I thought that moment in Inside was pretty great, I enjoyed it a lot.
Then it just stopped and the game ended. It was a pretty big letdown, going from "holy shit what is happening" to "... is this it? It's over?" in a couple of seconds.
Aistan on
+2
BroloBroseidonLord of the BroceanRegistered Userregular
I liked it a lot until it turned into Akira for no reason
it was more fun than Limbo and it was building up to a pretty good story until it fell apart
How did it fall apart?
the reason Limbo worked was because it basically used pre-existing cultural story beats as a scaffold for its story
we don't know exactly what the boy's motivation or goals are, but we can reasonably infer a rough idea thereof from what we're given because we've all been told stories like this for ages--the stakes are extremely high for the boy (as we can see from the constant threat of gruesome death), and there's someone waiting for him
q: what is the boy doing?
a: trying to be reunited with someone who is important to him.
the fact that we can answer this question makes most of the other questions irrelevant--stuff like "where is this world" and "why is everything shitty" and "why is everything and everyone trying to kill you" don't matter that much
inside does the same thing, but then at the end it shifts gears into sci-fi, which, fine, it almost works because you can see some basic story beats there about the hubris of man, and science gone awry, that sort of thing, but it spends the whole game in this other paradigm where you're counting on the end to give you the context you need to understand everything else, and you never get it
so you have questions like "who is the boy, what are his goals and motivations" and you can't answer them, which also makes the questions about the setting and adversaries more important, and it doesn't have answers for those, either
it is nine tenths of a minimalist story and one tenth of a complex one, and not effective because of it
the boy's goals and motivations are explained in the secret ending
I liked it a lot until it turned into Akira for no reason
it was more fun than Limbo and it was building up to a pretty good story until it fell apart
How did it fall apart?
the reason Limbo worked was because it basically used pre-existing cultural story beats as a scaffold for its story
we don't know exactly what the boy's motivation or goals are, but we can reasonably infer a rough idea thereof from what we're given because we've all been told stories like this for ages--the stakes are extremely high for the boy (as we can see from the constant threat of gruesome death), and there's someone waiting for him
q: what is the boy doing?
a: trying to be reunited with someone who is important to him.
the fact that we can answer this question makes most of the other questions irrelevant--stuff like "where is this world" and "why is everything shitty" and "why is everything and everyone trying to kill you" don't matter that much
inside does the same thing, but then at the end it shifts gears into sci-fi, which, fine, it almost works because you can see some basic story beats there about the hubris of man, and science gone awry, that sort of thing, but it spends the whole game in this other paradigm where you're counting on the end to give you the context you need to understand everything else, and you never get it
so you have questions like "who is the boy, what are his goals and motivations" and you can't answer them, which also makes the questions about the setting and adversaries more important, and it doesn't have answers for those, either
it is nine tenths of a minimalist story and one tenth of a complex one, and not effective because of it
the boy's goals and motivations are explained in the secret ending
they are...?
they are
The boy was never an entity with his own agency, he was being controlled by the huddle (and by extension you, the player,) throughout the entire game
+3
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
I liked it a lot until it turned into Akira for no reason
it was more fun than Limbo and it was building up to a pretty good story until it fell apart
How did it fall apart?
the reason Limbo worked was because it basically used pre-existing cultural story beats as a scaffold for its story
we don't know exactly what the boy's motivation or goals are, but we can reasonably infer a rough idea thereof from what we're given because we've all been told stories like this for ages--the stakes are extremely high for the boy (as we can see from the constant threat of gruesome death), and there's someone waiting for him
q: what is the boy doing?
a: trying to be reunited with someone who is important to him.
the fact that we can answer this question makes most of the other questions irrelevant--stuff like "where is this world" and "why is everything shitty" and "why is everything and everyone trying to kill you" don't matter that much
inside does the same thing, but then at the end it shifts gears into sci-fi, which, fine, it almost works because you can see some basic story beats there about the hubris of man, and science gone awry, that sort of thing, but it spends the whole game in this other paradigm where you're counting on the end to give you the context you need to understand everything else, and you never get it
so you have questions like "who is the boy, what are his goals and motivations" and you can't answer them, which also makes the questions about the setting and adversaries more important, and it doesn't have answers for those, either
it is nine tenths of a minimalist story and one tenth of a complex one, and not effective because of it
the boy's goals and motivations are explained in the secret ending
they are...?
