And so we come to an end for Dyscourse. I didn’t exactly do the best job of keeping people alive, I didn’t even succeed in repairing George and Jolene’s marriage like I told Museli I would. On the other hand, turns out that Jolene is a monster who must be locked up for the good of the group. The tiny, tiny group.
One of the things that finishing the game unlocks is the ability to play shift back in the timeline and play from an earlier day. I had hoped this would literally form a branching timeline, such as those found in Papers, Please or Hack ‘n’ Slash. So you could play around a bit and easily contrast and compare them. Unfortunately it appears to overwrite the single save slot with an earlier one, you can’t easily revisit the other leg of the trouser of time.
You could definitely do better than I did, though like Jarenth I suspect that it is impossible to avoid at least one death in any given run, if only because there are suspiciously only 5 slots for people standing around the fire in the village and that means either only 5 people can possibly make it there, or I guess you HAVE to arrest and jail someone in the village finding process.
I will leave it to you dear reader/viewer to explore the other paths, I am undecided on whether or not I am going to poke around further. I frankly am not sure I have the time and patience to dedicate to it. I should also note that there is a free expansion which gives another storyline involving a party of indie game creators stuck on an island. I might look at doing a series on that one, time will tell.
Did George know about this beforehand? Has Jolene been discussing this with him? He had to know something was up I mean, he immediately believed me when I told him the truth and it was my word against hers. Damn, she is way more hard hearted and pragmatic than I ever would have guessed.
The military base has one of the strangest and most badly laid out minefields ever. Firstly we are talking mines that can be disarmed by pressing the green button, secondly they are fenced off and inside the base, which seems like a bad idea, finally they are all close enough together that one mine exploding results in the entire minefield going up. Makes it a little ineffective for long term area denial.
Despite not eating yesterday I am leaning heavily on the reasoning that in this game Only The PC Can Succeed, so I have sent a starving Rita out with Jolene to find food and a… military base? Where are we? Whose military build and then abandoned this? Is this, as I assume it is, some kind of Lost reference? How many questions can I chain together?
As a result of not eating this is a very short day and thus a short episode, another consequence of defining an episode by day rather than my normal method of splitting by closest natural ending point to 30 minutes.
YouTube Link After a surprisingly wet and hard night on Day 3 it is time for the crew to spent a little time exploring the cave, eating and getting some sleep. Hopefully they will spend some time reflecting and processing the tragic events of the previous night. It sure would seem odd for the missing character to basically never get mentioned again after the immediate impact is felt. That would kind of cheapen the whole loss somehow.
Finally it is time to really sort out that fresh water problem. We really can’t go too long without it, fortunately we do have a fire, so we should be able to boil water we find to make it potable. Seems sensible right?
I can’t help but feel a bit disappointed in this day’s major choice, sure I took a bit longer than I expected getting the supplies, but that was only due to missing that I hadn’t collected one piece. What I really found frustrating is it seemed totally superfluous, why is Rita the only torchbearer? There is enough fire left, Garret could have picked up a torch too and rendered the whole situation moot. As a result the whole situation feels really forced and I just ended up annoyed with every other character, rather than sorry I kind of failed.
I enjoy the early stages of these kind of stories. There is just something I find compelling about trying to meet some of the very basic necessities like food, water and heat. Though of course in this case I completely ignored the need to find water in favour of exploring the plane for supplies. This predictably end well.
I am already getting the idea that in Dyscourse, progress can only seem to come from Rita which immediately makes my opinion of the rest of the party drop. If they feel useless I am going to find it much harder to empathise with them and work to save them. It may be kind of heartless but seriously, give me a reason to care.
Much like Jarenth, I too backed Dyscourse, but I then didn’t get around to actually playing it because it released at around the same time as a number of other games I kickstarted and I knew I wanted to do a let’s play at some stage.
So here we are, one of a small number of quirky survivors of a plane crash attempting to survive on a very strange island. We have our frying pan, we have some pretzels, we can do this. We can save everyone.
The second stop on our Recent Indie Game Kickstarters Whirlwind World Tour is Owlchemy Labs‘ Dyscourse: Survivors, Choose Wisely. Drawn as I was to Dyscourse’s unique graphical style and promise of meaningful choices in the context of surviving a plane crash on a desert island, I backed it for keeps and then proceeded to forget all about. Yes, that is ‘kind of my thing’, thank you very much. I just like surprises! I like surprises so much that I’ll voluntary forget about incoming games I’ve arranged myself, just so I can be pleasantly surprised when they show up. I like to think of these little occurrences as Past Jarenth’s gifts to Present Jarenth.
Anyway, returning our attention to the present: Dyscourse. It’s a game about crashing a plane on a deserted island, and then surviving on that island, quite probably involving some difficult and life-changing choices among the way. That’s… that’s really all I know about it. Which is fitting, in a way, if you think about it: what better way to experience a game about desperately trying to survive a totally unknown situation than with as little practical and thematic foreknowledge as possible? This way, whenever the character or characters I control express how much they don’t understand what’s going on, I’ll be able to empathize with them on a whole different level! I don’t know what’s going on in this weird and alien place either, video game characters. I don’t know either.