So at six hours and fifty minutes of total play time, I finally finished episode 1. I should note that probably a good two to three of that was me either leaving the screen up while not actively playing, or just tooling around town getting lost. Realistically a normal playthrough would probably only take three or four hours.
Aside from the ongoing WTF factor, there are some interesting things about the game as a game:
- As far as I can tell, the game-world time passes 1:1 or pretty damned close to with real time. So if you've got, say, a five hour window before needing to complete the next piece of the story, you really can screw around for multiple hours doing whatever you want. There is a way to super-fast-forward through blocks of time, so it's not like you're stuck waiting the whole time, but it was a nice way to give you breathing room. It also helps with the open-world aspect, since you don't have to block off three hours of game time to drive for five minutes to get to the other side of the map.
- The NPC schedules are better realized than I was expecting. While I'm sure most of it is characters running through the same locations at the same times every day, I was really entertained when, towards the end of episode 1, a town meeting is called and (not a plot spoiler, just an unexpected surprise) about an hour beforehand the NPCs start leaving their places of business/homes/whatever, getting in their cars, and driving to the meeting location. Since the 'suspects' are all always tagged with name indicators, you could actually tail them all to the meeting, which they drive to in an orderly fashion and apparently following the speed limit. Since you have a two-hour window in which to trigger the start of the meeting, I was kind of expecting them to just teleport in when you started the sequence, so that they all actually were waiting for you to show up was kind of cool.
- The Zach thing, while still pretty bizarre, actually sort of fits after a while. As weird as it is to watch the guy talk to nobody, him taking advice from Zach makes about as much sense as any other justification for letting a player dictate a character's actions.
Of course, the whole "this game is FREAKING WEIRD" aspect is still totally present. I accidentally apparently let my guy get very unhygienic and the game didn't say anything about it, I had to eventually work out that the flys were following him around.
Also I met a woman named Sigourney who just yelled at me repeatedly: "My pot is getting cold! My pot is getting cold!" while holding some kind of covered pot. She's so insane the main character takes time to tell his invisible friend she's a whackjob.