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D4 out now on PC photo
D4 out now on PC

D4: Dark Dreams Don't Die now available on PC


Season One on sale for $13.49
Jun 06
// Kyle MacGregor
The time has finally come! Deadly Premonition developer Access Games and Hidetaka "Swery 65" Suehiro's D4: Dark Dreams Don't Die is out now on Windows PC. Normally $14.99, you can currently grab the first season at a 10 ...

PC Port Report: D4: Dark Dreams Don't Die

Jun 03 // Steven Hansen
D4 isn't a robust PC port, but it's functional. There were two instances of models (once a full character, once a tie) kind of spazzing out and shaking for a bit; I had a crash trying to bow out to the main menu between episodes; and things aren't crazy cleaned up from the Xbox One release, but the port is a fine option and not any kind of messy downgrade from the original. It's clear a lot of work went into adapting usable mouse controls (replacing the stripped out Kinect controls), UI, and so on. Not that it needs much else. Xbox One DLC is packed in with a "free shirt" section of the store that hilariously gave me a Gears of War tee right off the bat. Buying clothes is very important for no reason. Nice to see a game with different outfits in this day and age. There's some new DLC if you're into that sort of thing. The controls are the big thing, though. Chris was sure it was better without Kinect when he played it, but I do feel there is something missing, oddly enough. Never thought I'd be going to bat for the Kinect. I also never used Kinect controls for longer than 30 minutes at a time, so maybe that would drag after a while. It's just that some of the mouse swipes, especially when your cursor is at the opposite end of where you're being prompted to begin swiping across, don't quite have that same tactile connection. It feels like flailing more than literal arm waving. Clicking, pushing, grabbing -- those all work, maybe even better with point-and-click precision. But then I sort of miss those dramatic, painterly slashes across the screen. Particularly during big action sequences, but also for the rote swipe-to-do-somethings, like opening doors. And the middle mouse button to look around felt finicky to me, but that may have something to do with my broken finger. Mouse versus Kinect versus controller, it's mostly preference. The best thing about mouse controls is pure one-handed play, leaving the other hand free to sip some tequila.
Agave photo
1 tequila, 2 tequila, 3 tequila, D4
First, let's take a moment to really appreciate my tequila sub header. It's the little details that count. That's what D4: Dark Dreams Don't Die is all about. Sure, when a catgirl is doing karate in your face it's easy to thi...

D4 photo
D4

You can download a demo for D4: Dark Dreams Don't Die on PC


Go for it
May 29
// Chris Carter
D4: Dark Dreams Don't Die was awesome on Xbox One, and it's looking awesome on PC. You can try it out starting today by way of a demo, which is up now on Access Games' official Japanese site. It looks like the English ve...

Swery photo
Swery

Publishers think Swery's next game idea is 'perverted'


It sounds amazing
May 12
// Jordan Devore
I'd be perfectly content with a conclusion to Dark Dreams Don't Die, but Hidetaka "Swery" Suehiro's idea for a new game sounds bizarre, original, and worth exploring. Here's how he described it in an interview with GameCentra...

D4: Dark Dreams Don't Die is better without Kinect on PC

May 07 // Chris Carter
The PC build I had access to only has a 10-minute exploration demo and three-minute action sequence, but it was enough to get a gist of the new control scheme. While the port of D4 will fully support controllers (just like the Xbox One version), you'll also have the addition of the mouse, which feels right at home given the old school adventure game feel. All the applicable buttons are mapped to the mouse, including interaction (left click), looking around (middle), and tapping objects (right click). Completing QTEs takes a little getting used to as you'll need to flail about fairly quickly to complete sliding actions, but it's all very doable. As a creature of habit I ended up plugging in my Xbox One controller for my second playthrough, and lo and behold, it feels like a 1:1 recreation of the console version, which is definitely a good thing. Everything looks very fluid and sharp on-screen, and even the early build is running smoothly at this time. D4 may not have the most impressive visuals in the industry, but it has a ton of character, which has been sufficiently represented in the port. [embed]291485:58450:0[/embed] Since D4 is an adventure romp it doesn't need a whole host of options that other PC games might boast (check out the work-in-progress menu screen here), but at the very least I was disturbed to find out that I could not customize the resolution. When asked whether or not the PC edition would have resolution settings, a rep for Playism stated, "I have raised that issue with them, and they are working on it." Hopefully we'll see it in the final build. For the thousands of Swery fans out there who don't own an Xbox One, the PC port of D4: Dark Dreams Don't Die is a great opportunity to see what the hubbub is all about -- plus, it will make a great Steam sale gift for people who are on the fence. Once it hits, let's just hope that this is enough for Access Games to fund the conclusion of the story. D4 for PC will launch on June 4 on Playism, GOG, the Humble Store, and Steam for $14.99.
D4 PC preview photo
Controller and mouse support are a go
This year, D4: Dark Dreams Don't Die is coming to PC, and as soon as I heard the news, I jumped up and down. This is an adventure that needs to be in the hands of as many people as possible, and confining it to just the ...

