Friday, January 2, 2015

Deadly Premonition is Mind-Blowingly Awesome
















You may have heard of Deadly Premonition, the open-world horror/thriller game from 2010 that proudly claims (on the back of the Director's Cut box, no less) to be "the most critically polarizing game of recent times." With a $20 price tag and review scores ranging from 2/10 on IGN to 10/10 on Destructoid, Deadly Premonition quickly earned a reputation for being "so bad it's good." Like a good "B movie," this was a game whose primary entertainment value seemed to derive from laughing at its failures and its generally awkward incompetence.

There's certainly plenty of reason to dislike Deadly Premonition. The graphics look 10 years out of date, the controls are clunky, the animations are ridiculous, the sound mixing is poorly balanced, the lip syncing is awful, and the music selection is often totally inappropriate. As a result of the clunky controls and the large open-world, the bulk of the actual gameplay feels pretty uncomfortable, and even a little boring, particularly in the beginning when you have very little reason to care about what's going on. Hidden beneath all of these superficial problems, however, is a comically bizarre, oddly fascinating, and uniquely surreal experience.

In Deadly Premonition, you play as FBI Special Agent Francis York Morgan, sent to a small town in the Pacific Northwest to investigate the murder of a high school prom queen. York, as he prefers to be called, is attacked by an axe-wielding menace in a red rain coat upon his arrival on the forested outskirts of Greenvale, and has to fight his way out of the woods while zombie-like shadow creatures crawl out from the ground. Once in town, York meets with local law enforcement to begin the investigation: visiting the scene of the crime, reviewing the autopsy report, and questioning townsfolk as the killer continues to find new victims under York's nose. The rest of the game is a matter of following leads and attempting to stay one step ahead of the killer to prevent each subsequent murder.

The "red room" that York finds himself in during his dreams.

The story -- in fact, nearly everything about the game -- bears a strong resemblance to David Lynch's 1990 television series Twin Peaks. Both center around the murder of a high school prom queen in a small town founded on the lumber industry; both feature an eccentric FBI agent as the lead with a diverse cast of oddball supporting characters; both rely on dissonant scenes, awkward humor, and pronounced music to create their unique atmospheres. Like the eponymous town in Twin Peaks, Greenvale seems at first like a quaint, idyllic small town set apart from the cynical ways of the rest of the world, but is soon revealed to have its own seedy underbelly and mysterious dark forces at work.

These are just the broad similarities; when you look at the two under a closer microscope, the specific similarities are even more astounding. Considering that the game references Twin Peaks directly with hidden Easter eggs, the similarities feel more like a respectful homage than a blatant ripoff. Speaking as someone who's watched Twin Peaks multiple times and considers it one of his favorite television series, playing Deadly Premonition was a real treat because I enjoyed spotting the references. What impressed me most about the game, perhaps more than anything else, is how much it actually feels like an interactive video game form of Twin Peaks; with the show's short run and abrupt ending, anything that can recreate that unique atmosphere, especially with its own creative twists mixed into the formula, is exciting and worth experiencing if you enjoyed the show at all.

Even if you've never watched the show, there are plenty of genuinely interesting things to enjoy in Deadly Premonition, and it starts with the unique protagonist. York has a bit of a split personality, constantly raising his hand to his ear and speaking to someone off-screen known only as "Zach." A weird oddity at first, you quickly realize that whenever York addresses this Zach, he's actually addressing you -- the player. This allows for a unique window to York's inner thoughts and feelings as he carries out one-sided conversations with you, talking at great length about movies, punk rock, and some of his former cases while driving across town, which helps to flesh out his personality and make him more likable and more interesting.

Another of the game's more memorable cutscenes.

Greenvale is a setting that's genuinely worth exploring, because it's filled with such unique, eccentric characters. There's the rockabilly hipster who owns a small grocery store, a butler who speaks in rhymes for a gas-mask-wearing paraplegic millionaire, a cross-dressing bar-tender, a mad war veteran who runs a junkyard, a sexy cowgirl who runs a gas station, a pale insomniac who tends the graveyard, a crazy lady who always carries a pot around and is missing one shoe. The voice actors do a great job bringing these characters to life -- even with the dated graphics and stiff, repetitive animations, the characters feel like real, genuine people because of the sincerity the actors put into the roles.

The music also does a good job of establishing the game's atmosphere, with its eclectic mixture of smoky jazz, folk music, somber piano/string pieces, and comical arrangements featuring an entire kazoo chorus. Along with the story, setting, and characters, the music is the final component that gives Deadly Premonition its unique character. It's emotional and evocative when it needs to be, dark and brooding when it needs to be, fun and lighthearted when it needs to be. That's not even including songs like the main theme, The Woods and the Goddess, or other atmospheric pieces like In a Jazzy Mood. Just take a listen to some of these tracks for yourself; they're all really good, and I've enjoyed listening to the soundtrack on continual repeat all while writing this review. 

As I've said before, Deadly Premonition has its problems -- the graphics and animations are bad, the lip syncing is suspect, the controls aren't that great, and the gameplay isn't always as fun as it really should be. Besides simply polishing these superficial aspects, the game would be a lot better, I feel, if it had a stronger survival-horror feel to it with scarcer ammo and limited healing to make the linear action sequences more intense and more compelling, along with more varied enemy types and unique encounters to keep you on your toes. It would also be nice for there to be at least some kind of random "unscripted events" like in GTA, LA Noire, or Red Dead Redemption to give the world just a little dynamism to break up the pace of the mechanically structured world.

Some people will understandably never be able to get past the game's problems. Others would be content to say that Deadly Premonition is a good game, but only with a hint of irony in their voice. I'm one of those who believe that Deadly Premonition is a genuinely good game -- one with some notable flaws -- a flawed masterpiece, if you will. This is, quite simply, one of the funnest games I've played in a long time, and certainly one of the most memorable I've ever played.

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