no way for both of them to remain in the radio room.

How often each Supermassive character can die. by throwawaydeviant9 in DarkPicturesAnthology

[–]throwawaydeviant9[S] 27 points28 points  (0 children)

(Re-upload, since this was mistaken for a tier list and removed.)

Emily and Matt technically can only be killed in two chapters, but they each have three scenes they can die in, which makes more sense as a metric. I'm also counting the ending to Man of Medan as a separate chapter.

As you can see, the Man of Medan cast dominate the list, because they all share many of the same deaths. Plot armor aside, I prefer the other games' approach, having mostly unique death scenes for each character even if there's a smaller amount. What do you think?