You know, I've heard that "smiling" comment about Lone Survivor a few times now but I just don't see it. To me it always looks like a surgical mask. Also Trick's room was so dark that I didn't even realize the cam was still up in the lower right corner.
Edit: Oh god, him totally ignoring half the rooms almost drove me insane.
Yeah, for someone who likes survival horror, he sure doesn't like looking around for supplies in the slightest. Also, it's remarkable that 2 times he managed to find the hint for a thing AFTER finding the thing (found the map pointing him to Chie's place after visiting there, and found the note saying to check 205 for the scissors after already finding the scissors).
But this is coming from someone who got really wrapped up in Lone Survivor a month ago around Halloween, and started using a FAQ about halfway through when certain systems still weren't making sense to me (like the fact that the Director just never gives you the means to cook the ham unless you're playing the game PERFECTLY, which is frustrating because no one even knows what that means on their first time through). I don't regret using the FAQ at all; I think the game explains the combat perfectly well, but it's way too vague about the use of the pills, and it's also a real dick for never mentioning that your character has a hidden mental health meter that is affected by all sorts of arbitrary things that ultimately affect the ending you get.
Maybe it would give away too much, but it couldn't hurt to suggest that there are two paths through the game, one seeking the help of the blue pill (and the associated dream man) and the other seeking the help of the green pill (and the other associated dream man). As an indie game, you kind of have to be up front about important stuff like that if you want anyone to appreciate your game, because you'll be lucky if the average person even finishes it, so expecting them to mess around with it across multiple playthroughs is kind of asking a lot.
I know people bitch out the staff too much for missing "obvious things" in Quick Looks, but this video is kind of a clear case of it. It was sorta ridiculous how unwilling he was to actually take stock of what was in his inventory, instead just throwing up his hands and saying "Dammit, out of food". Also the part where Patrick will perseverate on what he thinks is the solution (eg. walking around Chie's room for like 2 minutes) instead of thinking "hey, maybe I should just look around more somewhere else". Nonetheless, glad he did the video, as the game is worth playing, and has a pretty cool implied story behind it, though it's hard to piece together on your own unless you read certain newspaper in the apartment complex AND draw meaningful conclusions based on them.