bud-arc

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About bud-arc

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  1. I tried it twice and it didn't unlock for me. I didn't fail or die anywhere and I didn't even make a sound in level 3. The only thing I can think of is that when I exit the game, it registers it as a "death," or else they changed the requirements with the latest update. Really freaking annoyed and disappointed I wasted so much time on this. It's going to be another incomplete game on my profile just like Pixel Ripped 1989. Edit: I tried it a third time, deleting my save so I could start a new game and only quitting/saving immediately after the save icon appears. Had a nearly perfect run and only had to reload once. It still didn't pop for me. I played through the epilogue at the end just in case, but nothing. Doesn't seem like it's possible to quit the game and still earn this trophy.
  2. I was looking forward to that one. Fuck the cancel culture mob. Not sure how many people still check this thread, but I've added a few more to the list: Five Dates, Telling Lies, Dark Nights with Po and Munro, Death Come True, Night Book and Ground Zero: Texas (Remastered). Deathtrap Dungeon: The Golden Room is still forthcoming. Edit: Bloodshore was also just announced.
  3. I haven't seen many people talking about this game, and in all honesty, I probably would have missed out on it if it wasn't on sale recently. These types of interactive movies should be familiar to those who enjoy Wales Interactive's brand of FMV games, as this is actually a spin-off of characters from The Shapeshifting Detective, and there is an indirect connection to The Infectious Madness of Doctor Dekker (though you don't need to play either to enjoy this one). I'd describe it as an episodic mystery thriller with elements of horror and sci-fi, similar to The X-Files with a dash of Twin Peaks weirdness thrown in. I have a huge crush on Ellis Munro (Leah Cunard), though I've found it's easy to fall in love with these FMV actresses (and I've played a ton). It's also one of the few games where I felt I earned the platinum too early, and I kept replaying episodes long afterwards just to try different options and unlock new scenes. Really hoping they make more of these, so I'm just trying to get the word out.
  4. I know this is an old thread, but just thought I'd clear a few things up for anyone else wondering about the details. In order to get all four endings, you just need to repeat the last three chapters (starting from the point you choose between Sam's analytical or social mind). Then you either have to save or allow Anna to die each time (the following scenes change depending on the previous choice). After I finished the game the first time, I copied my save into a separate slot (under Options) and restarted the Nightfall chapter from there, just to be safe. There's no need for cloud/USB saves. The 60% social/analytical trophies are a bit of misnomer. There are 7 major decisions that factor into this, and when I played the first time, I had 3 blue (analytical) choices and 4 yellow (social). I restarted the game from the last blue choice I made and selected yellow instead, but it still wasn't enough to earn me the trophy. It was only when I went back to the point where I made my second blue decision and made the opposite choice, then played through the rest of the game in order to get the 60% social (unlocks at end credits). For the 60% analytical, I had to backtrack to the second major decision point (Downtown Basswood chapter) and choose all blue from there. So while you don't have to complete another full playthrough (you can skip the first few chapters), you're still playing through a majority of the game again, which should only take about 4 hours. But make sure to stick with 6 out of 7 of either analytical or social choices if you want to avoid additional partial playthroughs. As for the game itself, I thought it was a solid effort. A lot of the choices didn't seem to affect much of the narrative (besides the last couple of chapters), and it didn't have the same emotional impact as the Life is Strange games, but I thought the Mind Palace sequences were well done and the visuals were pretty unique. However, there's something about it that feels simple and bare-bones, like they could have done more with the idea if they weren't limited by size and scope (likely scaled back by the budget). It's definitely worth a look though, especially if you enjoy interactive dramas.
