This is video game blog Poverty Game Night. You can
call it PGN. Everybody calls it that. For those that can't tell
just by that reference, this post is about Deadly
Premonition. I can't remember the last time
I've had such a difficult time articulating what is so great about a
game. Even though the game is flawed in most every way, it is more
than the sum of its parts. It is a game that is utterly bizarre and
strangely fascinating.
Deadly Premonition, known as
Red Seeds Profile in Japan, was developed by
Access Games, but was mostly the vision of the game's
writer/director, SWERY. Other than this, he is best known for the
strange Spy Fiction,
but he was also the scenario writer for SNK's The
Last Blade series. He may or may not be
completely insane, but I suppose the same could be said of most
auteur directors, like Hideo Kojima or Suda51. Though I am willing
to guess that SWERY would prefer to be compared to David Lynch.
2010 was a strangely active year for the television
series Twin Peaks
considering that it had been twenty years since it premiered and
eighteen years since its last entry. There was the excellent
thriller game Alan Wake
that was obviously influenced by the show's small Pacific Northwest
town setting filled with various peculiar characters. There was also
a mini-reunion in the form of the Psych
episode "Dual Spires." All of this pales in comparison to
Deadly Premonition,
which is the most Twin Peaks-like
experience since the show itself.
I didn't watch the show when it originally aired (I was
five), but since it kept coming up in other things I liked I watched
it somewhat recently. For a long time I just could not make heads or
tails it, but I was engrossed by it and watched the whole thing
through, and somewhere along the way I "got it."
Everything makes sense following the show's twisted logic and general
weirdness. I'm not too far into Deadly
Premonition, and I don't know if it will all
end up making sense in the end, but it emulates that feeling of
weirdness and twisted logic perfectly. Playing it gave me the same
sense of bewilderment I got from watching Twin
Peaks, and that is something very few things
do. Of course, the game plays up the connection to the show by
showing the influence of it in the plot, characters, and setting of
the game.
The main character is Special Agent Francis York Morgan,
an FBI agent that has come to the small Pacific Northwest town of
Greenvale to investigate the mysterious murder of a beautiful young
girl. His strange behavior and position as an outsider puts him at
odds with the local police. He may be decidedly more crazy, York has
a strange fascination with the small town that makes him similar to
Twin Peaks' Special Agent Dale Cooper. The story leads York
to interact with the various odd residents of Greenvale.
With a premise like this, one might think that Deadly
Premonition would be some sort of adventure game, but it is
actually an open world survival horror game. As far as I know, this
is the only game that blends these two genres. Remedy, the
developers of Alan Wake initially planned to make the game
with an open world framework, but that was ditched in favor of a more
linear game for the sake of a more focused narrative. After playing
this, I can understand why. It is hard to build and maintain tension
when there are large portions of the game that have the player just
driving around without incident.
Still, the open world mechanics benefit the bipolar
nature of the game's story. One moment the game is highlighting a
grisly murder and the next it is making light of one of the game's
many quirky characters. There is no consistent tone to the game, and
for some reason it is really charming. Sometimes the juxtaposition
of the game's cheerier music with the serious nature of the dialogue
is jarring, and that makes for greatly awkward atmosphere. On the
subject of the music, it is really great, though eclectic. There is
some smooth jazz, some eerie ambiance, and some guitar whistling that
sounds like it could only have come out of K.K. Slider.
On the subject of mental disorder, York is literally
crazy. He has dissociative identity disorder, and frequently has
asides in which he speaks to his other personality, Zach. This is a
stroke of insane genius on the writer's part because it gives York a
reason to talk about what is going on without it being a boring
internal monologue. It also gives York, and I guess by extension
SWERY, the ability to directly address the player, as the player
ostensibly is Zach. This leads a lot of the game's funny moments and
meta commentary.
The action of the game makes for the majority of the
survival horror elements of the game. Essentially, York will go to
some area to investigate, he'll become isolated, and he'll start to
experience weird stuff. This weird stuff includes red vines blocking
off areas, usually a lot of rain, and zombie-like people that attack
him. The combat is basically a poor man's version of Resident
Evil 4, with similar controls that are a bit more sluggish and
unwieldy. There are various strong melee weapons, but they have a
limited amount of durability before they break. Luckily York's
handgun has unlimited ammo and can be used for most everything,
though stronger weapons with limited ammo are generally a good idea
for dealing with stronger foes.
Even though the combat isn't that great, the atmosphere
of the horror portions are really creepy and have an oppressive
atmosphere. The mechanic of York holding is breath to become
invisible to enemies is great at building tension. It's not up there
in creepiness with a Silent Hill or something, but it's
pretty good. The time when York is running and hiding from an ax
murderer are quite frightening and incorporates an interesting
split-screen between the player's view and the killer's, but it is
marred by annoying quick-time events. These moments also double as
an investigation or “profiling” section that has the player
finding clues that help unravel parts of the mystery surrounding the
mysterious events in Greenvale. It's not nearly as involved as
something like the Ace Attorney games or Heavy Rain,
but it gets the job done.
The open world portion of the game doesn't seem
particularly necessary, but there is a lot of weird details in it.
The player needs to have York shave and wear clean clothes or else
his hygiene suffers, which probably affects something. Doing pretty
much anything, from breaking boxes to exploring various places, gives
the player cash which can be spent on all sorts of things about town.
It is important to keep hunger and sleep requirements under control
by eating food and sleeping, so it is a good idea to spend a decent
amount of cash on food. Probably the worst part of the open world
approach is the game's poor map, which doesn't zoom out far enough to
get a grasp of the relation between different areas and doesn't have
up always be north, but the direction the player is facing.
There is a bunch more weird stuff that York can do. He
believes he can predict the future by looking at his cup of coffee,
and so the player can choose to get a cup of coffee as a way of
getting a fortune. There is fishing for some reason, so I guess for
those people that are a fan of open world games, survival horror, and
fishing, this is the game to play. Watching a weather report on
television will give the player what weather to expect for the day.
It is possible to talk to the various people as they go about their
daily routines about town, but sometimes they lock themselves in
their houses, and in that instance it might be a good idea to peek
into their homes because the game lets York be a creeper like that.
At one point York needs to get into a room in the police
station, but the guy with the keys lost them. Instead of just
finding the key and returning it, the player finds various keys,
differentiated by key-rings with different squirrels on them.
Handing a key with the wrong type of squirrel on it will cause the
guy to admonish York for not knowing his squirrels, then go into a
long explanation of what makes that particular squirrel unique. This
whole thing is like a bizarre attack on the way many survival horror
games, like Resident Evil, have the player collect a bunch of
keys marked with various symbols.
It seems the best way to explain how crazy this game
seems to be just to flatly explain it, but I still feel like I
haven't gotten across how completely weird Deadly Premonition
is. I think the best that I can do is urge people to just play it (I
got it for a mere eleven dollars new) and leave off with an example
of something that happens in the game. This is the sort of game
that, to me, justifies the existence of this site. It was a cult
hit, but it isn't some giant blockbuster title, and it flew under the
radar for most people. It's not a perfect game, but it is really
interesting, extremely bizarre, and it deserves some attention for
being something so insane.
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