York may explore Greenvale on foot, by car, or by using a special item which can be obtained by completing a sidequest. Cars must be maintained, as they consume fuel, which York must purchase, and accumulate damage that eventually renders them useless unless York pays for their repair. York often has a specific time frame for investigating sites and interviewing non-player characters; however, if he misses the timeslot, the player may simply try again during the next day without a penalty. Places of business and entertainment venues in Greenvale have specific hours of operation and must be visited at the proper time to make use of their services. Non-player characters also have their own specific routines and travel around town as they go about their business. It also features a dynamic weather system and day-night cycle which affects the responses of the non-player characters. If York engages one at the right place and time of day, he or she may offer him a side-quest to perform for additional rewards. In addition to side-quests, trading cards are scattered throughout the town, which the player can collect while exploring. York can also participate in mini-games, such as darts, racing through checkpoints, and fishing, and may accelerate the passing of time by smoking cigarettes.
As the investigation continues, Anna's close friend Becky Ames (Amy Provenzano) and Diane (Christiane Crawford), Becky's elder sister and art gallery owner, are murdered in a similar fashion, with a mark placed nearby that York believes to be a peace symbol upside-down. He learns that the trees producing the red seeds grow in Greenvale and that there are two Raincoat Killers. The original one, who inspired the folklore, went on a killing spree after the United States military released gas made from the red seeds into the town in 1956, causing the residents to temporarily experience an uncontrollable, murderous rage. The second, the New Raincoat Killer, hopes to gain immortality by consuming the red seeds and murdering four people, who have also been forced to eat the seeds.
When Thomas abruptly disappears, York suspects his involvement in the crimes, a hunch that is confirmed when Thomas kidnaps him. While tied up, York realizes his romantic feelings for Emily, who searches for him with Forrest Kaysen (Doug Boyd), a traveling tree salesman. It is also revealed that Anna, Becky, Thomas, and his younger sister Carol all belonged to a secret sex club created by George; jealous of George's romantic interest in Emily, Thomas draws her into a physical confrontation with him and dies when he falls on a hook. York, now rescued, reveals that he believes the copycat raincoat killer is George.
Emily and York find the final victim, Carol; before dying, Carol attacks Emily out of jealousy as well and forces her to ingest some of the red seeds, which sickens her to the point of unconsciousness. York leaves Emily in Kaysen's care to confront George. George confesses to being the murderer and has gained shape-shifting powers as the result of eating the red seeds; in the ensuing fight, York kills him.
Afterward, York realizes that, while George was the Greenvale killer, he could not have been responsible for the other similar murders nationwide and was likely just a pawn. He eventually discovers that Kaysen is responsible and that the symbol seen close to all the victims was a tree. York finds that Kaysen has planted a tree inside Emily's stomach, and the sight causes him to recover his repressed memories: as a child, Zach witnessed his mother (Rebecca Wink) dying with a tree sprouting from her body, with his father (David Rosenthal) and Kaysen in the room. His father was unable to kill her out of mercy, leading to a more agonising death for her, and then he killed himself. Unable to cope with the trauma, Zach psychologically switched places with his newly created other personality, York. Though unable to save Emily, Zach kills Kaysen, revealed to be a supernatural entity from the Red World and messenger of the Red Tree, and leaves the town with optimism for his future.
In the closing scene, the spirits of York, Emily, Thomas, and the Greenvale murder victims are seen happily residing in a parallel plane of existence.
A central focus of the gameplay is freedom for the player, as Suehiro had wanted to create a game that players could progress at their own speed. He had planned to incorporate two more mini-games involving chess and perfume, and had considered having the player character's weight and hair length fluctuate. Additionally, the combat sections of Deadly Premonition were added last in development, after a publisher worried that the game would not sell well in the West without it. Aspects of the game were initially more violent as well, as a way to express a fear of death; for example, the second victim was intended to be disemboweled while still living. However, the scenes were later toned down, as Suehiro felt that they were "too extreme".
