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Slay the Princess: Pristine Cut Anonymous 09/16/2024 (Mon) 23:34:14 Id: 0fd6a9 No. 1015120
Recently played STP and has surprisingly fun time with it. I thought it'd be doki or Stanley Parable clone but it ended up being this bizarre horror love story. The director's cut is this fall and thought it's a better time to discuss this weird little game. What routes were /v/'s favorites?
It's out.
>>1031135 I don't get it
Finally getting some head from the Princess anons.
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Massive spoilers and I don't care. I haven't gone down the new paths but here are the ones I did find Prisoner: If you leave her head after handing her the knife and she cuts it off, it'll got to Cage instead. This one is kinda sweet. You can still toss it into the cabin after you escape. Spectre: If you choose to Slay the Princess after she possess you, you end up trapped in her body instead in Princess & Dragon.
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>>1031460 Go along normally with Damsel, ask what she wants then make her dobut. This will get Smitten to tear the bird's heart out and force you on an Epilogue. Smitten leaves and becomes a shadow. New stuff for Fury revolves around you fighting her and Apotheosis actually tears the walls down for a glimpse at the outside. There is one new ending but I'm not sure how to get it and I'll probably look up a guide for it. I wouldn't mind spending time unlocking the rest of the gallery, there's alot here in terms of paths. I like Pristine Cut. Feels like a proper refinement of everything here.
Are you still there? Are you still you?
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>>1031462 Oh god, missed that one. Tomorrow then. >>1031461 As further proof that Spectre is best girl, if you reject her you can see her crying. I think that's new.
>>1031463 The Moment of Clarity no longer has a face.
Enjoy the voremance.
This game managed to portray domestic abuse in a way that didn't come across as the usual pretentious left wing feminist drivel. In a game full of gore and bizarre sexual violence. It was the damsel 3 that which was one of the paths that bothered me the most. Her crying her eyes after finally admitting what was really going on with even the Narrator expressing pity was something.
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>>1031461 I wonder if the shadow bit is meant to mirror how the narrator created his echoes and if the shadow is meant to be similarly limited and scaled down. >>1031701 To me "happily ever after" comes across as less like domestic abuse specifically and more about holding on to a relationship or situation despite it only giving diminishing returns.
Anyone have an updated gog installer?

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I still think Specter is best girl. Happily Ever After though is nice.
>>1031966 >I still think Specter is best girl. In ways she kinda ends up being so in sense.
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Her eyes could've been drawn better tbh. That's surprisingly the only reason I'm putting off playing this game.
>Using the pristine sword welded by a Birdman who is constantly arguing with his spilt personalities to slay a god What a time to be alive.
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>>1032085 I really like the new chapter but the unfortunate part is that the new route abandons her aesthetic for the default one. I know it's the point and Spectre already has an escalated variant in the Wraith, but I feel some identity was lost in that. At least we got cool visuals to compensate and got a good look at the bird nigger living up to his british ancestry.
>>1032132 >He's a fucking bongish Bird and she's still letting him fuck her How do the Brits do it?
>>1032132 >bird nigger living up to his british ancestry. Not this time Bird bong.
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Got that new ending. You need to bring her 5 vessals that you've personally slayed. >Wound Apotheosis by throwing the dagger in her eye >Abstracting the Damsel down to her base by asking her what she wants to be happy. >Cut yourself out of the Cage, free yourself and stab her. >Slaying the Den, which means getting her stuck in the tunnel, then stabbing. >Slaying the Wounded Wild, which means getting on Wilds via Witch then making her remember. This one hurt >Stabbing Happily Ever After (Can't do if already done Damsel) So all combine for the new ending where you just puff Shifty out of existence. I think there might be one related to Fury but I didn't find it.
>>1032235 I'm still not sure how to cause Apthoeosis to get like that. I think it has to do with what voice you bring to the path.
>>1032237 To cut the Apthoeosis to ribbons >Go to chapter one and don't tell the Princess she'll end the world and get your ass kicked >During the Tower refuse to tell her why you were sent to kill her >She'll kill you >This will give you the Voice of the Paranoid >If you choose to fight the Paranoid will realise that Bird Bong and his Anglo crew can influence reality >This leads to turning the Pristine blade into the Pristine sword >The Paranoid Voice and the Narrator whitepill the Broken into realising that the Princess doesn't give two shits about him >He out of butthurt helps shred the Apotheosis
>>1032243 Note I forgot is you have to go down to the Tower unarmed.
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So this how the kiss went.