  5. Having finally earned the platinum across four playthroughs, I now have a completely different interpretation of events which lends more credence to the reincarnation theory. The very last trophy I earned was for the collectibles, and the final secret is automatically given to you at the end. When looking at the description of the Crude Doll, it states: When you start the game at the bus crash, the first collectible you find is a book on witchcraft that depicts the creation of the poppet. It seems clear to me that Anthony became obsessed with this idea (possibly in jail, while wracked with guilt) and crafted the poppet which allows him to look back in time and "manipulate" events in 1692 (whether this is all in his head or not, to atone for his guilt, is up to interpretation). There are three main endings to the game, which also depict how at peace Anthony is with his decisions. Worst ending: If you condemn Mary, she is burned at the stake and all your characters (split personalities, emotions, what have you) die. Neutral ending: If you burn the poppet, the entire building burns down, mirroring the events of 1972. I believe this is the "canon" ending because this ties into the idea of reincarnation (doomed to repeat the mistakes of the past). Good ending: If you accuse Carver, you absolve Mary and free her of her sins. This is what Anthony wishes he had done in his 1972 timeline (by paying more attention to Megan). Again, I think this is Anthony imagining the best case scenario and attempting to forgive himself for what happened in the fire. (As it fades out, you hear him say, "But I didn't save you...") The Ferryman/Farriman connection is definitely there (the Curator also mentions it at one point), but I still believe this is Anthony dealing with his multiple personality disorder and attempting to "correct" the past by saving everyone in his mind. Or else, if you buy into the supernatural theory (via the collectibles in the game), then he definitely crafted the poppet and tapped into the past, but was still unable to change anything. Despite whichever ending you receive, it still doesn't bring any of his family back; it's more about coming to terms with his inner demons and gaining closure.
  6. I just finished my first playthrough, so I haven't thought about it too much yet. My first thought at the ending was the movie "Identity." Since there are specific personality traits you have to unlock in order to save everyone at the end, it makes sense that this is all inside of his head and you have to inhabit every character to make them work together. It also finally makes sense for once in a Supermassive game why it keeps switching characters so frequently and interchangeably (since we are the true puppet master). But this "Ferryman" explanation gives an even deeper significance and makes it more interesting without disregarding any of the "imaginary" plot points. I like that both theories can exist at the same time, and I look forward to delving deeper in my replays. Decent story, but these trophy requirements are going to be a pain in the ass...
  7. This was one of the most conflicting game experiences I ever had. I spent the game either convincing myself that this was one of the best or worst games I ever played. It was a rollercoaster ride, and even when I thought it was through, there were still a couple hours of gameplay left. Having just completed the story, I'm still collecting my thoughts. There are great, memorable moments that stick out in my mind. I really liked the Last of Us: Left Behind expansion because it focuses more on character and story (a la Life is Strange), and for me, that's where this game shined. Everyone remembers the giraffe scene from the first game, and I got that same feeling while exploring the dinosaur museum (especially all the playing around with the fedora). It reminded me of the great bond between Ellie and Joel, and made me feel great sadness that these were only distant memories now. A lot of people made breakthroughs about Joel and Ellie being the "villains," and that's where the game didn't land for me. I never got into the Abby sections, nor her forced relationship with Lev and Yara. It felt like filler material and I kept waiting for these sequences to end, but they never did, and then I realized what the game was trying to do. It's a unique thing to play both sides of the story, but I just couldn't get over that initial scene of Abby bashing Joel's skull in. It reminded me a lot of Negan's introduction from The Walking Dead (which is another character they are trying to reluctantly reform). Whether it was "justified" or not, I still wasn't pleased to abruptly switch as her for half the game. By the time I got to the confrontation in the theater, I really didn't want to fight Ellie. I purposely died the first time to try and avoid it. And then it switched to the scene at the farm and I felt massively disappointed because I thought the story was suddenly over. I guess the brilliance of this is all the subverted expectations. I played the last few chapters not knowing where the game was heading or how much time I had left. I felt bad about Ellie leaving her perfect life with Dina because she's tortured and obsessed with the idea of revenge. And then to get all the way to the harrowing end of the line and come to the same conclusion -- that violence isn't the answer -- almost felt repetitive at this point. By the time she ends up back at the farm, alone and missing fingers, I was emotionally drained. I guess the game was successful in this regard, because of all the discussion and thought it's provoked in its wake. I don't think it's a perfect game, but it's narratively compelling and technically very well-made. However, it's not something I look forward to playing again just to clean up the trophies.
  8. I don't see many people talking about it, but I really enjoyed the game and it's traditional pixelated style. It's a rare example of point-and-click done right on PS4, with all the buttons mapped out accordingly. There is also a shooter element in the game (although you can skip these sequences by changing difficulty to "easy," which doesn't affect trophies). I played it blind, but all the trophies are tied to the story, so there aren't any missables to worry about (aside from "Full Download" at the beginning of Chapter 7, which is really hard to miss). I'd rate difficulty a 2-3 with an average 6-hour playtime (much less if you're using a guide).