they are
The boy was never an entity with his own agency, he was being controlled by the huddle (and by extension you, the player,) throughout the entire game
I don't think it was effective at telling this story
I liked it a lot until it turned into Akira for no reason
it was more fun than Limbo and it was building up to a pretty good story until it fell apart
How did it fall apart?
the reason Limbo worked was because it basically used pre-existing cultural story beats as a scaffold for its story
we don't know exactly what the boy's motivation or goals are, but we can reasonably infer a rough idea thereof from what we're given because we've all been told stories like this for ages--the stakes are extremely high for the boy (as we can see from the constant threat of gruesome death), and there's someone waiting for him
q: what is the boy doing?
a: trying to be reunited with someone who is important to him.
the fact that we can answer this question makes most of the other questions irrelevant--stuff like "where is this world" and "why is everything shitty" and "why is everything and everyone trying to kill you" don't matter that much
inside does the same thing, but then at the end it shifts gears into sci-fi, which, fine, it almost works because you can see some basic story beats there about the hubris of man, and science gone awry, that sort of thing, but it spends the whole game in this other paradigm where you're counting on the end to give you the context you need to understand everything else, and you never get it
so you have questions like "who is the boy, what are his goals and motivations" and you can't answer them, which also makes the questions about the setting and adversaries more important, and it doesn't have answers for those, either
it is nine tenths of a minimalist story and one tenth of a complex one, and not effective because of it
the boy's goals and motivations are explained in the secret ending
they are...?
they are
The boy was never an entity with his own agency, he was being controlled by the huddle (and by extension you, the player,) throughout the entire game
I don't think it was effective at telling this story
this might be true, but it does provide answers
+1
KwoaruConfident SmirkFlawless Golden PecsRegistered Userregular
I liked it a lot until it turned into Akira for no reason
it was more fun than Limbo and it was building up to a pretty good story until it fell apart
How did it fall apart?
the reason Limbo worked was because it basically used pre-existing cultural story beats as a scaffold for its story
we don't know exactly what the boy's motivation or goals are, but we can reasonably infer a rough idea thereof from what we're given because we've all been told stories like this for ages--the stakes are extremely high for the boy (as we can see from the constant threat of gruesome death), and there's someone waiting for him
q: what is the boy doing?
a: trying to be reunited with someone who is important to him.
the fact that we can answer this question makes most of the other questions irrelevant--stuff like "where is this world" and "why is everything shitty" and "why is everything and everyone trying to kill you" don't matter that much
inside does the same thing, but then at the end it shifts gears into sci-fi, which, fine, it almost works because you can see some basic story beats there about the hubris of man, and science gone awry, that sort of thing, but it spends the whole game in this other paradigm where you're counting on the end to give you the context you need to understand everything else, and you never get it
so you have questions like "who is the boy, what are his goals and motivations" and you can't answer them, which also makes the questions about the setting and adversaries more important, and it doesn't have answers for those, either
it is nine tenths of a minimalist story and one tenth of a complex one, and not effective because of it
I watched a lets play of Inside and I thought the end actually answered that question
(end of inside spoilers)
The boy is one of those zombies that was being controlled by the flesh mass so the reveal is you were actually the flesh mass the entire time and you were trying to escape from your mad science prison
Which is why the boy spends the entire game breaking into a secure facility that is apparently producing zombies and mind control equipment instead of just hiding in the woods
I also think it didn't really take a sudden turn to sci-fi at the end because you use your first 50s looking mind control helmet like 20 minutes into the game
Kwoaru on
+2
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
Yesterday I spent literally all day playing Stardew Valley (thanks @Jasconius!) with my roommate. She was sick and I was home from work on my last day of vacation, and we just sat on the couch and tossed the controller back and forth whenever one of us needed to go to the bathroom or make food or whatever. I believe when I started that morning I was at around the end of spring beginning of summer (in my first year), and by the time we went to bed we had just finished the fall festival (I got second place!).
