No.2400
I was thinking of buying Postal 2. However I want to know, what is there that makes this game great, aside from pissing, setting people on fire and mutilating people? Like, what keeps it from becoming just a joke game?
I never played this before, so I'm just really curious. From outside, it looks like something you would spend an hour loving and playing it and never again.
No.2401
>>2400>what keeps it from becoming just a joke game?It is a joke game you retard, are you expecting it to be taken seriously?
No.2402
>>2401I'm expecting it to be more than that. I guess I was wrong then.
No.2407
>>2402It's simply a fun game. Don't you like fun?
No.2413
>>2400bruh you can shove a shotgun up a cats ass and use it as a silencer.
No.2418
>>2400Is "good game design, and very good world design - partly unrealized in its potential but with a distinct and very interesting "rustic naturalism nightmare" style making excellent utilization of audio and some of the more often overlooked elements of visual design in order to convey its ideas" going to be a satisfying answer?
No.2419
Postal 2 is a postmodernist interpretation of free society's thinking and the power of choice.
The Postal Dude is not merely a protagonist for the player to insert him/her/xir/self into the game world; rather, the Postal Dude is a vehicle for the narrative to be told and the experience to be had.
When the player is in control of the Postal Dude, the capability one has is fully realized. The Postal Dude's rationality of the actions he takes is reflected back onto the player, i.e. any action is relegated to everyday occurrences, and the context is lost in lieu of gratuitous violence and chaotic entanglement. Through this constant repetition, the message emerges from the chaos and the player is imparted with clear knowledge of what their actions truly affect.
One has to question the greater societal implications when traversing Paradise and enduring the day to day livelihood of our narrative vehicle. Along the way you may finally come to the following question:
Are our actions truly our own or do we transgress our power of choice into a character, or are we merely the vehicle for the Postal Dude within our own narrative?
Now ask yourself, does any of that sound like a mere joke game?
And if it does, how many joke games supply that much commentary, depth, and rich content?
No.2428
>>2419I was about to make this post.
Doing God's work anon :^)
No.2431
>>2400I enjoyed the fact that much of the outlandish stuff is completely unnecessary. I play the game trying to do all the errands like a normal person.
its not as hard as you would think either.
No.2445
>>2400
>the convenience store owner is a terrorist>you get to meet an interesting cast of characters>tora bora>cat silencersIt might not be impressive by today's standards, but 10 years ago, a lot of this taboo.
IIRC, you can to this day get arrested for owning/distributing the game in New Zealand.
No.2542
>>2428>I was about to make this post>Doing God's work anon :^)I know you were, anon.
But remember, it's not just doing God's work that calls one to defend the honor of Postal 2, but a privilege one must exercise carefully.
>mfw there are people still out there who haven't experienced the depth and complexity of Postal 2 No.2548
>>2400I've been playing through the game recently and the game is at its best when you are in the town. There's a lot different ways to go through each area and there are barely any locked doors, there's a quite a bit to explore. I even like that the game never actually tells you to be violent, you could be pacifist or at least use tasers that dont kill.
No.2582
>>2400It's a piece of shit, but it's the most fun piece of shit I've ever played with.
No.2583