Suehiro's guiding concepts for the game's setting focused on "real time, real scale, and real life". The developers traveled to the United States and noted the width measurements of the various billboards, railroad crossings, and roads to create a sense of realism for the town; the angles of the sun and weather patterns were also calculated. To add to that sense of realism, every street in Greenvale is named, and an hourly wage was decided on for a local diner. Additionally, the daily schedules of the non-player characters were created from their detailed background profiles.
Areas of difficulties in the game's development were memory allocation, various lighting and shadow aspects, and their use of the physics engine PhysX. According to Wataru Nishide, the lead level artist, and J's Kataoka, the lead programmer, the team's data management had been "sloppy" due to their initial amazement at the amount of RAM that the next-generation consoles provided. The team found a balance between the practicalities of the available memory with the desired aesthetic of the outdoor sections of the game, which initially contained too many objects. The developers also had difficulties with balancing the game's lighting, desired aesthetics of the game's shadows and the processing rate. Furthermore, their use of PhysX proved to have mixed results; the developers enjoyed the "dynamic expression" that it gave the game's world, but had problems with the inability to "cheat" the "brutally honest" simulation and the resulting toll on the frame rate and processing. The team also had to cut back on the number of objects run in the PhysX engine, which initially included hair, clothing, and fishing rods among others, to preserve the frame rate.
Riyou Kinugasa, Takuya Kobayashi, and Hiromi Mizutani composed the soundtrack for Deadly Premonition. In his retrospective on Deadly Premonition, the lead planner Keiji Teranishi considered its soundtrack a strength, helping to add depth to the game's world and characters. He credited this partially to efforts in working with the composers to "appreciate the unique aesthetic" of the game's world. This included humming ideas for songs, using concept designs, and playing music with a similar feel. "Life is Beautiful", which uses whistling to evoke a calm walk in the countryside, was easily composed, along with "York and Zach", which appears during York's monologues. "Miss Stilletto Heels", the second theme of the game, and "Red Tree", a song meant to symbolize madness, proved more difficult to create, particularly its improvisation section. The sound effects were outsourced to another company, as Access Games lacked a department to deal with the sound.
The gameplay received a range of critical reaction, from competently done for a budget title to horribly executed. The gameplay of Deadly Premonition drew comparisons to that of Shenmue and the Clock Tower series while its combat was compared to that of Resident Evil 4. According to 1UP's Frank Cifaldi, Deadly Premonition's combination of similar gameplay to Shenmue, The Last Express, Resident Evil 4, and the Grand Theft Auto series, proved to be "a 'jack of all trades, master of none' scenario", a sentiment that Erik Brudvig of IGN US agreed with. The controls also were criticized as detracting from the game's appeal. The combat sections received mixed reactions. IGN UK's Matt Wales wrote that while the combat was simple, the atmosphere and profiling worked nicely. According to Eurogamer's Chris Shilling, the sudden appearances of the Raincoat Killer made the sections frightening and the profiling made for some unsettling yet "relatively restrained" moments of horror, despite the "over-long and frequently clumsy" combat sequences. Kevin VanOrd of GameSpot described the supernatural enemies as not particularly aggressive and boss battles as taking too long.
Further criticism was directed at the game's music and visual quality. The graphics were frequently remarked upon as "terrible" and low quality. PALGN's Bev Chen, in contrast, felt that the quality of the graphics worked in the game's favor by adding a "bizarre charm". Similarly, the game's soundtrack received criticism as sometimes thematically inappropriate, with serious scenes often containing a light-hearted jazz track; conversely, some critics found the soundtrack memorable and enjoyable, though repetitive in its selection.
The director's cut for the PlayStation 3 received a weighted average of 70/100 from Metacritic, also indicating "mixed or average reviews". Eurogamer's Oli Welsh wrote that the director's cut corrects some of the original flaws but others are left untouched, "just as you'd want it, really". Kevin VanOrd of GameSpot remarked that, while the director's cut had not been "a dramatic overhaul", the game remained enjoyable and entertaining. Conversely, the Official PlayStation Magazine's concluded that the retail price was too high to justify recommending the director's cut with all its flaws. Critics praised the new controls as an improvement. The graphics received more mixed reviews: Sterling wrote that "this new version at least looks better on modern televisions -- though your mileage may vary", while other reviewers concluded that, even with improvements, the graphics still either barely met or fell beneath standards for a later PlayStation 2 game. The inclusion of the minor narrative additions were generally enjoyed, although not viewed by critics as adding anything substantial to the plot. Issues with the frame rate and an "echo" effect with the voice acting were also noted in the port.
