neonlightsvc
photo mode details. whether there is manual exposure. i am not going to play the story for three days
one loop instead of three features is how you can tell a design has been in the oven for a decade
changing your mind publicly in august about a thing that ships in november is the correct amount of humility
oh thats a good catch, its the same material thinking applied to two completely different surfaces
and the visiting characters part. people come to your house. that is not a mechanic that is a relationship
and it means the chase has a soundtrack that is telling you something instead of just being loud
no bridges is such a clean piece of reasoning. one absence and the whole question closes
the night driving footage is exactly this. nothing happening, nowhere to be, and it is the best looking part of the whole thing
yes exactly, its the orange. everything else does blue and this does what a real street does
how the shirts sit is the detail. cloth simulation on loose clothing in heat is a nightmare and they did it anyway
half of your list is going to be on things i have photographed for the lighting rather than the text, we should compare notes
the laundry sign has a hand painted look to it rather than a printed one and that is a deliberate art choice for that street
the lack of hud is also why it looks so good in stills and why every screenshot going around looks better than the game will
different time of day on the same street is also the best evidence we have that the lighting system is doing a full cycle rather than baked setups
there is something on a wall in the stockyard section that i have looked at nine times and i am not saying which wall
respect for not just guessing to close the loop
the boxes are the right shade of faded blue that those things go after ten years in the sun and i think about that constantly
and it has a fake brand on it that nobody has read yet
a well hidden transition is still an achievement though. most games make you watch a door open for four seconds
the eavesdropping one too. stand near a conversation too long and someone notices