Swery: D4 on PC is '100 percent bona fide D4'

May 07 // Brett Makedonski
The reason that Swery doesn't feel that the Kinect-to-mouse transition is a concession of sorts is because control method isn't what's at the core of D4. Swery elaborated "D4 is a game that doesn't derive its entertainment value merely from the fact that you can control it. My design has always been focused around the 'sensory replication' element. All input devices have their own special characteristics, and I feel that I've created separate control schemes that are all designed specifically for the Kinect, controller, and now the mouse." This "sensory replication" Swery speaks of isn't some marketable-sounding term that he tacked on to describe control schemes; it's something he spends a lot of time thinking about and crafting experiences around. In fact, further hypothesizing by Swery is the reason the PC port is even happening. He explained how D4 on PC came to be by saying "I started working on the PC version at the end of last year, through to GDC this year. At that time, I had made no plans about releasing it. It was just an experiment to help prove the contents of my GDC speech. To sum up [my speech]: 'Even without Kinect, the theory of symbolization and sensory replication through minute observations is still possible, and pieces that replicate sensations in this manner can enhance the overall empathy that people experience.' In order to prove this, I started making a sample version of the game that could be played using only the mouse. I revealed it to people at GDC and PAX East, and since people responded more positively than I had expected, I decided to develop an official release." That official release won't come as easy as one might think. This is Access Games' first time working on a PC title. (The poorly-received PC port of Deadly Premonition was controlled by another studio, and Swery says that Access wasn't able to exert control over the process because it didn't own the rights to the game.) Because of Access' inexperience developing for PC, Swery describes the process as including "a lot of unexpected surprises and problems." He went into detail by saying "Like I talked about earlier, we had to figure out how to create sensory replication with the mouse. Since we couldn't use Kinect, we needed to figure out how to make the PC version a game that anyone could easily enjoy with the mouse. Our game designers, programmers, and UI designers really had to rack their brains about this. Next, we had to think about adding user options and confirming minimum system requirements and recommended specifications that didn't exist in the console version. Since we created an original shader for D4 using our own code, it was hard to make it backwards compatible simply through changing settings in Unreal Engine, so we had to adjust the code and add new parts to it. Since we've only worked on console games so far, this was a brand new experience for us." Above all else, Swery's says he's dedicated to not letting the PC version of D4 go the way of Deadly Premonition. "The team that worked on the Xbox One version of D4 is in charge, and I've also been taking part in the adjustments. We're really serious about this, and intend to treat the D4 IP with the utmost care." One thing that he wasn't too serious about was commenting on his feelings about Microsoft announcing one year ago that it'd release a version of Xbox One without Kinect. After all, Swery had likely undertook this project with the understanding that Kinect would be something that's in every living room that an Xbox One is in. All of a sudden, that wasn't the case. Swery took the high (and humorous) road by simply chiming in "#ThanksObama." Temporary comedic relief aside, Swery seems very serious about D4 and its future. When asked about reading fan theories (a pastime that's dominated the Destructoid office at times), Swery said that he refrains out of respect for the fans. He clarified by saying "D4 is of the mystery genre. With this genre, the fun comes from 'enjoying' all the mysteries up to the end. I think it's natural for people to closely watch the developments, hypothesize, and then think up their own opinions and theories. That's what's so great and important about the mystery genre. With that in mind, I think I have no right to take part in those sorts of discussions." For all the transparency and openness behind the whole process of getting D4 to PC, Swery turned mysterious again when the topic on everyone's mind came up: Is a second part to D4 ever getting made? "I still can't talk about what'll be coming next. All I can say is that I'm working my hardest!," he said. Figures. But, maybe with the help of a PC audience pushing for more D4, we'll get the resolution we need. Or, maybe we'll get more fights with a cat lady. Both are welcome with open arms.
Swery interview photo
Kinect didn't make the game
To say that developer Hidetaka Suehiro -- or, Swery65 as most everyone knows him -- has a knack for creating unique and strange videogame experiences would be an understatement. He has a loyal cult following, as anyone that l...

