Changing Missle and Kamilla's fate in the apartment
Holy hell, the solutions are so over the top in this game. What's crazy is you could end up doing something wrong, and miss out on a chain of events that alters the "fate"... There's gonna be a lot of those, isn't there?
Not much, actually. The game is linear enough that if you get a "Fate changed!" message you know you're in the right track, plus the game will outright tell you if you screwed up and can't save your target anymore in advance. Things like failing to change a certain event that locks you out of the fate alteration, or just moving to the wrong place and getting stuck. That was a thing I loved from that game.
Cool, another important question:
Is that rich woman's husband gonna be important, later? I thought about transferring there out of curiosity, but Sissel basically explained that Lynn was more important at the moment.
Just beat it. Without any spoilers, allow me to say this:
I've always said as a rule that video games have shitty endings. Sad, but it tends to be true more often than not.
This game is not only the exception to the rule, it should be given to every single game writer as an example of how to write a fucking awesome ending.
spoiling this just to be safe, but it's not about anything specific in the plot:
I finished it on the bus ride home and had to fight to keep myself from tearing up.
The only complaint I had was that the last puzzle was a bit too easy. I would have liked something more involved.
Now to go back to the start of the thread and read all these spoiler posts.
I really didn't it too much. Engaging, I guess. For a while during the game I was utterly convinced that I was playing the murderer of Kamila's mother, and the writers were going to do some kind of 'clean slate redemption' at the end.
So yeah, I was totally, completely wrong.
Being the cat tracked out logically, even if I did think it was kind of dumb. By far my biggest gripe about the ending, though, is that it goes on too damned long. The emotional impact of the ending drained away halfway through. I'm absolutely positive that there was a better way to communicate the final bits of information to the gamer than a deluge of expository dialogue.
A room with all the clues to the story. Every item you possess either triggers dialog, or animated to reveal something hidden. Maybe in conjunction with the ghosting battle other people talked about?
Yomiel's about-face feels really forced to me.
"Oops.. They stole my fragment and screwed me over. Guess I better be best friends to these people I've been trying to kill for 10 years.."
I get that he likes Sissel, but still..
Yomiel's about-face feels really forced to me.
"Oops.. They stole my fragment and screwed me over. Guess I better be best friends to these people I've been trying to kill for 10 years.."
I get that he likes Sissel, but still..
He said that his change of heart came about in the submarine, when Lynne was telling him that she understood how he felt. It pretty explicitly said that he kept all his memories of the game, including that, even when he went back into his old body without the fragment.
I felt Yomiel's change of heart could have been a lot better justified by saying that (cat) Sissel's presence changed his mind, or something along those lines. Would have added to the potency too.
Yomiel's about-face feels really forced to me.
"Oops.. They stole my fragment and screwed me over. Guess I better be best friends to these people I've been trying to kill for 10 years.."
I get that he likes Sissel, but still..
He said that his change of heart came about in the submarine, when Lynne was telling him that she understood how he felt. It pretty explicitly said that he kept all his memories of the game, including that, even when he went back into his old body without the fragment.
Yomiel's about-face feels really forced to me.
"Oops.. They stole my fragment and screwed me over. Guess I better be best friends to these people I've been trying to kill for 10 years.."
I get that he likes Sissel, but still..
He said that his change of heart came about in the submarine, when Lynne was telling him that she understood how he felt. It pretty explicitly said that he kept all his memories of the game, including that, even when he went back into his old body without the fragment.
Except for him saving everyone before that.
At that point he was confused and lonely and vaguely melancholic and he probably hadn't talked to anybody outside of threats and dealings for years. It's really not unfeasible.
What's that track with the screeching noise? It grew on me.
edit: I don't know if I liked this game as much as Phoenix Wright. The music wasn't as varied or memorable, nor were the characters. Still, pretty good.
So I read this on the tvtropes page for Ghost Trick (no plot spoilers, but I'm being safe):
Video Game Cruelty Potential: There are at least two separate instances where you can alter a victim's fate so they die in an even less dignified manner than the original. Both are hilarious.
I never saw those, what were they?
