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Stuff and Games and Games
Monday, May 10, 2010 - 3:28 PM
I've been reading this article for how to add some DirectX stuff to WPF. Not only is it going to be very useful for doing what I want to do with my Person Paster project (an application using my stick figure recognizer for extracting people from photos and placing/posing them in other photos using stick figures) but it might have helped a bit with LX Engine! I had no idea and didn't really look into why on Vista/7, LX Engine always had grainy transparency and no anti-aliasing. Apparently it is because I'm using DirectX 9 and not DirectX 9Ex. Like, I had a feeling that might be an issue way back in the day when I heard about it, long before Vista came out, but I never really followed up on that hunch. The whole "lets stop dicking around with game tools and start making games" deal.

I would like to work on From Dusk into Twilight again. I have a lot of projects on my plate right now, though. But maybe I can just kind of like... finish them. I'm feeling a bit more motivated. It doesn't take too much - there was a thread on SA I only briefly skimmed the beginning of, saying that to get a game development job, you need to make cool things. That's not news to me. But I haven't been in the business of making 'cool things' for a while, I fear. The stick figure recognizer is plenty cool, but... yeah. I also was reading Tim Rogers' new Kotaku column here, which also made me feel like actually making something. Even if it's a more simple game... although I think From Dusk into Twilight is a fine goal.

Also upon further consideration, I cannot continue to feel that Deadly Premonition is "so-bad-it's-good". That certainly is the case when you first pick it up, and is certainly the case when you experience some of the sillier scenes, like the oft-pointed-to scene with breakfast with Polly at the hotel. It's cheesy and strangely acted, bizzare and hilarious, and sort of goes on for too long. The driving is hard to get a hold of, and 'driving' York can be jarring at first. I can understand why a person might turn off the game at that point, but at the same time I want to tie them down to the chair and force the controller back in their hand. Press on! You will be amazed, because "so-bad-it's-good", with a little suspension of disbelief, turns into simply "good".

One of the top youtube searches for Deadly Premontion is this YouTube review by some video game reviewing group. They gave it a 2/10. I wanted to leave a critical comment but I decided against it because it would be very difficult to get across what I wanted to say. The review is shallow. It focuses squarely on the controls and graphics and driving and shooting and, essentially, all the wrong things when it comes to looking at this game. It's like trying to give GOD HAND a bad score because the graphics are bad. It's not the point!

The point is the experience, and the story. It's bizarre and quirky and flawed, but produces so much soul it's unreal. You can tell that the developers loved making this game. The last few hours of the game are amazing. There are moments of the game that make you feel that shit is going down. During the final bosses and cutscenes, as well as one of the 'big reveals', I felt like the game was saying something about, I dunno. Perception. Self. What it means to 'control' a character in a game. I can't tell you why though, because something artistic will invoke in people something that just wont in someone else.

So yeah. I would recommend Deadly Premonition to anyone. Not because it's "so-bad-it's-good", but because it's amazing.

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