D4 on PC photo
D4 on PC

It's official, David: Swery's D4 is coming to PC


'When' is just one more unknown
May 01
// Brett Makedonski
Japanese developer Swery has done a great job curating an air of mystery around the plot of his games. However, he hasn't been as outstanding at keeping the games themselves a mystery. Such is the case with a PC port of D4: D...
D4 photo
D4

It looks like D4 is coming to PC, according to Swery


Thanks Swery (and Obama)
Apr 28
// Chris Carter
D4 is a fantastic adventure game. I want to see it continue in any way possible, whether that's through additional episodes or a port so more people can enjoy it. I'll get my wish soon, according to creator Swery, as the...
D5 photo
D5

Dark Dreams Don't Die with Deadly Premonition


If only it were real
Apr 01
// Jordan Devore
Deadly Premonition's Francis York Morgan and Dark Dreams Don't Die's David Young, together under one roof? Now there's a conversation I want to overhear. Someone's been reading my mind. Designer Swery65 tweeted this image for...
D4 photo
D4

The Kinect's best game may come to PC, compliments of Swery


Swery showed of a build of D4 on PC at PAX East
Mar 09
// Jonathan Holmes
We'd seen the tweets hinting at it before, but over this past weekend at PAX East, Dark Dreams Don't Die on PC became a reality, at least for a few days. Swery, creator of Deadly Premonition and Dark Dreams Don't Die (D...
Mega64 x D4 photo
Mega64 x D4

Mega64 does Dark Dreams Don't Die


Push everything
Mar 03
// Jordan Devore
The longer we go without a second season of Dark Dreams Don't Die, the more I realize how much I genuinely connected with Swery65's strange adventure game. What a tragedy it would be for this story to go unfinished. I need r...
Funny D4 scene photo
Funny D4 scene

Clam chowder: The moment I fell in love with D4: Dark Dreams Don't Die


Feeling hungry?
Jan 12
// Jordan Devore
Keep an eye on David Young (the guy who doesn't look like Philip Seymour Hoffman). He's the time-traveling protagonist of D4: Dark Dreams Don't Die, an Xbox One adventure game from Deadly Premonition director Swery, and oh m...

Give me games inspired by weirdos and madmen

Jan 11 // Nic Rowen
[embed]286041:56845:0[/embed] Captain Murphy I know Captain Murphy, the alter ego of professional oddball rapper Flying Lotus, exclusively through his sublimely bizarre animated music videos on YouTube. I understand there is an Adult Swim short out there that tries to establish a little more of a backstory for him, but I haven't seen it, and more importantly, I don't want to see it at the risk of tainting the magic. I don't really care about who Captain Murphy is or where he comes from, I'm just in love with the vibe I get watching his videos on repeat. I don't want some 60-hour RPG explaining the origins and desires of Captain Murphy, I just want some kind of game that taps into his style: a bizarre, beautiful mish-mash of psychedelic imagery, B-roll samples of 1970's PSAs, cult-member brainwashing, and a fixation with comic book superheroes. It's a potent stew of the kind of floating debris that drifts around in my own head, but expressed in a way I could never articulate. I honestly have no idea what a Captain Murphy game would be, or what it would look like, I just know I want it. Call up the Hotline Miami guys and let them loose on it. Tom Waits In my mind's eye I see an adventure game where you play as Tom Waits wandering around a cocaine-blasted version of 1970's New York, adopting stray cats, bouncing between dingy coffee shops and dive bars. Maybe he's looking for inspiration for his next album, maybe his old lady kicked him out and he has nowhere else to go. The crux of the gameplay would revolve around a Telltale-style conversation system where you swap stories with vagabonds, taxi drivers, and talk show hosts, all with the same level of interest and haphazard disregard for rational narratives. There is a wealth of dialog choices at your disposal that reach across the full berth of human emotion, but none of them really matter since the options you select bear almost no resemblance to the crazy shit that actually comes out of Tom's mouth. You stumble into a bar, shivering calico swaddled in your scarf, and tell the drowsy-eyed piano player about the time you got caught in the middle of a pimp war in a grease joint two towns over and had to use a napkin dispenser to defend yourself. That's basically the entire game because that's all you really need. Dragonette Now you might think a game based on the neon-soaked dance music of Dragonette would be an easy fit for a rhythm game, but that's a little too predictable isn't it? No, what I picture is a stealth based puzzle game where you have to try and sneak back into your apartment building at 4:00am without waking up your jealous boyfriend after clubbing it up all night. Use your dance moves and irrepressible charm to navigate past revolving doors, fool judgmental doormen, and avoid tripping over the cat in the middle of a dark living room and waking up the whole damn building. Think Mark of the Ninja, but with less hook-neck hangings and more cheesy video effects. Tyra Banks “Now hold up Nic, didn't you start this article bitching about reality stars making crappy games?” Well, yes, that is true. But I'm not interested in a game about Tyra Banks herself so much as I'm morbidly fascinated by the idea of a game about her nakedly obvious self-insert character, Tookie De La Creme, from her Modelland novel. If you've never heard of Modelland, or (God forbid) read it, it's like some kind of batshit insane mash-up of The Hunger Games and Harry Potter, but where all the districts are dedicated to making different kinds of clothes or jewelry and all the wizards are replaced with supernatural fashionistas. Tookie is a “forgeta-girl” who comes across a magical trinket called a “smize” (based on Tyra's technique of smiling with the eyes) and is whisked away to the titular Modelland to survive a variety of physical dangers and passive-aggressive social knife fights to become one of the world's seven “intoxibellas” the most famous, and therefore most important, people in the world. I could be snarky and compare the basic structure of the plot to any number of RPGs that do the same basic thing (“You touched a funny space stone? Well shit, guess you're the savior of the galaxy now!”) and remark on how easy it would be to translate that into a workable, conventional game (probably the most conventional on my list really), but cutting industry satire isn't my goal here. I honestly would just love to see a game set in such a gloriously stupid world. I mean, the fashion designers are wizards! Sweet Jesus. Get Ty Ty Baby and Swery in the same room together with some drinks and just let the magic happen. Maybe Duncan from D4 can make a cameo. [embed]286041:56846:0[/embed] If celebrity games are going to be more common in the future, I hope we can at least get the occasional strange and lovely experience out of it. We might not be able to stave off a future dystopia of mobile freemium games inspired by reality show garbage and manufactured pop stars, but we can at least dream of a better one.  I've shared my top picks, but what celebrities or pop icons would you want to see in a game?
Celebrity games photo
These pop icons should have their own games
Celebrities are making games now, this is a thing we're going to have to live with. Kim Kardashian's done it, RuPaul's done it (and apparently her game is surprisingly fun, as our Jonathan Holmes discovered), and of course, 5...