Anyways, the moral of the story is that this is a very good game. I'm enjoying figuring things out as I go and avoiding any direct guides for it, especially as it seems to be fairly forgiving overall (it took me a week and a half to figure out how I was supposed to feed my chickens, but they bounced back in a couple days). But, that said, does anyone have any cool tips for things I might not have tried yet? It feels like there is an awful lot hidden in this game, and I'm excited to keep discovering all of it.
in case you haven't noticed it yet, almost all crops die at the end of a month (season), so don't plant new seeds when you're on day 29
you should water your plants and feed/pet your animals every day - this can take up a huge portion of your day/energy though, which makes it a good idea to invest in sprinklers/auto feeders
there are discreet sections of the mine, and these sections are where you'll find the majority of your minerals - you'll find copper from 1-40, iron from 41-80, and gold from 81-120
stone stairwells are a craftable item that let you skip to the next level of the mine, which is very handy when you're running out of time and haven't found the next elevator yet
you can check the requirements for the community centre from the main inventory menu, no need to run back there every single time
you can get a calendar from Robin (the carpenter) to put in your house, which makes it a lot easier to plan for birthdays - give people gifts they like on their birthdays!
Rad. I've got most of that covered, I think, although I deffo need to buy a calendar. My current status is (from memory, so some things might be a bit off):
Farmhouse expanded once (Kitchen).
Silo and chicken coop built.
Steel axe and pickaxe, copper hoe and watering can, fiberglass fishing pole.
No community center things unlocked yet (waiting for winter to finish the foraging one, essentially).
Maximum mine level reached is 60.
I don't think I have anyone over a four star relationship (which is Sam, who, according to my roommate, I am trying to low-key fuck). I'm actively trying to pursue Abigail, but also probably Emily and Sebastian (honestly I want to kiss everyone).
Stats are:
Farming 7 (Animal Husbandry specialist, although I blow at it so far and probably should have stuck to crops)
Foraging 7 (Foraging specialist, because wood is too valuable to sell)
Mining 4
Combat 4
Fishing 3
As you can see, fishing has been my weak point, although once I got the fiberglass rod I've been doing way better, and am planning on some lobster traps soon.
Trying Hyper Light Drifter again after not really enjoying it the first time I gave it a spin.
I think I was just bad?
Cause it's not nearly as frustrating as I remember and I'm having tons of fun. I'd also forgotten how fucking sweet this game looks, like holy shit is this a cool looking game.
They also did put out a patch that bumps the game up to 60 FPS, which I'm told makes a huuuuuuuuge difference
I did not know that! Dang, I just finished it not that long ago; not ready for a save+ or replay yet.
0
BroloBroseidonLord of the BroceanRegistered Userregular
I liked it a lot until it turned into Akira for no reason
it was more fun than Limbo and it was building up to a pretty good story until it fell apart
How did it fall apart?
the reason Limbo worked was because it basically used pre-existing cultural story beats as a scaffold for its story
we don't know exactly what the boy's motivation or goals are, but we can reasonably infer a rough idea thereof from what we're given because we've all been told stories like this for ages--the stakes are extremely high for the boy (as we can see from the constant threat of gruesome death), and there's someone waiting for him
q: what is the boy doing?
a: trying to be reunited with someone who is important to him.
the fact that we can answer this question makes most of the other questions irrelevant--stuff like "where is this world" and "why is everything shitty" and "why is everything and everyone trying to kill you" don't matter that much
inside does the same thing, but then at the end it shifts gears into sci-fi, which, fine, it almost works because you can see some basic story beats there about the hubris of man, and science gone awry, that sort of thing, but it spends the whole game in this other paradigm where you're counting on the end to give you the context you need to understand everything else, and you never get it
so you have questions like "who is the boy, what are his goals and motivations" and you can't answer them, which also makes the questions about the setting and adversaries more important, and it doesn't have answers for those, either
it is nine tenths of a minimalist story and one tenth of a complex one, and not effective because of it
the boy's goals and motivations are explained in the secret ending
they are...?
they are
The boy was never an entity with his own agency, he was being controlled by the huddle (and by extension you, the player,) throughout the entire game
I don't know, the entire game felt purposefully ambiguous to the point of making almost any interpretation of what happened possible.