Known as Red Seeds Profile (レッドシーズプロファイル, Reddo Shīzu Purofairu) in Japan
Chen, Bev (November 19, 2010). "Deadly Premonition Review - Xbox 360 Video Game Review". PALGN. Archived from the original on January 2, 2014. Retrieved October 25, 2011. https://web.archive.org/web/20140102195903/http://palgn.com.au/xbox-360/17661/deadly-premonition-review/
Deadly Premonition. Ignition Entertainment. pp. 8–10, 14, 18, 22, 25. /wiki/Ignition_Entertainment
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Deadly Premonition. Ignition Entertainment. pp. 8–10, 14, 18, 22, 25. /wiki/Ignition_Entertainment
Deadly Premonition. Ignition Entertainment. pp. 8–10, 14, 18, 22, 25. /wiki/Ignition_Entertainment
Deadly Premonition. Ignition Entertainment. pp. 8–10, 14, 18, 22, 25. /wiki/Ignition_Entertainment
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Deadly Premonition. Ignition Entertainment. pp. 8–10, 14, 18, 22, 25. /wiki/Ignition_Entertainment
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Schilling, Chris (April 29, 2010). "Deadly Premonition Review". Eurogamer. Archived from the original on May 2, 2010. Retrieved May 3, 2010. http://www.eurogamer.net/articles/deadly-premonition-review
Deadly Premonition. Ignition Entertainment. pp. 8–10, 14, 18, 22, 25. /wiki/Ignition_Entertainment
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Schilling, Chris (April 29, 2010). "Deadly Premonition Review". Eurogamer. Archived from the original on May 2, 2010. Retrieved May 3, 2010. http://www.eurogamer.net/articles/deadly-premonition-review
Deadly Premonition. Ignition Entertainment. pp. 8–10, 14, 18, 22, 25. /wiki/Ignition_Entertainment
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Deadly Premonition. Ignition Entertainment. pp. 8–10, 14, 18, 22, 25. /wiki/Ignition_Entertainment
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Deadly Premonition. Ignition Entertainment. pp. 8–10, 14, 18, 22, 25. /wiki/Ignition_Entertainment
Deadly Premonition. Ignition Entertainment. pp. 8–10, 14, 18, 22, 25. /wiki/Ignition_Entertainment
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Kollar, Phil (April 16, 2010). "Amazing Coffee, Questionable Gameplay – Deadly Premonition". Game Informer. Archived from the original on March 6, 2015. Retrieved January 9, 2015. https://www.gameinformer.com/games/deadly_premonition/b/xbox360/archive/2010/04/16/amazing-coffee-questionable-gameplay.aspx
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 1, Chapter 3: Autopsy report. /wiki/Access_Games
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 1, Chapter 7: Murder site. /wiki/Access_Games
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 1, Chapter 7: Murder site. /wiki/Access_Games
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 1, Chapter 2: Sheriff's office. /wiki/Access_Games
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 1, Chapter 7: Murder site. /wiki/Access_Games
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 2, Chapter 10: the 2nd sacrifice. /wiki/Access_Games
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 2, Chapter 12: Fallen goddess. /wiki/Access_Games
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 3, Chapter 14: the 13th bell.
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 3, Chapter 20: Cruel device.
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 4, Chapter 21: Cat fight.
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 4, Chapter 22: Throne of abyss.
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 5, Chapter 23: Dawn.
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 5, Chapter 24: Red tree.
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 6, Chapter 25: Zach Morgan.
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Episode 7, Chapter 26: Epilogue.