Swery's 2014 games that I haven't completed, but think are amazing

Jan 07 // Steven Hansen
4: Dark Souls II Even though the previous game broke me, the addictive nature of the game drew me to buy this sequel. Obviously, this game created a lot of waves, and I decided that I had to play it simply to experience that cycle of bitter aftertaste, frustration, and then catharsis one more time. Hardcore users say this game was easier compared to the original, but it was still enough to break me again. Getting killed by a player who invades especially makes me want to throw my controller. This is unrelated, but while I've never met the director, Miyazaki Hidetaka, his personal name is the same as mine (Hidetaka), so I feel a sense of closeness to him. Why I quit playing: The frustration from the game crept into my real life. 3: Destiny It may not be too much to say that this was the year's most talked-about title. I was too busy with development to take part in the beta test, but I bought the Xbox One version on the day it came out. Unfortunately, though, it wasn't localized into Japanese. When someone asked me "Why did you buy it if you weren't sure," I didn't really have an excuse, but that's what happened. Of course, not only the story, but the menu was also in English as well, so I had trouble understanding the system. I was really behind compared to my friends who had already bought the PS4 version, and became a bit of a Destiny dunce. Then I got busy with D4's release and PR, so there was no way I was going to finish it. Why I quit playing: My friends made fun of me so much that I lost all my confidence. 2: Dragon Age: Inquisition I added this game only after preparing myself to get yelled at. Why? Because I haven't played it. Right after I bought it, I suddenly got bombarded with things I had to take care of, and then there was an update to the consumer version of Minecraft, and I became desperate just to play that. Then, I went on a trip overseas without even getting to play it. I'm still on that trip now as I write this list. So, if I haven't played it, how can I say it's amazing? Well... just by using my intuition. Or, my sense of smell, should I say? I'm not a writer or a critic. I'm just a creator, so I have the right to self-righteously purchase and play games how I want to. Simple, right? Why I quit playing: My first vacation in four years. 1: Drakengard 3 The continuation of the famous series that Access Games developed. In this game, the action and graphics were renewed, essentially reviving the series. Ally NPCs and dragon growth were added, and you don't need to know the entire series to be able to enjoy the game. However, the story wasn't any good. It's really unfortunate, but it's the truth. And the graphics could have been a bit better, I think. If we get another chance, I'd like to use what we learned here to make an even better game. Why I quit playing: Self-hatred and self-defense. Runner-Up: Kirby: Triple Deluxe The world will wash your heart clean. The characters were just so cute, I couldn't not buy it. But the game was too beautiful for my heart. It ended up blinding me. It was hard for me to keep staring at the vibrant Kirby as he ran all around. It makes me wish that I could make a game someday like this, but at the same time, it also fills me with despair. That's all. Thanks to everyone who read this, and thanks to everyone at Destructoid for giving me the chance to write this! I apologize to anyone who was offended by anything I wrote. This is a list filled with personal taste and bias, but regardless of how it appears, I think it's very important for people to organize their thoughts as words, which is why I wrote this. I'm hoping from the bottom of my heart that 2015 will be a big step forward for the game industry. I Love You All!! SWERY
SWERY's 2014 GotY photo
The director of Deadly Premonition and D4 looks back at 2014
[Swery is the man behind Deadly Premonition and D4. The latter has kept him busy over the last year, so he hasn't been able to finish every game he loves. But love is not finite, finished, and with an eyebrow game this o...