I liked it a lot until it turned into Akira for no reason
it was more fun than Limbo and it was building up to a pretty good story until it fell apart
How did it fall apart?
the reason Limbo worked was because it basically used pre-existing cultural story beats as a scaffold for its story
we don't know exactly what the boy's motivation or goals are, but we can reasonably infer a rough idea thereof from what we're given because we've all been told stories like this for ages--the stakes are extremely high for the boy (as we can see from the constant threat of gruesome death), and there's someone waiting for him
q: what is the boy doing?
a: trying to be reunited with someone who is important to him.
the fact that we can answer this question makes most of the other questions irrelevant--stuff like "where is this world" and "why is everything shitty" and "why is everything and everyone trying to kill you" don't matter that much
inside does the same thing, but then at the end it shifts gears into sci-fi, which, fine, it almost works because you can see some basic story beats there about the hubris of man, and science gone awry, that sort of thing, but it spends the whole game in this other paradigm where you're counting on the end to give you the context you need to understand everything else, and you never get it
so you have questions like "who is the boy, what are his goals and motivations" and you can't answer them, which also makes the questions about the setting and adversaries more important, and it doesn't have answers for those, either
it is nine tenths of a minimalist story and one tenth of a complex one, and not effective because of it
I watched a lets play of Inside and I thought the end actually answered that question
(end of inside spoilers)
The boy is one of those zombies that was being controlled by the flesh mass so the reveal is you were actually the flesh mass the entire time and you were trying to escape from your mad science prison
Which is why the boy spends the entire game breaking into a secure facility that is apparently producing zombies and mind control equipment instead of just hiding in the woods
I also think it didn't really take a sudden turn to sci-fi at the end because you use your first 50s looking mind control helmet like 20 minutes into the game
the boy has a personality though
you can seem him display fear and such
in fact the entire sequence where you have to impersonate the zombies makes it very clear that the boy isn't one of them
which is one reason the whole "the boy was a slave to the biomass the whole time" thing just doesn't work
I liked it a lot until it turned into Akira for no reason
it was more fun than Limbo and it was building up to a pretty good story until it fell apart
How did it fall apart?
the reason Limbo worked was because it basically used pre-existing cultural story beats as a scaffold for its story
we don't know exactly what the boy's motivation or goals are, but we can reasonably infer a rough idea thereof from what we're given because we've all been told stories like this for ages--the stakes are extremely high for the boy (as we can see from the constant threat of gruesome death), and there's someone waiting for him
q: what is the boy doing?
a: trying to be reunited with someone who is important to him.
the fact that we can answer this question makes most of the other questions irrelevant--stuff like "where is this world" and "why is everything shitty" and "why is everything and everyone trying to kill you" don't matter that much
inside does the same thing, but then at the end it shifts gears into sci-fi, which, fine, it almost works because you can see some basic story beats there about the hubris of man, and science gone awry, that sort of thing, but it spends the whole game in this other paradigm where you're counting on the end to give you the context you need to understand everything else, and you never get it
so you have questions like "who is the boy, what are his goals and motivations" and you can't answer them, which also makes the questions about the setting and adversaries more important, and it doesn't have answers for those, either
it is nine tenths of a minimalist story and one tenth of a complex one, and not effective because of it
I watched a lets play of Inside and I thought the end actually answered that question
(end of inside spoilers)
The boy is one of those zombies that was being controlled by the flesh mass so the reveal is you were actually the flesh mass the entire time and you were trying to escape from your mad science prison
Which is why the boy spends the entire game breaking into a secure facility that is apparently producing zombies and mind control equipment instead of just hiding in the woods
I also think it didn't really take a sudden turn to sci-fi at the end because you use your first 50s looking mind control helmet like 20 minutes into the game
the boy has a personality though
you can seem him display fear and such
in fact the entire sequence where you have to impersonate the zombies makes it very clear that the boy isn't one of them
which is one reason the whole "the boy was a slave to the biomass the whole time" thing just doesn't work[/spoler]
I thought it was more
The boy wanted to free the biomass of his own free will, and getting sucked into a flesh blob and (barely) managing to escape was preferable to living in that dystopian hellscape.
Or maybe the boy knew about the experiment and wanted to free it for whatever reason, but was a little naive and didn't expect to get absorbed by the giant mass of uncaring flesh.
I like either of these interpretations better than the "he was a slave that you were controlling theory." To me the game was about quiet rebellion, a boy desperately lashing out at a system that sought to break down everyone into mindless, conforming, automatons. The world of Inside had The People In Charge, and then everyone else was just disposable. With how many future machines you saw in the background (and how fucked up the farm was, implying a food system in disrepair), I don't even think they needed the zombies as labour; it just felt like a way to control anyone who wasn't part of the elite. I thought it was notable that so many of the puzzles were based around gathering drones to work together, and then at the end you literally join together with a bunch of discarded bodies. Like, sure you turn into a creepy flesh monster, but at least you are part of something.
