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Finding Paradise - Discussion / Re: Finding Paradise
« Last post by FirmlyGroundedAspie on Today at 03:55:06 PM »
So, Finding Paradise ended up not resolving the Neil story arc, what exactly the machine and the secrecy was for, and that pill thing. I think some parts of the game dragged on for a bit longer than they had to; on the flip side I liked the little allusions to TtM: Avoiding the squirrel in the beginning, and Colin knew River *sniffle*. Neil's "character customization" improvement was hilarious.

All in all, I'm less sure that I'll play FP again than I was with TtM. If I end up trying, I may write some more in here.
Thanks for the heads up! I just fixed it in a build patch that I'm testing right now, and should make the patch live tonight. :) Bad mushroom.
While in the memory with young Colin and Faye, immediately following the scene where they play together and you receive another note about the Scale Theme, Eva is able to pick up a blue mushroom. Neil accuses her of ruining the scenery and Eva puts the mushroom down.

If you take a step during the dialogue, Eva will step into the same square where she puts the mushroom and soft-lock the game. Whoops.
Team Française / Re: Traduction de Finding Paradise ?
« Last post by Galdros on Today at 12:32:24 PM »

Juste un petit message pour vous remercier par avance pour la traduction de Finding Paradise. D'ailleurs je remercie également ceux qui avaient travaillé sur la traduction de to the moon pour le super boulot qu'ils ont réalisé.

Je ne serais pas en mesure de vous aider étant donné que je suis plutôt mauvais en anglais. Mais voilà je me suis dit que cela vous ferez plaisir un peu d'encouragement.

To the moon est vraiment un jeu ... magique et j'ai vraiment hâte de pouvoir jouer à Finding Paradise en français. Mais ce n'est pas une raison pour se hâter, prenez le temps de faire les choses biens.

 Allez je vous souhaite bon courage et que la lumière d'Anya vous illumine.

 Ps : Vous devriez réclamer des  :platquack: en peluche à Kan Gao pour le travail que vous faites.
Finding Paradise - Discussion / Re: Finding Paradise
« Last post by bashfluff on Today at 12:24:24 PM »
Spoilers below for To the Moon and Finding Paradise!

The mystery in my opinion was the wish itself, trying to pick apart why exactly he felt that he needed Sigmund Corp, and the answer to it was interesting to me, raising questions not only about the way people think about and see their lives in general, but also about SigCorp's universe and Eva and Neil's jobs.

That may have worked if the game presented it as a mystery or as if there was more than he was telling us. It doesn't, and there isn't. Colin says that he's lived a happy life and doesn't want to change any of it. What he wants is to be happy with his life without living another one, for all of his small regrets to be fixed. When we look at his life, that's exactly what we see: a happy life, and the bit about regrets doesn't come up much except for the ending and the names of some of the notes. It doesn't feel fleshed out at all and almost feels like a red herring, but it shows up in a prominent place in the ending, so I'll just call it underdeveloped.

Yes, To The Moon brought the "feels". I cried at TtM, but if one thinks about it, wasn't its premise, twist, and wish the more outlandish one?

No. Beta blockers do cause people to forget fearful memories, and side effects from messing around with memories makes enough sense. When it comes to River, it doesn't feel outlandish to me when you consider how the two connected and how much she wanted to be connected to someone. Humans can have complex relationships that aren't always entirely logical.

I'm not sure you've given To the Moon a replay lately. Johnny doesn't want to go to the moon to meet River again on the conscious level.  It's not a unrealistic desire that he hasn't thought through the consequences of. He doesn't remember why his wish was to go there in the first place, because that wish comes from a memory that he'd suppressed. Johnny wanted to go to the moon since some part of him remembered it's where River and him agreed to meet when they were kids if they ever got separated.  After living a life disconnected from the only person he'd had a real bond with, it shows that what he really wished for was to live a life where they were happy together.

There's no part of that story that I consider unbelievable. It's based in facts and the liberties it takes are fairly small, and it helps that those exaggerations revolve around something that is volatile, highly personal, and not well understood: human memory.

Compare this to Finding Paradise, where, somehow, Colin's imaginary friend manifests as a real person in his memories when the game shows that's never how he saw her in his past. It would make more sense if he did, since a kid writing to himself to tell himself to grow up and to stop living in a fantasy world seems odd to me, but that's how his actual memories played out.