Games with Gold photo
Games with Gold

Go download your free D4: Dark Dreams Don't Die and MX vs. ATV Alive


D 4 free
Jan 05
// Jordan Devore
I'm downloading Swery's Dark Dreams Don't Die right now. You should do the same, assuming you have an Xbox One and an Xbox Live Gold membership. The quirky adventure game is free throughout January as part of Microsoft's Game...
Games with Gold photo
Games with Gold

D4, The Witcher 2, and MX vs. ATV Alive free for Xbox Live Gold subscribers in January


Everything's coming up Swery
Dec 22
// Jordan Devore
I got an Xbox One the other week. One of the first things I did after spending far too long finding a place for the Kinect to reside that wasn't obnoxiously front and center was to see which system-exclusive games I had up un...
D4 sale photo
D4 sale

D4 is on sale, so everyone should buy it immediately


Deez discounts do discontinue
Nov 04
// Brett Makedonski
Hey, you! Yeah, the person that owns an Xbox One and is staring confusedly at the guy yelling at them over the Internet! I'm talkin' to you! D4's on sale for Xbox Live Gold members, so you should probably go pick that up righ...
D4 photo
D4

Behold, D4's chilling grand finale... or something. Whatever


Xbox, go home
Sep 25
// Max Scoville
Sometimes playing video games is a fun experience and everyone enjoys themselves. Other times, someone winds up screaming at the TV. That's life. However, I can't remember the last time I found myself screaming "Eat the f*cki...
D4 photo
Damn! Dang! Darn! Uhh... Dildos!
I think the lesson Bill and I learned playing D4: Dark Dreams Don't Die is that we need to calibrate the Kinect, and make sure it can see us properly. Beyond that, I'm still unclear what this game is about, and it's vaguely u...

D4 photo
Look D4 you leap
Okay, so Chris Carter absolutely loved D4: Dark Dreams Don't Die, so Bill and I figured we'd check it out... and uh. Wow. Goodness gracious. That certainly is some sort of video game. I think. Honestly, if I didn't have this whole experience on video, I might think there was a gas leak in my house making us go all stupid and insane.

Review: D4: Dark Dreams Dont Die (Prologue, Episode 1, Episode 2)