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So I read this on the tvtropes page for Ghost Trick (no plot spoilers, but I'm being safe):
Video Game Cruelty Potential: There are at least two separate instances where you can alter a victim's fate so they die in an even less dignified manner than the original. Both are hilarious.
I never saw those, what were they?
One is when Sissel is holding up Cabanela and you replace the bullet with the soft hat. Instead you can switch it with the hard hat and watch Cabanela get launched into the door. I don't know what the second would be.
the detective scoping out the kitchen, when he's driving you can fuck around with the seat so he smashes into the resteraunt simply because he can't see.
I did both of those things accidentally and my sidekicks yelled at me. It was pretty hilarious.
Same, both times I was like, 'yeeeeeeah, my bad'
@cooljammer: I'd have to disagree, most of the characters were likable and interesting and I can't think of any irritating characters like in AA (for all its memorable characters, and they've had 5 games to flesh out them) and as far as music goes Jowd's theme, and the variations on '4 minutes before death' and 'Fate Updated' that I posted a little while ago are pretty memorable, for example.
When you save Cabanela, you can replace the bullet with a hard hat instead of the beanie... The animation is hillarious.
I didn't do it, but the dialog when you got it right made it sound a lot like they had expected you to do it.
The mean thing about that puzzle is that if you knock the silk cap to the ground it flattens and still looks bullet-esque.
Yes. This killed me about this puzzle. I could have sworn I got to the end with the hardhat still up there, and missile had said there was nothing to switch with. So when they said "Now it looks like the hard hat" I thought I was still a step away. I tried so many times to get that hat to look like a bullet. Eventually I had to look up a walkthrough. (this was the only puzzle that stumped me) and when I read how to do it, my first thought was "I did all that.."
Anyway, would have helped if it would have shown you what the bullet looked like before you had solved it.
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I've always said as a rule that video games have shitty endings. Sad, but it tends to be true more often than not.
This game is not only the exception to the rule, it should be given to every single game writer as an example of how to write a fucking awesome ending.
spoiling this just to be safe, but it's not about anything specific in the plot:
The only complaint I had was that the last puzzle was a bit too easy. I would have liked something more involved.
Now to go back to the start of the thread and read all these spoiler posts.
Yeah, I even knew that when I made that post, but that's the initial reaction.
So yeah, I was totally, completely wrong.
Being the cat tracked out logically, even if I did think it was kind of dumb. By far my biggest gripe about the ending, though, is that it goes on too damned long. The emotional impact of the ending drained away halfway through. I'm absolutely positive that there was a better way to communicate the final bits of information to the gamer than a deluge of expository dialogue.
PSN: ShogunGunshow
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Endgame spoiler:
Steam: betsuni7
So huh. That sort of came out of nowhere.
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But.
"Oops.. They stole my fragment and screwed me over. Guess I better be best friends to these people I've been trying to kill for 10 years.."
I get that he likes Sissel, but still..
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edit: I don't know if I liked this game as much as Phoenix Wright. The music wasn't as varied or memorable, nor were the characters. Still, pretty good.
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http://www.youtube.com/watch?v=rBBmF0DAZ1Q
Yeah, it's awesome.
/edit no, that's probably it
I never saw those, what were they?
And now I have to play out what EVOL suggested.
"I ... I just thought I'd try it..."
PSN: ShogunGunshow
Origin: ShogunGunshow
Sissel: "........"
And the puzzle... oh man...
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Same, both times I was like, 'yeeeeeeah, my bad'
@cooljammer: I'd have to disagree, most of the characters were likable and interesting and I can't think of any irritating characters like in AA (for all its memorable characters, and they've had 5 games to flesh out them) and as far as music goes Jowd's theme, and the variations on '4 minutes before death' and 'Fate Updated' that I posted a little while ago are pretty memorable, for example.
I didn't do it, but the dialog when you got it right made it sound a lot like they had expected you to do it.
I freaking love the hard hat animation though. So awesome.
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Anyway, would have helped if it would have shown you what the bullet looked like before you had solved it.
Go to this page and click on the dog.
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Also go here for some higher res character arts!
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