Part 6: Episode 6: NYPD Blue
Episode 6: NYPD BlueLast time, Aya failed to apprehend a dangerous fugitive then took a nap. This time, we open with a panning shot of Manhattan and a spooky narration
Like so


I'm pretty sure people will remember that time Carnegie Hall burst into flames.



That would make it Christmas Day, by the way. Happy b-day, Jesus!

We open on Aya and Daniel chillin' at the office.






Werner and Nix here are completely incidental, by the way. They have no artwork or pictures, they do basically nothing, and they could easily be renamed "Detective 1" & "Detective 2" without impacting the story at all. Because
What kind of name is Nix, anyway?

Warner: ESP, huh ? Well I'm not buying it.
Nix: But if you're right, how are we supposed to deal with something like that?
What is standard police police procedure for mutant wizard-monsters? Send in STARS, I guess.


Hell yeah, let's go ask the Chief for a fuckin' grenade launcher or flamethrower or Terry Crews' crazy-ass super shotgun from The Expendables!







Wait, what? He believes us? He's being helpful and supportive? I was not prepared for a non-belligerent Police Chief.

He even gives us this. You need Mod Permits to begin modding your weapons. And I don't mean slapping a laser sight on that bitch. I mean like building a shotgun that shoots rockets. Rockets filled with acid.
Weapon Modding is basically this game's Junction System in terms of hilarious breakability. But, more on that later.

Before we go meet up with Torres, we can stop by our desk and see that Aya actually has a police sketch of Melissa. I never noticed this before, and I think it's a nice detail.

We head out into the corridor and are treated to the Police Station's chill tunage.



Well, sure it is, but fuck that, let's check in here first!

Ah, the ol' unisex locker room. Sinks, lockers, bodily smells, and a pile of riot shields just tossed in the corner. You'd think those would go downstairs in the armory, but nah. This is fine.

Hey, good advice! Luckily, located in a nearby locker...

...is a handy new vest! It has higher defense than our current armor, and apparently protects against goons, so we slap that shit on. That "AUTO" icon down there means this armor also has Auto Med, makes it use Medicines automatically if your HP gets low enough. Not terribly useful, since it can eat up your medicine reserves pretty quick if you don't pay attention. But, whatever! I can heal myself with MAGIC, bitches!
There's also a Medicine 2 in another locker. Heals 90 HP, nothing special.

Y'know what? Let's just...let's just go.

We head downstairs, which I apparently missed a screenshot of, and head into the door in the foreground.

Inside, we find the armory and, apparently, a Tunnel Snake.




Busted




Wayne goes into time-out, and Torres takes his rightful place.




This only happens if your inventory is full. If its not, you still gain access to Wayne's storage services after the conversation. The Storage System is the only way to ditch key items you no longer need anymore, like those keys from the theater. Still can't remove the Club, because the game doesn't want you to be defenseless without bullets. Not a problem, since the Club is great fun.


Now I have a machine gun
HO HO HO


Here's how Mod Permits work. You hand one over to Torres, pick a gun, and he'll add a Slot to it. In order to put fun effects on guns, like shooting goddamn rockets for example, the gun needs at least one free slot.

Oddly, open slots are represented by a completely blank space. The 1911 here, for example, has two open slots. The half-gray box is essentially a big red circle with a slash through it saying "NO FUN HERE", and shows a place a slot could be, but isn't yet. Got it?

Torres gives us some wise words before we go.

Wayne also has some tips to give us, even though it kinda sounds like sexual harassment. The Tool he's referring to is actually an item called a..."Tool". These let you move stats or addition effects from one piece of equipment to another. The item you take an effect from, however, is destroyed in the process.
Later, this will be key to breaking this game like a sheet of glass getting hit by a train.

This chest contains our first Tool. There's also a Medicine 1 in the back and some ammo on the counter.

Further down the basement corridor, we find these two doors. The far door leads to the storage room Wayne uses, and we can't get in there. This door, however...

DOGGIES!!!!


Ahem. We, uh...we should probably go tell Baker we got armed up.

Hey, who's that?





This is Daniel's kid, Ben. He's eight years old, and for a second I thought he was wearing a smoking jacket. Sadly, Ben just isn't that classy. Yet, at least.


Ben fishes something out of his pocket.





Ben runs off and storms out the front door. Cats in the Cradle begins to play softly in the background.




And Daniel walks off, shoulders slumped, while Aya looks on sadly.
But hey! Let's talk about costume design! See what Aya's wearing?

This is her primary costume for 90% of the game. Notice how it's just a leather jacket, a t-shirt, and some jeans? It's so simple and sensible, I can hardly believe it's in a Squaresoft RPG! I love it! Guess who designed it. Go on, guess!
Tetsuya Nomura. Y'know, the guy who would later design this:

The fuck happened? How do you go from something a person would actually wear to that? How do you go from anything to that? Apparently, Nomura was a pretty sane character designer back then. Let's see what else Nomura did for Parasite Eve.

...god dammit, Nomura...