Sep 18 // Chris Carter
D4: Dark Dreams Don't Die (Xbox One)Developer: Access GamesPublisher: Microsoft StudiosReleased: September 19, 2014 (Prologue and first two episodes) / TBA (additional episodes)MSRP: $14.99 [Editor's note: there will be no major story spoilers present for the episodes reviewed here.] David Young is the hero of D4, and the mystery of his murdered wife is the focal point. Her last words linger in his mind since that moment -- "Look for D." Is D a location? A person? David's obsession with the event drives him off the police force and onto his own investigation. Oh, and one small note -- a bullet that went through his head as a result of that night granted him the power to go back to the past using items called "momentos," through a process called "diving." Yep, this isn't your typical noir thriller -- this is by Swery65, the famed developer best known for directing Deadly Premonition. It's an adventure game, and fans of the genre will immediately pick up the simplistic control scheme. There's a cursor on screen, which can be used to investigate or interact with the environment. D4 supports Kinect gestures, but I felt completely comfortable using a controller the entire time (the analog stick controls the cursor like a mouse), and didn't feel like I was missing anything. In addition to the aforementioned cursor controls you can also "push" or "grab" objects, which is done by using the appropriate gesture, or more simply, the A and X buttons respectively. That's basically all you need outside of the contextual QTE scenes or minigames. You'll have the chance to move from one fixed area to the next, investigate locations, hunt for objects, and look around with a fixed camera angle. It's part visual novel and part adventure, as "hidden objects" are abound, as well as optional collectibles and tons of items. [embed]281305:55669:0[/embed] There's also a strategic element of sorts with investigating objects, as David has a stamina and health meter. Using most actions will expend stamina, and pain of any kind will incur a health loss, which can be regained by finding food and medicine in the wild. Losing all your health will require you to restart from a previous point, and you can save your progress by way of using telephones in the environment. You'll also have an Assassin's Creed eagle eye-like "Vision" mechanic at your employ, which highlights objects that can be interacted with in gold -- to refill that meter you'll have to drink something. What I really like about D4 is that it draws you into its world immediately. From the moment that Amanda busts through the door and is introduced as a "freeloader/grocery shopper" that actually lives with you, to the first time you start walking through David's house, I felt like the world I was given wasn't just a fleeting creation -- like it had existed long before I was introduced to it. You basically see the story unfold through David's eyes, and hear his inner thoughts the whole time -- including some depressing "are they or aren't they real" hallucinations of his wife, Peggy. His mind isn't stable, and it creates an interesting storytelling dynamic as both you as the viewer and David himself try to make sense of things together. Gameplay is also more interactive than your average adventure game. You need to actually pay attention when watching cutscenes, as a button prompt may occur that could provide you with additional information on an object or person. My favorite part is how the game handles highlighting random objects in the game world. By simply putting the cursor over something as mundane as a toilet, small phrases will pop up on the screen to give us the full story on something -- like the fact that said toilet is "no longer used" and has a "rusty lever." This is a much more interesting method of handling the formula than, say, Telltale does it. Highlighting a cabinet in David's home might tell you that it was his wife's favorite spot to store things, and that she used to keep it tidy. Highlighting a microwave will give you even more facts, one of which is that David uses it daily -- likely to allot more time to the investigation. It's little things like this that let you piece together the game's universe at your own pace. Everything in D4 also feels incredibly organic. Turning on the TV will play the cartoon "Sebastian the Sleuth," an original creation that involves a crime solving cat. Amanda will sometimes randomly leave the house through a window, and return later. Even looking at objects you can't interact with, like a wall full of pictures of David and Peggy will give you a glimpse into how deep their relationship was, and some of the major milestones in their lives. D4 also employs a comic book-like effect in some of its cutscenes, splitting the screen to show multiple reactions, characters, or environments. It helps keep things interesting, and the pulp feel on top of the noir and wacky elements all mesh together quite well. Another home-run hit in terms of atmosphere is the soundtrack. While most of its songs are generally soothing and fit the detective theme, the piano tunes are beautiful as standout tracks, and there's a diverse array of genres present -- even Irish Rock during intense scenes. D4 is set up as an episodic game, with the initial package (reviewed here) offering a prologue episode, as well as Episodes 1 and 2 -- the rest will come later. The prologue takes place wholly in David's home and takes roughly 30 minutes to complete, but there's a surprising amount of things to play with and find. Episodes 1 and 2 take roughly an hour each if you're just going for the story, but again, both have tons of extras, as well as optional minigames and missions. For example, one sidequest involves calming down a paranoid passenger, and another tasks you with answering quizzes with various aircraft-related questions. Despite how short some of these quests are, it's insane how much detail was put into just about every facet of the game. You can find magazines related to sports, the government, and topics such as the Verizon Center and the Lumière brothers just lying about in the game's world, which provide brief and interesting real-world facts. There are also badges to find, which grant you credits that you can use to buy food, stamina, or vision points, as well as extra outfits for David and his companions. Very rarely am I tempted to replay an adventure game right after I completed it, but that's what I did with D4. Oh, and there's also full leaderboard support. It ends on a cliffhanger, but D4 has me intrigued, mostly because I felt a genuine attachment to the characters. I want to see this journey through to the end, and the classic Swery wackiness kept me interested throughout the relatively familiar adventure genre gameplay.
D4 reviewed photo
D-lightful
D4 starts off rather grounded. The game's opening narration describes the tale as a "story of a man with a very strange fate." A man whose wife was murdered, and is tirelessly searching for her killer. Then a cat girl named Amanda runs into your apartment, spits a mouse into your mouth, and you puke.

