electricpirate
Member
Ohh man, I feel really awfull My one redeeming moment was taking the warning to keep the family together. I am a terrible person.
Love the old guy though. Hah.
Love the old guy though. Hah.
Good job, you prevented a ton of innocent refugees from entering your country and probably doomed them to a terrible death being prosecuted in their own. I'm sure you'll get some fucking Arstotzkan medal for it.This was worthwhile, although this beta stops after a week. I managed to beat it without losing a family member!
honecker would be proudnobody in my family died, all anti-revolutionaries, mobsters, and terrorists were detained at the border B)
Nah, I actually think that's a completely valid reaction. With these kinds of topics in games, you can quickly become too preachy and off-putting for many people. No need for a more overt representation of the consequences, the game makes it clear what you're doing at all times. There are plenty of people in real life who enjoy turning immigrants away (or insert any other bureaucratic action harming people's lives here) because they don't comply with regulations - whether it's because they don't want to lose their job and have to provide for their family, or out of a sense of duty for their motherland, or because they enjoy the thrill of having ultimate power over the fate of other people. As unsettling as that is, that's all human nature.Almost got to the end.
The fact that my son died and my family went to the shitter health wise negated the fact that I would deny people entry into a country. And oddly enough, I have a lot of fun looking for the smallest thing to deny someone entry into the country.
Like, I had a lot of fun with the game instead of feeling anything about the situation I'm in and how I'm contributing to it. In reality I'm against a lot of what's in this game and how immigrants are mistreated throughout the world.
But I have a lot of fun noticing how last names are spelled differently, how an ID might have a different number than the work permit. So I don't know if the emotional or social points are actually driven home enough.
It was talked about beforeThis game is excellent.
However, a bug is preventing me from passing Day 3; whenever a certain guy comes along saying "OK, here we go... Glory to blah blah blah..." he presents no documents and the game hangs. I can't do anything, and the day ending does nothing - we're just standing there staring at each other for eternity, even when all the other IMMOS have gone home ;_;
Yeah, I know quite a few people got stuck on that (including me!)
It was talked about before
(If you get stuck on day 3, open the rule book, highlight the rule of needing a passport and click on the desk to interrogate the old man who just won't leave.)
How do you deny/arrest somebody who presents no papers?
I've tried selecting "need a passport" and the person's face to make a discrepancy but nothing happens.
There was a murderer mentioned in the newspaper before the day begun who then appeared before me at immigration, I could only let him through or deny him... could I have detained him? If so, how.
Ok i need help. How the hell do i search the Kolechians? i dont see any button anywhere that lets me do this
I mean, I can see the game design need for immediate feedback to get you on the right track and not have you fail the whole game with three mistakes in a row because you didn't understand the rules of the day or something. In-world, I always kinda thought of the immediate reprimands as appropriate for a totalitarian control system that seemingly has eyes everywhere. But I think both approaches are valid from a game design perspective and the latter could be implemented on later days when you've already got a feel for how the game operates. It could also be a mix of immediate reprimands and end-of-day messages that someone you let through was busted at another checkpoint further along the road, so they could spring additional citations on you at the end of the day when you already thought you were scot-free.I'm not entirely sure about the M.O.A. issuing you a citation immediately after a "failure."
It appropriately projects the image of an omniscient and bureaucratic communist state, but it also reveals the player to be a redundant mechanism. If the state can determine your failures and successes within seconds, what's the point of you? From a story perspective this works well to show the kind of ineptitude and bloat in the Eastern bloc, but it also makes the player feel a little useless and wonder how the state can even determine your failures so quickly.
On the positive side, an immediate citation also increases stress while playing by causing the player to think about their credits and their family and thus make the hard decision to not to let any more applicants that day go through without proper documentation. However, it also allows players to adjust immediately and precisely to their mistakes while in the middle of gameplay and also let them "budget" out their "failures" (ex., "This man is clearly suspicious or got the wrong papers, I can deny him and save my warnings for a clear victim of human rights abuse."). Although, this may very well serve the purpose in dehumanizing the applicants to suit the mood of the game!
In contrast, a system where you received citations at the end of the day and the state's reasons were inconsistent in their specificity day-by-day would make the player more wary of any mistakes in general - and force them to scrutinize every detail in a race against time rather than focus on the details that the slips of paper tell them that they tend to overlook. It would also keep them from "budgeting" in a precise manner. If you're faced with a sympathetic case, you may be completely unsure of whether letting it slide would be the one that incurs the penalty that dooms your uncle. Maybe it could be implemented as one of the daily rule changes.
Just something I was thinking (probably too much*) about.
*which means that the game works
Can you play that windowed?