>>1031701 >>1031813 >To me "happily ever after" comes across as less like domestic abuse specifically and more about holding on to a relationship or situation despite it only giving diminishing returns. It would not be farfetched at all to say that the game alludes to domestic abuse/abuse in general in some way somewhere. But I agree that Happily Ever After is drawing ideas from the concept of a failing relationship. Things that seemed perfect and wonderful before become dull (the feast), and you don't know why. You keep trying to make things work (eating the feast over and over), change things a little to attempt to make the relationship more exciting (playing the tabletop game repeatedly and changing the rules), and it may work for a moment. But it never lasts, even if there is still some love left between you and her. Admitting that things are not okay brings a sense of darkness and uncertainty (the torches going out). When I first saw the scene, I immediately noticed this connection, and I'm glad I'm not the only one. Then again, I only recently saw playthroughs of this game, so this could have been talked about already and be common knowledge. The Damsel route really demonstrates many of the game's strengths in a concise and compelling way. There is horror, conveyed through changes to the visuals and music, as well as humor. There are allusions to the Princess' nature, as well as to the abilities of the Voices. The end result of the route is emotional enough, whether you decide to slay the princess or not. There are difference chances to do the slaying, which results in different art. The game as a whole would have been even stronger and more satisfying if it had been like this the entire way through, sticking to its own unique ideas and charm.
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>>1032536 I want to believe in the beakless kiss.*But it's still funny. >>1032686 >It would not be farfetched at all to say that the game alludes to domestic abuse/abuse in general in some way somewhere. I guess, though I mostly see it in how the Princess abuses you in certain routes or it being mutually toxic for both parties. HEA comes off more as the Damsel's sycophantic/people-pleaser nature being pushed to it's limits.I really dislike how people discount the base Damsel as false or shallow or merely a stepping stone for the HEA when the Adversary and Tower have similar depths or lack-there-of, only in more socially acceptable ways. I'm probably going up my own ass over it, but I think another bit that is ignored when discussing this route is how to achieve the happily ever after required the passion that made the damsel route real has to be physically ripped out for the idealized "relationship" and trying to make that work instead of dedicating it towards her. I also find interesting how the Smitten has the greatest grasp over the construct and the MCs nature on an innate level and not merely him just happening to be right. >The game as a whole would have been even stronger and more satisfying if it had been like this the entire way through, sticking to its own unique ideas and charm. I think the VN is varied enough and with the new DLC/update I don't think any route is particularly neglected anymore, I'm glad the paths are different enough for the Damsel to stand out rather than having it blend in with the rest. Though I think some some routes have been harmed now that you still get an option to patch things over/kill them when the existing problems/behaviors spiraling out of control is how they happen in the first place.I appreciate we got more but I tend to feel at times the willingness to leave things are was a boon more than a bane at times.
>>1032929 >I also find interesting how the Smitten has the greatest grasp over the construct and the MCs nature on an innate level and not merely him just happening to be right. I wonder why it was him, out of all the options? Was it simply because the player wouldn't expect something so obsessed with romanticism to have some kind of deeper knowledge? Or does a desire for love have some sort of special advantage over other emotions in that world? >I think another bit that is ignored when discussing this route is how to achieve the happily ever after required the passion that made the damsel route real has to be physically ripped out for the idealized "relationship" and trying to make that work instead of dedicating it towards her. I think I understand what you are trying to say. The literal tearing out of the MCs heart could be a reference to how someone who is in love will often promise his/her heart to the person he/she loves. Of course this is never literal in reality, but in this game it's a chance to show how extremely dedicated Smitten is and show some gore in the process. Doesn't Smitten also say something about showing the Princess what she should want right before tearing open the MCs chest? That's the point where you realize Smitten is so obsessed with creating an ideal romantic situation that he is willing to force ideas onto her. Before then, you might think he's just a weirdo or lunatic, but that moment shows you he is actually dangerous. Instead of it being a romantic gesture, where the MC is trusting the Princess with his sensitive heart, Smitten is saying she must take it in hand and accept whatever is in it as her own desires. >I think the VN is varied enough There is a lot of variety in this VN, yes. What would improve the game, though, is if it was fittingly unique to the end. After all the different routes and different cabins, the plot becomes much more generic by revealing that the MC is a god, the Princess is a god too, and that the MC must confront the Princess in order to escape the simulation. This leads to a lot of the typical meta talking points about life, death, existence having meaning because things die, etc. There's even the typical "labels are meaningless and don't ever work" mini speech given by the Princess in one of the endings. Sure, this type of ending can work, there's a reason why it has been used so many times. But since the game presents itself as something kind of new and stands out at the start, for it to become like this at the end is a letdown. Yes, the Princess becoming a god is not a complete surprise, but after all the mysterious talk about the vessels she receives influencing what kind of god she becomes, the fact that they only determine what arguments she uses against the MC is pretty cool but also disappointing.