Swery photo
Swery

Here's Swery holding a monkey and standing next to a yellow plastic woman


Either TGS is the best, or Swery is the best
Sep 17
// Brett Makedonski
Was that headline not descriptive enough for you? What did you think would be in this post? There's Swery nonchalantly holding a stuffed monkey next to a weird yellow plastic statue thing. He did that during the entirety of h...
D4 photo
D4

Swery's quirky D4 releases worldwide this Friday


Announced at TGS 2014
Sep 17
// Brittany Vincent
Straight out of TGS 2014, it's been announced that Swery65's quirky D4 is launching worldwide this Friday for $14.99 exclusively on Xbox One.  Seeing as this game is episodic, the prologue, episode one, and episode two a...
iDarb photo
iDarb

Swery65 joins the cast of iDarb


A Deadly Premonition for this internet developed arena platformer
Jul 05
// Jonathan Holmes
Though we do our best here at Destructoid, it's hard to talk about every great new videogame. One of games that slipped through our collective cracks is iDarb, a "constantly-evolving, crowd-sourced, minimalist game mechanic ...
D4 photo
D4

Swery continues to defend D4 Xbox One exclusivity


This man is relentless!
Nov 27
// Chris Carter
After being pestered by the millions of fans who don't want to buy an Xbox One for Swery's upcoming D4, the famed developer re-iterated that the game is in fact an exclusive. Once again speaking to Gaming Bolt, Swery had a fe...
Deadly Premonition photo
Deadly Premonition

FK in the Steam: Deadly Premonition is out for PC


Locked in at 720p, but there's already a fix
Oct 29
// Jordan Devore
Deadly Premonition: The Director's Cut coming to Steam -- even if it weirdly had to go through Greenlight for approval -- is a very good thing. What's not quite so good is the fact that this version is locked in at 720p. Afte...

D4, Swery65's Xbox One Kinect game, is wonderfully weird

Sep 21 // Dale North
D4 (Dark Dreams Don't Die) is a TV show-like murder mystery where you play as a strange and cocky investigator, trying to uncover the details to explain your wife's murder, with the letter "D" being his only solid clue. Oh, and there's a game mechanic that lets the protagonist use found objects to time hop. Weird, right? It's got that cult hit vibe that Deadly Premonition had with its odd humor and funky production values. There's a sort of charming clunkiness about it.  Swery65 (pictured above in a pose he gave for us following our meeting) gave us a live demo of D4 at TGS this week. In our meeting he said he wanted players to be able to sit and relax while playing D4, so while you're using your arms often, it's fine to take a seat. Most of the play involves using your right hand to manipulate the game's scenes. Swery says that hand shapes can be identified with Kinect, so open-handed movement works for movement, while closed hand moves work as a selection. Think of the motion as sort of virtually grabbing what you're looking to interact with. Our first peek at the interface had the protagonist, David Young, in an airplane bathroom. We saw how swiping a hand left or right had the player's view changing, allowing him to look around the bathroom. By moving his right hand to move a cursor, he could explore and interact with objects. For example, reaching his hand out and closing it over the toilet's button allowed him to flush it.  The entire demo was packed with scenes where contextual hand motions were required, so while you may be able to sit, you're going to have to do some moving. They can be as simple as moving your hands upward to wash your face, or pointing forward to move your character to an interest point. You'll look for clues with your hands, using motions to do things like open up luggage compartments and sort through them. One neat move has players touching their heads with their finger tips like some superhero to initiate Head Vision, a system that highlights points of interest. The moves become a bit more exciting in the action-heavy combat sequence we saw. There is combat in D4, though it's not quite what you may be expecting. David ends up on this plane looking for a marshall that is somehow tied to his wife's murder. This marshall is with a known (and cracked out) drug dealer that completely loses it. The drug guy kicks the marshall to death, and then takes after you, complaining that someone messed his eye while he was sleeping. He screams, "My beautiful eye is fucked!" Yeah, I don't know. This game is weird. This ends up being a hilarious circus of a brawl in the cabin of the plane between the two. You'll dodge kicks and punches via Kinect prompts, with misses taking a segment off of a life bar. Executing the proper movement will give you an advantage in the fight, but misses will show you getting your ass kicked a bit.  It starts easy, with timed hand swipes allowing David to blocked flying purses and luggage. It becomes sort of a dance when he gets into it, though. Kinect movements have you pulling people out of the way, flipping over them, and even doing a quick waltz with one passenger, all while putting the hurt on the drug dealer. For all of these movements, a rhythm game-like scrolling meter at the bottom of the screen shows you that some required movement is coming. To put your mind at ease, these moves are less like quicktime events and more like reactions, if that makes sense. Some of the fight had you pulling off what they call Synchro Stunts. The first one had the drug dealer picking up a softball to be used as a projectile against David. David picks up a mannequin leg to use as a bat to defend himself. The game quickly prompts you to take a batting stance. Swing properly and the ball flies back to hit the drug dealer squarely in the face, popping one of his (fake) eyes right out of his face in slow motion. Funny stuff. My favorite Synchro Stunt had David pinning the drug dealer down in a seat with a megaphone in hand. Players had to scream aloud to get David to yell in the megaphone to hurt the drug dealer's ears.  The fight devolves into a slap fest, with the player doing the hand movements via Kinect. It ends in a Synchro Stunt where a fighting stance is required for punches, but that only lasts a short while until David ends up being kicked in the crotch, sending him crawling to a nearby airplane seat. It looked as if neither won the fight. These Kinect controls make more sense when you see them in action. And unlike some other Kinect-controlled games, I'm glad to say that they're not a drag in D4. The required movements for navigation and exploration looked completely natural, and the ones for combat looked to be a lot of fun. All looked to be very responsive, too. Beyond this exploration and combat, D4 has another attraction point with its quirky charm. The characters we ran into in this demonstration were so weird! One flirty flight attendant that was a dead ringer for David's late wife falls into him following some turbulence, spitting her bubble gum directly onto his mouth. Gross! She starts out flirty, but ends up being quite scary, noting that David shouldn't even be on the flight. David ends up chewing that gum for the rest of the episode, by the way.  The oddest encounter was in the plane's aisle with an over-the-top fashion designer named Duncan. He carries around a mannequin named Sukey that he seems to be in love with, and spews forth judgement on anything that he doesn't deem "avant garde." Duncan and his Sukey have matching green hair and distinctive sunglasses.  I wasn't sure what to make of D4 when it was revealed earlier this year, but I had a feeling we were in for something pretty interesting when hearing that Swery65 was involved. My feeling was right. From this demo alone I was drawn into pulpy, peculiar world, wanting to see who David ran into next. The game rides that rare line that Deadly Premonition did, so if that kind of game speaks to you, this one will too.  And then there's the Kinect bonus. I'd normally call Kinect controls in an action game unnecessary, but they've found a way to use them to make D4 more interesting. I was continually impressed to see controls that didn't seem gimmicky, and even more impressed to see that they worked properly.  With this, D4 has shot to the top of my list of desired Xbox One games. I can't wait to get my hands on it. In front of it. Whatever.
D4 TGS preview photo
TGS preview
Upcoming Xbox One title D4 was designed for use with Microsoft's Kinect sensor. Game director Hidetaka "Swery65" Suehiro made it a point to stress this during our Tokyo Game Show meeting. D4 can be played with a controller, b...