Kohler, Phillip (February 13, 2013). "The Sinner's Sandwich: Deadly Premonition's Creator on Making a Good Bad Game". Polygon. Archived from the original on March 28, 2013. Retrieved March 31, 2013. http://www.polygon.com/features/2013/2/12/3977154/the-sinners-sandwich-deadly-premonitions-creator-on-making-a-good-bad
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Robinson, Martin (February 20, 2013). "The Cult of Swery". Eurogamer. Archived from the original on May 3, 2014. Retrieved April 18, 2014. http://www.eurogamer.net/articles/2013-02-20-swery-the-accidental-hero
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Schilling, Chris (July 7, 2011). "The Cult of Deadly Premonition Article". Eurogamer. Archived from the original on May 3, 2014. Retrieved April 30, 2014. http://www.eurogamer.net/articles/2011-07-07-the-cult-of-deadly-premonition-article
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Suehiro, Hidetaka (January 10, 2012). "ありがとう10周年 ありがとうTOP100選出". Cafe Swery65 (in English and Japanese). Access Games. Archived from the original on May 3, 2014. Retrieved April 30, 2014. /wiki/Hidetaka_Suehiro
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Sheffield, Brandon (June 21, 2010). "Thank You And Guys, I Love You!! – Swery Interview". Gamasutra. p. 2. Archived from the original on May 3, 2014. Retrieved May 2, 2014. https://web.archive.org/web/20140503222047/http://www.gamasutra.com/view/feature/134242/thank_you_and_guys_i_love_you__.php?page=2
Sheffield, Brandon (June 21, 2010). "Thank You And Guys, I Love You!! – Swery Interview". Gamasutra. p. 3. Archived from the original on May 11, 2014. Retrieved June 11, 2014. https://web.archive.org/web/20140511231717/http://www.gamasutra.com/view/feature/134242/thank_you_and_guys_i_love_you__.php?page=3
Sheffield, Brandon (June 21, 2010). "Thank You And Guys, I Love You!! – Swery Interview". Gamasutra. p. 3. Archived from the original on May 11, 2014. Retrieved June 11, 2014. https://web.archive.org/web/20140511231717/http://www.gamasutra.com/view/feature/134242/thank_you_and_guys_i_love_you__.php?page=3
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Sheffield, Brandon (June 21, 2010). "Thank You And Guys, I Love You!! – Swery Interview". Gamasutra. p. 3. Archived from the original on May 11, 2014. Retrieved June 11, 2014. https://web.archive.org/web/20140511231717/http://www.gamasutra.com/view/feature/134242/thank_you_and_guys_i_love_you__.php?page=3
Kohler, Phillip (February 13, 2013). "The Sinner's Sandwich: Deadly Premonition's Creator on Making a Good Bad Game". Polygon. Archived from the original on March 28, 2013. Retrieved March 31, 2013. http://www.polygon.com/features/2013/2/12/3977154/the-sinners-sandwich-deadly-premonitions-creator-on-making-a-good-bad
Sterling, Jim (October 22, 2012). "Deadly Premonition: the cult of split-personality". Destructoid. Archived from the original on May 20, 2013. Retrieved August 30, 2013. http://www.destructoid.com/deadly-premonition-the-cult-of-split-personality-237185.phtml
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"Post-Mortem: Access Games' Deadly Premonition". Game Developer. 17 (8). UBM plc: 20–26. August 2010. /wiki/Game_Developer_(magazine)
"Post-Mortem: Access Games' Deadly Premonition". Game Developer. 17 (8). UBM plc: 20–26. August 2010. /wiki/Game_Developer_(magazine)
"Post-Mortem: Access Games' Deadly Premonition". Game Developer. 17 (8). UBM plc: 20–26. August 2010. /wiki/Game_Developer_(magazine)
"Post-Mortem: Access Games' Deadly Premonition". Game Developer. 17 (8). UBM plc: 20–26. August 2010. /wiki/Game_Developer_(magazine)
Access Games. Deadly Premonition. Ignition Entertainment. Level/area: Credits.
