Leave it to this guy to bring up DmC in a
completely unrelated thread. :bored:
Anyway,
@WolfOD64 and
@Chancey289, I actually played it for the story and and conversation options. I really didn't like the puzzles, but will admit to them being... expertly done? I actually have no idea how to convey how the puzzles were tough, fair, and still well-made at the same time.
I liked hanging out in the bar, talking to people, having time pass whenever you do, and putting in different dialogue inputs on my phone (which is probably one of the most innovative dialogue gameplay features ever, and I say that without exaggeration), and basically just... living life. I liked that mundane aspect intertwined with my nightly, bizarre escapades.
Personally, I think this is a "prototype" for the Social System in Persona 5 -- a
'test run,' if you will. I'm looking forward to see if they really will go on ahead and fuse this system with the already spectacular Social Link setup.
Like I said, had it been more like Fight Club (spoilers), where Catherine wasn't actually real, it would've just made last place on my Best Games list. As it stands, however, it's just a really good game that jumps the shark too many times.
In any case, I would like to see more "Bar Gameplay" implemented into more games. A social aspect like that really makes the game shine -- if it didn't, we wouldn't see games like Mass Effect put so much emphasis on that.
I liked, but didn't love the story -- I really liked the way it was done though. I really felt like I was living the life of someone else -- and I guess that's all that really matters in a game like Catherine in the end.
So, while I'm not going to replay it, I will say that's it's worth the evil playthrough, because being tied down is just
too close to real life, and that's something that no one wants, really. We wouldn't play games otherwise, had that been the case.
"I want to break free... !"