Stop me if I'm being too melodramatic or reading too much into this, but I've thought a lot about this game in the last couple days.
Wow, this sounds cool. I'll check it out.
I made it to day 7 before I ran out of rent money. I got dinged a couple times for "invalid fingerprints." I'm not sure what makes them invalid though, the printout had the correct name on it.
I remember the border checks between the East- and West-Germany and Poland, this is a damn cruel game.
I totally missed I could buy food/medicine/heat the first few days, so my family died
Really neat and fun game. I submitted my name.
Makes me wish for a Phoenix Wright game though....
So, it's early but,
I kind of want an over arching story
Want more interaction - once you find the one discrepancy, it's done
Some...wonky mechanics...fucking got me on HEIGHT?!
To be fair, that was in Alpha 0.1.1, I don't think the game even had terrorists implemented back then (though he had them planned already). It was half exploring the game's mechanics and half defying what the game told me to do, but my first reaction was indeed "fuck the system, entry permits for everyone!"You've been flirting with it, but given your family background I can understand why you'd be inclined to do so.
But since you're willing to engage with this, you said on day one you let everyone through to "fuck the system," would you have felt so internet anarchist proud if one of them was actually terrorist, or one of the other bad folks with legal entry rights the game throws at you? This behavior seems to me the very sort of thing people charge our glorious Arstotzkan People's Democratic Republic of (putting ideology over human lives).
.I remember the border checks between the East- and West-Germany and Poland, this is a damn cruel game.
(click on the pictures to actually see the differences, obviously)Upscaling
For a while now, I've been thinking about how to take this pixel-graphic game and upscale it to a modern or even retina res. Although I personally like old-school pixel graphics, I don't think the appeal holds for the general population. Recently I started playing around with some options.
Hello Neighbor
I started with the game's native res of 570x320, then scaled it up x2 using nearest neighbor scaling:
Looks good. As designed. Pixelly.
Vectorize
My original plan was to manually (using Illustrator's LiveTrace) vectorize all the game's graphics, save them as SVG, then rasterize them to the appropriate resolution on load. The faces in Helsing's Fire got this treatment and it looked great. For Papers Please, This is a much bigger task than it sounds like initially, mainly due to the upgrade from pixel fonts to proper TTFs. That requires all new font selections and basically blows the page layouts I've done so far. Working from the screenshot, I vectorized everything to get this:
Hmm.. Not as f*ckin rad as I expected. The docs are much harder to read now and it feels like an inconsistent level of detail. Some of that could probably be fixed with fatter typefaces but I was tired of looking at fonts at this point. I also really miss that "ARSTOTZKA" font on the entry permit. Couldn't find anything like it in TTF.
There's Special Stuff For That
Ok, next try: Fancy pixel rescaling. In these modern times, there are a whole bucketload of fancy pixel rescaling techniques used in the emulator scene: EPX, SuperEagle, Super2xSa, etc. I researched a few of these before stumbling on the daddy of them all, hqx. Searching for resources on that led me to an impressive pixel-to-vector algorithm that regrettably doesn't come with source code. It's not a total loss though, as they've set up a great comparison page where you can compare the results of many different algorithms easily. Here you can see hqx does really quite well.
Based on that promise, I grabbed the hqx source and compiled it for OSX with some help from this post on the cocos2d forums. Some scaling techniques can handle dithered areas well, but hqx apparently isn't one of them. So as a first step, I converted all the dithered areas in the original image to solid blocks, then ran hqx:
Not bad. This has a much more consistent level of detail. The text gets a _little_ weird, but I could fix that manually. It even maintains the pixel style without actually being pixelly, which I like.
Whither Dither
Going back to compare hqx to nearest-neighbor, however, I'm still sorta drawn to the rough original. Especially when looking at the non-dithered version:
Still chunky, but doesn't have the obvious low-res dithering.
No Conclusion
And that's where I am right now. Haven't been able to decide for sure but I'm leaning towards hqx, with hand-tweaking and assets pre-baked at 2x, 3x, and 4x.
Really neat and fun game. I submitted my name.
Makes me wish for a Phoenix Wright game though....
So, it's early but,
I kind of want an over arching story
Want more interaction - once you find the one discrepancy, it's done
Some...wonky mechanics...fucking got me on HEIGHT?!
In game design nuts & bolts news, he recently made a pretty interesting post about upscaling and how it translates to his art style on the tigsource forums:
(click on the pictures to actually see the differences, obviously)
I like the cleaned up nearest neighbour in the last shot, though there's something more official and proper looking about the updated fonts in the Vectorised shot, pixely art style or not.
Obviously a matter of personal preference, but interesting to look at, nonetheless.