I liked it a lot until it turned into Akira for no reason
it was more fun than Limbo and it was building up to a pretty good story until it fell apart
How did it fall apart?
the reason Limbo worked was because it basically used pre-existing cultural story beats as a scaffold for its story
we don't know exactly what the boy's motivation or goals are, but we can reasonably infer a rough idea thereof from what we're given because we've all been told stories like this for ages--the stakes are extremely high for the boy (as we can see from the constant threat of gruesome death), and there's someone waiting for him
q: what is the boy doing?
a: trying to be reunited with someone who is important to him.
the fact that we can answer this question makes most of the other questions irrelevant--stuff like "where is this world" and "why is everything shitty" and "why is everything and everyone trying to kill you" don't matter that much
inside does the same thing, but then at the end it shifts gears into sci-fi, which, fine, it almost works because you can see some basic story beats there about the hubris of man, and science gone awry, that sort of thing, but it spends the whole game in this other paradigm where you're counting on the end to give you the context you need to understand everything else, and you never get it
so you have questions like "who is the boy, what are his goals and motivations" and you can't answer them, which also makes the questions about the setting and adversaries more important, and it doesn't have answers for those, either
it is nine tenths of a minimalist story and one tenth of a complex one, and not effective because of it
I watched a lets play of Inside and I thought the end actually answered that question
(end of inside spoilers)
The boy is one of those zombies that was being controlled by the flesh mass so the reveal is you were actually the flesh mass the entire time and you were trying to escape from your mad science prison
Which is why the boy spends the entire game breaking into a secure facility that is apparently producing zombies and mind control equipment instead of just hiding in the woods
I also think it didn't really take a sudden turn to sci-fi at the end because you use your first 50s looking mind control helmet like 20 minutes into the game
the boy has a personality though
you can seem him display fear and such
in fact the entire sequence where you have to impersonate the zombies makes it very clear that the boy isn't one of them
which is one reason the whole "the boy was a slave to the biomass the whole time" thing just doesn't work
see I think that (inside ending)
all of that personality is just the personality of the flesh mass instead of the boy that's all
the flesh mass has to keep the boy alive because he is the entire desperate escape plan, so of course it is afraid of the boy getting caught and display fear and such
the sequence where you impersonate a zombie only shows that the zombies are being controlled by something different than the boy and it is making them move in a very robotic way because its just an automated inspection thing, the boy moves naturally because why would the flesh mass think about walk like a weird robot
Now it is possible that the boy is an actual living normal boy taken over by the flesh mass and not just a kid zombie that the flesh mass stole control of but neither option runs counter to the idea that the flesh mass was controlling the kid the entire time
I think the secret ending of Inside is dumb and didn't actually add anything, instead made it more complicated for negative benefit. I wish I hadn't looked up how to access it.
Everything about Inside's secret ending sounds dumb, unnecessary, and directly contrary to what I thought was good about the actual ending so I am refusing to acknowledge that it exists.
0
KwoaruConfident SmirkFlawless Golden PecsRegistered Userregular
edited December 2016
Oh I had never seen the secret ending before
that kinda wraps the whole thing up in a neat and incredibly explicit bow
or I guess if you read it more as a joke about the player then the debate goes on
I beat Hyper Light Drifter last night. It's really cool and my only complaint is I wish there was more of it.
Also the south area is kind of annoying cause the "come back to this later" doors are mostly underground instead of visible on the overworld, so I spent a lot of time backtracking through elevators trying to remember where I hadn't gone yet.
Posts
they are...?
I watched a lets play of Inside and I thought the end actually answered that question
(end of inside spoilers)
Which is why the boy spends the entire game breaking into a secure facility that is apparently producing zombies and mind control equipment instead of just hiding in the woods
I also think it didn't really take a sudden turn to sci-fi at the end because you use your first 50s looking mind control helmet like 20 minutes into the game
Rad. I've got most of that covered, I think, although I deffo need to buy a calendar. My current status is (from memory, so some things might be a bit off):
Silo and chicken coop built.
Steel axe and pickaxe, copper hoe and watering can, fiberglass fishing pole.
