Brilliant game, and although I don't mind some edgy nihilism as long as it's justified (Disco Elysium is genius after all), I agree that Pentiment's extremely slow pace and almost cosy atmosphere are a great breath of fresh air. I sure will be coming back to this one.
This is not a review, just a comment so I'll only point out two things that I liked about it. First, in Act 2, people often ask you how you feel. I was saying I feel great because I thought it's roleplaying. It was so moving when it turned out that Andreas was in fact extremely miserable, and my choices to say he felt great turned out in fact to not be roleplaying as such but hiding the pain.. And I also loved how the game handles choice, some people criticize the game that your choices don't matter, when it's completely not true. Yes, the main plot stays the same, but the people, the town changes so much. I chose to kill Lucky and the first act and I would never hear the end of it from his widow. So you get the best of both worlds: you experience an amazing story and at the same time see clear consequences of your actions. If you give the player too much choice, there is a great risk he will choose a boring route, resulting in boring story. It's impossible here.
I have to echo the frustrations regarding the slow navigation and "check every corner of the world obsessively for the umpteenth time" gameplay design. At that point the story being a videogame does more harm than good. It's a shame, some signposting on the map regarding where it's worth going again would have elevated this quite a bit.
Also, Magdalene in her idle pose looks like she came out of Family Guy.
I agree and disagree at the same time. Yes, it can be tedious to go around the whole map all the time to see if people have something new to say etc. At the same time, what you propose would not really solve the problem, but merely replace it with an arguably bigger one. What you propose is to essentially mark all the points of interest on the map, Ubisoft-open-world-style. This would make the player feel like he is doing a boring to-do-list rather than investigate on their own, which could become even more tedious than what we have now.
I think the intention was that the players would only revisit the places/people in which they are genuinely interested in... The problem is that the map is small enough to tempt the player into checking it all. To be honest I don't see a solution to this that wouldn't require a major redesign.
I don't think it's nearly as bad as something like Night in the Woods. Mostly everyone who has something to say, there's a logical reason to speak with them.
The one problem with this game is it is marketed incorrectly. It is not an RPG or even a 'choices-matter' game. It is a visual novel. And it is probably the best VN game out there.
Gotta be real with myself - I’m quite bored midway thru act 2. The vibes are comfy and relaxing but man this is kind of a slog. Can’t believe how highly this is rate. Like it don’t love it
Yeah I think a lot of people are not expecting the (at times extremely) slow pace of the game. If you come into it expecting a dynamic murder mystery in the vein of Knives Out or a Fincher movie, you will not enjoy it. Imo the game easily deserves a "slice of life" co-primary.
its funny that this is labeled as a point and click adventure when i played it on controller. like i mean it is one but also i didn't even know it was one until right now, checking the genre page.
also it's surprising how many people seem to have lost interest in act 3: the "investigation" portions always felt the least interesting to me, so having them gone and being able to explore with no timer was enjoyable.
game didn't feel that slow-paced, but maybe i was just fitting with the vibe. finished it surprisingly quickly, 13 and a half hrs over two days (the weekend !)
This is not a review, just a comment so I'll only point out two things that I liked about it. First, in Act 2, people often ask you how you feel. I was saying I feel great because I thought it's roleplaying. It was so moving when it turned out that Andreas was in fact extremely miserable, and my choices to say he felt great turned out in fact to not be roleplaying as such but hiding the pain.. And I also loved how the game handles choice, some people criticize the game that your choices don't matter, when it's completely not true. Yes, the main plot stays the same, but the people, the town changes so much. I chose to kill Lucky and the first act and I would never hear the end of it from his widow. So you get the best of both worlds: you experience an amazing story and at the same time see clear consequences of your actions. If you give the player too much choice, there is a great risk he will choose a boring route, resulting in boring story. It's impossible here.
Also, Magdalene in her idle pose looks like she came out of Family Guy.
I think the intention was that the players would only revisit the places/people in which they are genuinely interested in... The problem is that the map is small enough to tempt the player into checking it all. To be honest I don't see a solution to this that wouldn't require a major redesign.