"Post-Mortem: Access Games' Deadly Premonition". Game Developer. 17 (8). UBM plc: 20–26. August 2010. /wiki/Game_Developer_(magazine)
"Post-Mortem: Access Games' Deadly Premonition". Game Developer. 17 (8). UBM plc: 20–26. August 2010. /wiki/Game_Developer_(magazine)
"Post-Mortem: Access Games' Deadly Premonition". Game Developer. 17 (8). UBM plc: 20–26. August 2010. /wiki/Game_Developer_(magazine)
"Post-Mortem: Access Games' Deadly Premonition". Game Developer. 17 (8). UBM plc: 20–26. August 2010. /wiki/Game_Developer_(magazine)
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"Red Seeds Profile" (in Japanese). Marvelous Entertainment. Archived from the original on December 11, 2014. Retrieved January 5, 2015. http://www.marv.jp/special/game/rsp/index.html
Wales, Matt (September 16, 2010). "Deadly Premonition Gets Euro Date - Xbox 360 News at IGN". ign.com. IGN Entertainment. Archived from the original on August 31, 2011. Retrieved October 25, 2011. http://uk.xbox360.ign.com/articles/112/1121183p1.html
"Red Seeds Profile" (in Japanese). Marvelous Entertainment. Archived from the original on December 11, 2014. Retrieved January 5, 2015. http://www.marv.jp/special/game/rsp/index.html
Wildgoose, David (August 13, 2010). "Deadly Premonition Not Banned, But Still No Aussie Release". Kotaku. Archived from the original on March 11, 2012. Retrieved October 25, 2011. https://web.archive.org/web/20120311103456/http://www.kotaku.com.au/2010/08/deadly-premonition-not-banned-but-still-no-aussie-release/
Wales, Matt (February 11, 2017). "Cult classic murder mystery Deadly Premonition is now backwards-compatible on Xbox One". Eurogamer. Archived from the original on February 23, 2019. Retrieved February 22, 2019. https://www.eurogamer.net/articles/2017-11-02-cult-classic-murder-mystery-deadly-premonition-is-now-backwards-compatible-on-xbox-one
Ryan, Jon (September 4, 2019). "Deadly Premonition 2 Announced, Original Game Coming to Switch". IGN. Retrieved September 4, 2019. https://www.ign.com/articles/2019/09/04/deadly-premonition-2-announced-original-game-coming-to-switch
"Deadly Premonition being remastered for PS3, with Move support". Joystiq. March 8, 2012. Archived from the original on October 5, 2013. Retrieved October 3, 2013. http://www.joystiq.com/2012/03/08/deadly-premonition-being-remastered-for-ps3-with-move-support/
Suehiro, Hidetaka (May 1, 2013). "『Deadly Premonition: The Director's Cut』発売のお知らせ" (in Japanese and English). Access Games. Archived from the original on February 1, 2015. Retrieved January 5, 2015. http://www.accessgames-blog.com/swery65/2013/05/deadly-premonit.html
Te, Zorinne (May 12, 2013). "AU Shippin' Out May 13–17: Metro: Last Light". GameSpot. CBS Interactive. Archived from the original on November 15, 2014. Retrieved January 5, 2015. http://www.gamespot.com/articles/au-shippin-out-may-13-17-metro-last-light/1100-6408249/
"Deadly Premonition: The Director's Cut on Steam". Steam. Archived from the original on January 11, 2015. Retrieved January 6, 2015. http://store.steampowered.com/app/247660/
Moore, Bo (November 19, 2013). "Is Your Game Crap? This Fan Will Fix It for You". Wired. Archived from the original on January 25, 2014. Retrieved January 25, 2014. Thoman had uploaded "DPfix 0.1 alpha," a patch that allowed Deadly Premonition players to manually adjust the game's resolution. [...] The most recent DPfix release fixed pixel offset errors that occurred at higher resolutions, fixed anti-aliasing when it was not being correctly applied, added improved depth-of-field effects, and added an option for screen space ambient occlusion. https://www.wired.com/gamelife/2013/11/deadly-premonition-pc-durante/
"Deadly Premonition Complete Edition". Access Games. Archived from the original on March 15, 2015. Retrieved January 19, 2015. http://www.accessgames-blog.com/swery65/2015/03/deadly-premonit.html
Whitaker, Jed (August 27, 2015). "Deadly Premonition: The Director's Cut - Classified Edition up for pre-order". Destructoid. Archived from the original on October 31, 2015. Retrieved October 18, 2015. http://www.destructoid.com/deadly-premonition-the-director-s-cut-classified-edition-up-for-pre-order-308143.phtml
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