Call Me York; Mr. Zach If You’re Nasty
Not too many interesting things happened in the lumber mill for while, until I ran into the Raincoat Killer again. He trapped York in a room, so I naturally hid in gaming’s best hiding place: a locker. I had to use the RT to hold my breath, similar to that strange section in the beginning, but I was surprised with how tense that whole section was. I wasn’t expecting any section of DP to be tense in any fashion, but it goes to show that the game still has a few surprises in store.
Speaking of surprises, I ran into my first chase scene with the Raincoat Killer. I’ll be honest and say that it’s probably my least favorite part of the game so far. The QTE section at the bottom of the elevator was bad enough (even though I typically like QTEs), but waggling the left stick back and forth for a few minutes wasn’t exciting at all. What it really reminded me of was the very first Mario Party game for the N64, where you’d have to spin the analog stick in a circle like a madman.
But after that fight, York picked up the last clue, a torn piece of red raincoat, and figured it was time to wander out of the creepy, zombie-filled lumber mill.
Oh, I also forgot to mention that I shot a hand-shaped doorknob off of a tree, then threw it into a door covered in handprints. Honestly, though, York shouldn’t have been shocked when the hand-shaped doorknob grabbed his hand and wouldn’t let go. It’s hardly the strangest thing in there.
“She Looks Like Anna Farris”
York casually wanders out of the lumber mill sporting his Official FBI Rain Cape and has a short chat with Emily and George that goes something like this:
York: “Hey guys, what’s up?”
George: “I hate you and you dress funny.”
Emily: “It’s alright George, he doesn’t care about us or our feelings.”
York: “I wasn’t listening, but can I see your backs?”
Sorry, what?
It makes sense once York explained it, saying that he’ll need to check their backs to see if they have a mystical, glowing upside-down peace symbol burning away on their back. Y’know, the regular crime scene stuff.
Emily flashes her back, which, naturally, doesn’t sport any angry scars. George, after some prodding, shows his, which is covered in horrible tattoos, which he refuses to answer any questions about. His defense? ”It’s like your Mr. Zach.”
Mr. Zach was his father, you can just call him Zach.
Knobs was watching me play this sequence and his comment on Emily’s appearance was, “She looks like Anna Farris.” Well, it sounds like Emily has a new nickname.
I found it especially funny how York brought up Zach out of the blue right after he hops out of the lumber mill, basically saying, “I’m back from the lumber mill, don’t ask about Zach.”
The Sternum’s Connected To the Right Hand
The game finally let me loose again, so I figured it was time to wander around town a little more. There has to be more cards out there somewhere, right?
George explained outside the lumber mill that the town was incredibly superstitious, so the legend of the Raincoat Killer forces people inside every time it rains. He certainly wasn’t lying, since virtually everything in town was closed, save for the awesomely-named dart bar SWERY ’65. No man can pass up a good dart bar, so I wandered over there and put myself on top of the leaderboards for the local dart game. It doesn’t control well, but I’d be remiss if I didn’t mention it because you don’t throw darts, you shoot them out of a dart gun specially made for that game. I only wish that I could shoot zombies with the dart gun, no matter how ineffective it would be.
With almost everything closed, I was looking around on the map and spotted another bone, so I wandered over to grab it while I had a few free hours in-game. I’m now carrying around what appears to be an entire human skeleton like some sort of serial killer, though, for some reason, York hasn’t mentioned it to anyone. I hope it’s used for some sort of side quest at some point and that it’s not for some sort of freaky backwoods ritual that York’s into.
I also stumbled on what appears to be the the important item in the game after giving George a flower with no name: the radio. This magical and amazing device will teleport (by calling for a police car to drive him around) to any place he’s been to before. I can’t imagine how many hours this radio will save me.
Lastly, I dropped by the local convenience store, the Milk Barn, again to see if they had any new suits in stock. I moved around some more boxes to get the silver card, got locked inside the Milk Barn due to some strange bug, reloaded my game, and pushed those boxes around again. It was worth it, though, because I bought something labeled a Spiritual Map A and got to hear Keith (sup, brah?) tell a spooky story with a green light shining on his face. He told me about how Cope Tunnel is haunted, then put arrows on my map. If I remember correctly from Giant Bomb’s Endurance Run, that leads me to another infinite ammo weapon.
So for the next adventure into Deadly Premonition, I’ll be shooting more townspeople zombies in Cope Tunnel.
Deadly Premonition says I’ve played about 8 hours as of chapter 1-6.