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There's a cool little easter egg of sorts when you first encounter Chris Walker properly: when he turns his back after checking the first locker, try sneaking into the second.
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# ¿ Jun 1, 2014 04:50 |
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# ¿ May 18, 2024 15:08 |
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DumbRodent posted:
Having 100%ed the game and finished it on FUBAR difficulty, I can honestly say I cannot get sick of that game at all, so I would absolutely have watched that LP. I think it probably would've been as an observer though, I don't see how I could've added anything more to the game past the posts I made for that thread (other than a few bits and pieces I've noticed in my playthoughs since).
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# ¿ Jun 1, 2014 05:36 |
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azren posted:
Thank god I'm not the only one. The moment where they're talking about how you vanished is prime Superjail! material. Would that make Chris Walker Jailbot? Speedball posted:Haven't seen a single gun despite all the dead guards and dead mercenaries too. Not that I think this game would be improved by becoming a shooter, I just want to know who took 'em! The inmates aren't using them. And if the guards and mercs had guns, who killed them? Current guess, Father Martin seems to have some control over the inmates. Either he's getting them to squirrel the guns away, or Walker's breaking them into itty bitty pieces before you can get to them.
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# ¿ Jun 2, 2014 19:41 |
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ninotoreS posted:Urgh. It says a lot when your average Slenderman video on Youtube has better framing and understanding of background elements than a big-budget Hollywood movie. I think the camera wiggling about was supposed to counteract it, but it just makes the whole thing look even sillier.
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# ¿ Jun 15, 2014 13:05 |
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The bloodloss is one thing, but it's basic instinct to want to protect or cover a wound in some way or another, especially one that grievous. You could easily argue that Miles is in a mild state of shock (and probably getting worse every time something smacks him), but the fact he doesn't even rip up a sheet during a quiet moment is a real niggle for me.
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# ¿ Jun 27, 2014 00:01 |