So she's not much of an imaginary friend, really--she's a character in a book. A character who becomes self-aware in his mind and starts to control part of Colin's subconscious, too, and I can't even begin to explain how little sense that makes. It only gets worse when she talks about how she had to 'leave him' or that they'd meet again when he was denying to talk about his life. Or that there's innumerable hints about how she's the personification of the bird he let go in A Bird's Story.

If I had to guess, I'd say that Reives had considered making her an imaginary friend, but didn't want Colin to come off as crazy or mentally ill. I'd also guess that he'd considered playing up Colin not understanding what exactly he wanted and why he felt unfulfilled, but probably decided that it was too similar to TtM and scrapped it.

Finding Paradise will likely instill varying emotions for different people. In a way, it is for a narrower audience than To the Moon and is not for everyone. But I think it's still worth trying for everyone. In general, this game probably requires more literary-analysis style thinking than before, making it less accessible, but reaches slightly deeper in terms of philosophy. At least, to me it does.

I've never liked it much when people say that something isn't for everyone. Few people would be considered the audience for story-based RPG Maker games, but To the Moon reached beyond that audience by telling a story that was creative, well-told, and emotionally complex. Every game has the chance to make you care about something that you haven't before, and I believe every game has that potential when presented in the right way.

It's why the remake of X-COM, a hardcore strategy game from the 90's, was able to capture the appeal of the originals while attracting a mainstream audience who had likely never understood why people enjoyed games like X-COM in the first place. It's why The Stanley Parable typically isn't grouped in with 'Walking Simulators' by people who don't like those types of games.

Also, as someone who does a good deal of editing and literary analysis, I don't see that at all. It doesn't seem muddled because it's vague and open to interpretation as much as the theme not being particularly well-supported in the narrative to start with.

There are a few things that are open to interpretation, though. Did he just want to connect with Faye and knew he was unable to himself, or was it that Sigmund planted ideas in his head that influenced how he felt dissatisfied? It seems pretty clear that he's often thinking about her, off in his own little world, but what it isn't clear is why. The game makes sure to mention that he'd lost his only friend and could never tell anyone about her. 'Some stories aren't meant to be told', as she herself says, and Colin does write about meeting her in his green book as his last entry. All the same, when Sigmund isn't part of his life, it's clear that he lives a happier life while still remembering her and still seems to be less spacey.

...even though he only ever found out about Sigmund later in his life anyway, which shouldn't cause him to live most of his life much differently than before.

Either way, the general idea behind it is straightforward enough, and only the minor points are what seem muddled on purpose. It's really a lack of focus on the theme that kills it for me.
Creativity Showcase / Re: Bits of Toast
« Last post by EatingToastYay on Today at 10:25:13 AM »
Thanks guys!
I like the different styles. I miss-took it as kid, teenage and adult Neil at first XD
Honestly, it does look like that! Maybe due to the general age groups the styles portray; chibis are supposed to look little and cute, SAO is about teenagers mostly, and Ace Attorney is mostly about people who are adults.
Finding Paradise - Discussion / Re: Finding Paradise
« Last post by Leave Me Alone on Today at 10:20:34 AM »
I'm avoiding judging FP at how good it is at being TtM. That's a pointless comparison, and if all it did was try to be TtM, then it wouldn't even have its own identity. I'm on a much more detailed, note taking 2nd playthrough now, trying to sieve the real from the imaginary. I'll think more about it later. There have been titles where I didn't like at first, but came to love afterwards, QTBV being one of them.

What I do know is that right now, if a friend asked me which Freebird title, TtM or FP, they should play first, I would definitely recommend TtM, and not because of their sequence.
The third one is definitely a Reives-style approach, but not sure if it would fit a horror game unless you have had very scary experiences! Suggestion to turn into compelling narrative? You would have to think about your your experiences relate on a larger scale, to other people as well as your own life. They probably should not be point-for-point your actual experiences, but mirror the emotions mainly, and similar actions/behaviors. Aka making the protagonist obviously you is probably not a good idea unless it's autobiographical; needs to be accessible to a wider audience.
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