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>>1033093 >I wonder why it was him, out of all the options? Was it simply because the player wouldn't expect something so obsessed with romanticism to have some kind of deeper knowledge? Or does a desire for love have some sort of special advantage over other emotions in that world? That or I'd assume due to his nature being deeply tied to the TLQs nature as the second half of a whole. >I think I understand what you are trying to say. I'm being a bit more literal, it's more about how the passion is spent/focused towards the relationship rather than the other person herself. It's probably a weird distinction to make,but likely a vital one considering how the flipside/thirdside of the damsel is the self-escalating loop of you and the princess believing in each-other . It might also be that the passion is gone since it was literally out of the protag to control the cabin/achieve your current status, so neither you or the princess feel the same about it anymore since. >What would improve the game, though, is if it was fittingly unique to the end. The problem with that line of thought is that "being unique" is a relative term tied to everything around the work and wishing for more is easy to say when you don't define more of what or how much. That and I find it unique enough even if the ending is somewhat railroaded and only has nods for the preceding playthrough. For starters ,a game or novel being about the two halves of the totality of existence in the context of a love/horror/action story with you at the acting role is a relatively unique take for vidya at least and I struggle to find this structure most stories I read or watched that involved time loops/repetition. I'm at least somewhat relieved it isn't dumb shit about "Protag is hallucinating in an asylum/coma about his guilt" or some Groundhog day shit that is more about escaping the timeloop instead of the actual experiences in it. Sure the structure could be more complicated or require actual decisions with clear intent from the player to complete a "true ending" but that's less of a flaw in of itself and more a disagreement with the type of VN and the concessions it had to make to get out the door rather than what it actually is and how well it achieves it's aims.
>>1033196 This thread convinced me to try this game.
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Finally finished Pristine Cut. Bought the game on GOG because I liked it so much the first time around. I don't really get why the world outside the construct in the new ending is different just because you don't have the voices with you. While memories help immensely with finding 90% of unseen content, there's still a very poor mechanical choice that makes people miss a lot of the voicework. Whenever you choose to skip dialogue, which anyone trying to find new content will undoubtedly be doing, it always skips playing the dialogue of the first new line when skipping is auto-stopped. This, combined with a lack of a rewind function, makes tons of voiced lines get missed and seen as text only. It's especially frustrating on routes where you're bringing one different voice compared to a previous run and 80% of the dialogue is the same. >>1032235 >that you've personally slayed. Not necessarily slain, but simply been cruel to in the end. For instance, you can't slay the Wraith as far as I can recall, but throwing yourselves into the abyss together qualifies. >>1032243 >>During the Tower refuse to tell her why you were sent to kill her For clarity, you can't just refuse by remaining silent when the option pops up, you have to explicitly tell her you refuse (the stuttering option), then you can remain silent. >>1032243 >>The Paranoid Voice and the Narrator whitepill the Broken into realising that the Princess doesn't give two shits about him I didn't much like this. It's fine for one voice to lean towards another, but a complete 180 of personality is very uncharacteristic. It would have made more sense if he started leaning the Cold's direction and simply stopped caring, rather than actively trying to hinder you in worship of her like he had been. >>1032686 While it's possible to interpret it this way, I see it as simply the most obvious method of building a working example of the Narrator's perfect world to show that unchanging eternity is not good. It's the only route in which the Narrator's opinion on his own actions changes and he wants the world to end. >>1033093 >I wonder why it was him, out of all the options? Was it simply because the player wouldn't expect something so obsessed with romanticism to have some kind of deeper knowledge? Or does a desire for love have some sort of special advantage over other emotions in that world? He cares the least about reality. He's the most delusional, and since what you believe holds power, and what he believes tends to stray the furthest from observable reality, his beliefs have the greatest tangible effect on reality, methinks. >but after all the mysterious talk about the vessels she receives influencing what kind of god she becomes She also says she has essentially infinite vessels. You only need to bring her 5, and in doing so, the rest are drawn to her magnetically. She's not made up of the just the 5 you see, she's made up of all of them, every time. The only real influence any particular vessel has on her being is the first vessel you bring upon her core when you choose to dive into her.
One of the most interesting duos of Voices was the Stubborn and the Cold in a route. The Cold being able to endure the Fury because he gives so little of a shit was spectacular.
I find that each voice being a manifestation of how the Princess views the MC after during a route to be one of most interesting parts of this game. As depending on your choices and how she views the MC as a consequence of said choices can either aid or hinder you for the rest of the route. This game is fucking brilliant and that's a rarity for me to say of a modern game.
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Slowly completing the gallery. I didn't know you could get locked in the basement twice.
>>1048159 There is a lot of neat little variations to routes.
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And finally done. Alot of good little moments I missed that otherwise would have gone unread if I hadn't hunted for em. Took me about 20 hours or so, I did reread each path a few times and did like 6 to 8 playthroughs to get everything.


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