D4 on Xbox One photo
D4 on Xbox One

Swery65 talks D4 Xbox One exclusivity, and more


This is one exclusive I think a lot of people can get behind
Sep 20
// Chris Carter
I don't think I've ever heard a collective amount of cheers and sighs so loud as when Swery65's new D4 project was announced -- only to have it become an Xbox One exclusive seconds later. Microsoft had a chance to sit down wi...
 photo

Deadly Premonition: Director's Cut on Steam Greenlight


PC ... in the coffee
Jul 18
// Jim Sterling
Deadly Premonition: The Director's Cut is eyeing a PC release via the wondrous passage of Steam Greenlight. At last, computer gamers can experience the delirious delights of Agent York Morgan and his hunt for the Raincoat Kil...

Murder mystery D4 sure looks like another Swery65 game

Jun 13 // Jordan Devore
"[Swery] wants to make it episodic because he wants users to have a choice and to purchase an episode [rather than a full-priced game] and he'd like to make the game so appealing that people would be willing to pay for [every episode]," said Noma, who translated for Swery. As a result, we can expect cliffhangers and the like to keep us engaged enough to follow through. Based on what very little was shown, this looked like an adventure title. There are no right and wrong dialog choices, it seems, but certain ones will award more points than others. There's a scoring system in D4 -- the previously described brawl had a combo meter and everything -- which can be used to buy things like extra costumes. I couldn't get a true sense for how linear D4 will be, but at least for the main story, players will be driven forward. That said, there will be a lot of optional side stories as well. "Depending on how you talk to these people, there will be different stories," explained Swery. I'm not sure how to feel about all of this, but I'm excited, the more I think about it. If you are a fan of Swery's work, at any rate, D4 is going to be more of that. So long as he keeps making games, I'll keep playing 'em.
D4 photo
Thank goodness for that!
The director of Deadly Premonition is back with a Kinect game called D4. Among the Xbox One exclusives shown at E3, this was right up there as one of the most attention-grabbing. After meeting with Swery65 and Microsoft Stud...


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