No community center things unlocked yet (waiting for winter to finish the foraging one, essentially).
Maximum mine level reached is 60.
I don't think I have anyone over a four star relationship (which is Sam, who, according to my roommate, I am trying to low-key fuck). I'm actively trying to pursue Abigail, but also probably Emily and Sebastian (honestly I want to kiss everyone).
Stats are:
Farming 7 (Animal Husbandry specialist, although I blow at it so far and probably should have stuck to crops)
Foraging 7 (Foraging specialist, because wood is too valuable to sell)
Mining 4
Combat 4
Fishing 3
As you can see, fishing has been my weak point, although once I got the fiberglass rod I've been doing way better, and am planning on some lobster traps soon.
I did not know that! Dang, I just finished it not that long ago; not ready for a save+ or replay yet.
I don't know, the entire game felt purposefully ambiguous to the point of making almost any interpretation of what happened possible.
you can seem him display fear and such
in fact the entire sequence where you have to impersonate the zombies makes it very clear that the boy isn't one of them
which is one reason the whole "the boy was a slave to the biomass the whole time" thing just doesn't work
If you thought the same, try that game again
The 60 FPS stuff probably makes a big difference
But most importantly, the game has an Easy difficulty now, which fixes my EXACT problem with that game
It was Souls hard and I wanted Zelda hard
And now I can have the game be Zelda hard and I'm significantly happier with it
half the difficulty of Souls is in the fact that the game obfuscates everything
Hyper Light Drifter is straightforward, it just has high execution requirements
(it's also probably my GOTY so I'm glad they made it more enjoyable for you)
I thought it was more
Or maybe the boy knew about the experiment and wanted to free it for whatever reason, but was a little naive and didn't expect to get absorbed by the giant mass of uncaring flesh.
I like either of these interpretations better than the "he was a slave that you were controlling theory." To me the game was about quiet rebellion, a boy desperately lashing out at a system that sought to break down everyone into mindless, conforming, automatons. The world of Inside had The People In Charge, and then everyone else was just disposable. With how many future machines you saw in the background (and how fucked up the farm was, implying a food system in disrepair), I don't even think they needed the zombies as labour; it just felt like a way to control anyone who wasn't part of the elite. I thought it was notable that so many of the puzzles were based around gathering drones to work together, and then at the end you literally join together with a bunch of discarded bodies. Like, sure you turn into a creepy flesh monster, but at least you are part of something.
It's not Souls hard, that's just the quickest way for everyone to understand I mean "this game is incredibly demanding of your performance"
ah, fair enough
see I think that (inside ending)
the flesh mass has to keep the boy alive because he is the entire desperate escape plan, so of course it is afraid of the boy getting caught and display fear and such
the sequence where you impersonate a zombie only shows that the zombies are being controlled by something different than the boy and it is making them move in a very robotic way because its just an automated inspection thing, the boy moves naturally because why would the flesh mass think about walk like a weird robot
Now it is possible that the boy is an actual living normal boy taken over by the flesh mass and not just a kid zombie that the flesh mass stole control of but neither option runs counter to the idea that the flesh mass was controlling the kid the entire time
flesh mass
or I guess if you read it more as a joke about the player then the debate goes on
I assumed it was the latter when I first saw it
The boy wants to free his compatriots, and a bunch of them helped him get to the blob remember?
https://youtu.be/hVesQYEgKp0
it could be... u.... guiding the sperm to the egg
http://www.giantbomb.com/articles/scott-bensons-top-10-games-of-2016/1100-5570/
Steam // Secret Satan
This is good but the music just makes it so much better.
https://www.youtube.com/watch?v=jkjIsnjKhew
And of course being red made her three times faster
Steam
and now I don't know how to...finish Hyper Light Drifter
Unless it's already over?
Something in the centre of town should have opened if you've beaten all four bosses
Steam // Secret Satan
Is it even possible to defeat the bosses without getting at least 4 triangles in each area?
Steam // Secret Satan
You can finish the south area with only 1
Also the south area is kind of annoying cause the "come back to this later" doors are mostly underground instead of visible on the overworld, so I spent a lot of time backtracking through elevators trying to remember where I hadn't gone yet.
There comes a point later where you play Truth or Dare with the crew
You get to pick who you ask a few times
I am telling you, ask Dana. It is maybe the hardest I have laughed in that whole game.