  9. As of the date of this posting, there is no platinum guide on PS4. However, there is an excellent walkthrough on Neoseeker, which also details how to get all the achievements in chronological order (as well as as a collectible guide with pictures). If you want to play the game as blindly as possible (which I recommend), here is what you need to keep in mind: There is one game-spanning trophy (Boundary Confrontation) which requires you to hit 4 invisible barriers (they will comment on each when you reach them). The first 3 are in the first 3 areas of the game and the 4th is at the end. There is also a collectible trophy (Autodidactism) to read all Luxomails. These are found in the hub section (the titular "Lair") which you'll return to as you progress through the story. You'll need to wait until you unlock the Teleport ability before going for these because they are only accessible using Dan's platforming skills, but Ben is the only one who can "use" and collect them. (You can track them in the top left of the screen underneath Dan's points score.) You'll return to this section after every other level in order to unlock new areas, so don't worry about being locked out of any of them; you can always backtrack later. Luckily, there is a chapter select, so the rest of the trophies are not missable during a single playthrough. Keep in mind there is only one autosave, so reloading an earlier chapter will overwrite your current progress. I recommend playing through the game completely before doing any clean up. You may have noticed that each of the trophy icons resembles a piece of a map, which leads to a larger puzzle. You can see these assembled on the in-game Trophies screen. Once you've filled out the rest of the map, there is one trophy left (Chronophobia) which can only be gotten after collecting all the Luxomails and reloading chapter 19 (make sure you collect most of them prior to chapter 19, otherwise your progress won't be saved). More details here. The hardest trophies are Healthy Competition (which requires you to outrun a train in the background while playing as Dan) and Acute Stress Response (beat the "Anger" level without dying). For Healthy Competition, there is a beneficial glitch to get this trophy easy. When you reach one of the checkpoints before the train, exit to the main menu. When you continue again, the train will disappear and you'll be able to unlock the trophy at the end of the level (this took me several attempts because it wouldn't save at the checkpoints, but it did eventually work). Credit here. All in all, I recommend this game to those who enjoy retro '90s comedy point-and-click adventures, but with a platforming twist. The game is very satirical and self-referential, often breaking the fourth wall or trolling the player. It also opens with one of the best gags I've seen in a game; I won't spoil it, but there is an achievement attached to it on PC/XB1 that isn't present on PS4 (so you can ignore Technochronos Syndrome in the Neoseeker guide above). You might also want to play Ben There, Dan That! and Time Gentlemen, Please! (bundled for $5 on Steam and GOG) first to familiarize yourself with the characters/game developers. In addition, Lair of the Clockwork God contains a short visual novel prequel called "Devil's Kiss" which is required for a simple trophy and the solution to a puzzle (the game will hint to you exactly when to play). I would probably rate the difficulty a 3-4 and the time to platinum the game is about 6-8 hours with a guide.
  10. Sometimes quitting and relaunching will correct bugs like that. It's usually preferable to close the application without hitting "save and quit" and just continue from whatever the last checkpoint was. Hope that's the worst of the bugs you encounter! I noticed the game is on sale this week so I'm curious if new users will still have the same issues outlined in this thread.
  11. So what you're saying is...if you were lucky enough to get all three discount codes, you could combine them all for a mighty 60% off your entire cart? God, it feels great to be a loser!
  12. I gave away my stupid holiday theme. All I wanted for Christmas was a discount code. In the US, we haven't gotten one in well over a year and a half. I didn't know the Sony CEO was old Ebenezer himself.
  13. Version 1.10 is out now. No idea what it fixes, but I ran through the last scenes again and nothing unlocked, so whatever.
  14. I mentioned Windy Convergence to them, but of course I never got a reply. 😕 They are probably sick of me from all the issues I had with Headspun (which still hasn't been fixed). I'd say that the more people who complain to them about a particular issue, the better chance we'll get of them actually addressing it.
  15. That screen is definitely glitched. I'm assuming you were unable to back out or anything? When that happened to me, I force-quit out the game and continued from my last autosave. Since you're still at the beginning of the game, have you tried starting a new game to see if that error persists? There aren't too many people playing this right now, so I'd encourage you to report this directly to Wales Interactive via their contact form. They're usually pretty good about responding quickly. I'm not sure how else to get around this particular bug, sorry.