Part 2: Blackwell Legacy - Update 2 (Part 1)
Time for continue this wacky ride in Asbergers Simulator X-treme!!
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Last time, Rosa had almost strangled a dog in order to interrupt its master from playing the flute, because she was apparently incapable of doing it herself. Now to pluck the fruits of her dubious labour.
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It's probably a bad sign that Nishanthi doesn't even know Rosa's name, since she's supposed to be vouching for her.
At this point, Rosa has three options, to either compliment the dog, shrug off the trouble, or explain why she just tried to choke the poor thing.
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Rosa figures this kind of sentiment deserves a big toothy grin.
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Hahahaha, Rosa is such a fucking dork
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If Rosa instead tries to shrug it off, she ends up being a doormat instead.
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And if she tries to explain the situation:
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At this point, the dog yaps a bit.
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Of course, Rosa is still too awkward to actually continue the conversation, so Nishanthi takes the lead.
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Come on Rosa. Take the damn initiative.
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Finally.
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Nishanthi is actually a pretty decent person, all told.
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Rosa, Nishanthi and Moti head out of Washington Park Square, though Moti seems a bit spooked as he trots past the dog park, letting out a bark.
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Not one to be outdone in terms of causing a fuss, Rosa immediately suffers yet another stress-induced migraine, to the concern of Nishanthi.
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At this point, Nishanthi is probably wishing she had just kept playing her flute.
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At this point, Rosa has three choices of how to respond. Of course, all three choices involve her being a stroppy, whiny little jerk
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There's the angry response:
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The sarcastic response:
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And the passive-aggressive response:
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No matter which one you choose, Rosa makes sure she burns her bridges by finishing with a snappy:
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Nishanthi is really nice, actually.
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Moti is pretty cute, too. Nishanthi excuses herself, but not before extending an open invitation for Rosa to drop around.
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Rosa again has three options, a surprised response:
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An uncertain response:
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And a polite response:
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None of which make her look particularly confident in herself. Rosa has serious self-image problems I think.
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Uh oh. A personal question. As usual, Rosa has three different ways to embarrass herself!
She can get defensive:
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She can literally just give Nishanthi the silent treatment and say nothing at all:
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Or, my favourite, she can try to crack a really awkward joke!!
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Hahaha, even Nishanthi has no idea how to respond to Rosa here.
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Seriously, Nishanthi has the patience of a saint. She follows up with concern for Rosa.
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I'm riding Rosa pretty hard here, but in fairness to her, she will get considerably less awkward as the game progresses. So I'm just going to enjoy it while it lasts
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Before entering her apartment, Rosa has a rare moment of social awareness.
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This is actually a nice touch throughout the series that is played very straight. Whenever Rosa likes someone, she asks them to call her Rosa. For everyone else, it's Rosangela.
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I like how Rosa finds the concept of someone being pleasant to her strange. Presumably she doesn't actually have any friends.
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Rosa gazes at Nishanthi's door. Should she immediately visit?
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At least she has that subtle little social nuance down pat. Alright, let's get Rosa into her apartment.
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Rosa has a typically tiny New York apartment, which is presumably all that she can afford on a journalist salary. Other than this main kitchen/lounge, her bedroom is the only other room in the apartment (and we never see it).
One interesting point on Rosa's apartment, when the game was in development, the lead artist simply disappeared a month or so before the game was to ship, leaving several of the locations unfinished. The most notable of them was Rosa's apartment, which is close enough, but left Gilbert unhappy. He pokes fun at it in a later game, which I'll point out at the time.
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Unfortunately, Rosa's peace is immediately interrupted by her phone ringing.
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This is the game's subtle push to tell you what to do next, but I do like how Rosa considers her physician literally clearing his schedule and booking an important appointment for her as a "bother".
First though, let's take a bit of a look around the apartment.
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Rosa's computer is a useful object in this game, but less so than in the third game where it becomes useful in almost every puzzle. In the fourth game the computer gets replaced with a mobile phone, which is a cool sign of moving times.
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Rosa is a freelance journalist, as we will soon see, but she also has dreams of being a creative writer.
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Total lack of care? Surely not, Rosa!
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I seriously love Rosa's adorable little dorky smile
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There is a photo here of Rosa's (recently deceased) Auntie Lauren, from when Rosa was a child.
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Rosa can look at the two of them individually:
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This probably explains why Rosa has absolutely no idea how to communicate with other human beings.
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It's a pity that a quarter of Rosa's entire apartment is taken up with a kitchen she apparently never uses.
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In a stunning wave of character development, Rosa will actually slowly open the curtains further and further in subsequent games.
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Rosa's computer is currently only useful for attempting some writing, but Rosa is not interested right now.
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Alright, that's enough stalling. Time to go to Bellevue to chat with the psych.
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Washington Square Park is no longer available to visit, but we'll be back later.
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Rosa enters the hospital to flickering lights. This place is pretty run down.
Bellevue has probably one of the better music tracks in the game, despite only being 40-odd seconds long.
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Rosa, of course, immediately scopes out the place. Just in case she feels like messing with the fuses later on. Spoiler alert: She will.
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Clicking on pretty much anything has Rosa indignantly deny she's trying to steal something. Sounds like a guilty conscience to me.
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This, again, is Gilbert's subtle dig at the artist who left this room clearly unfinished. A second artist cobbled together the back area and made it join together well enough to look like a midway-complete construction job.
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I love the way Rosa is looking the other direction, very discrete. Of course, Rosa still has her mind on that fusebox for whatever reason.
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As usual, Rosa, the master of social nuances, launches into conversation with the security guard by immediately insulting his place of work.
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This dialogue is decent exposition, but a bit strange. Surely Rosa would know where her Aunt was staying, since she was apparently there was years.
Also, that security guard looks dumb as fuck.
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Rosa waddles on to Doc Quentin's room, primed and ready for the first of several plot dumps this game is going to throw at us.
(continued next post...)