Deadly Premonition, full stop.
The entire game was a so-horrible-it's-compelling comedy from start to finish.
EDIT: Whoa, this post kind of got away from me. Just skip to the bottom (THE CRUX) if you want the TL DR version.
STORY:
On the story side, you have likeable characters who go from serious discussion of a murder victim to talking about putting cereal and peanut butter into a sandwhich (The Sinner's Sandwhich).
The characters constantly switch from normal human interaction, to completely bizarro behaviors and actions, to reacting to that bizarreness very normally. A perfect example is early on, the conversation with the innkeeper (Polly I think).
Normal: The FBI Agent, Francis York Morgan, wants to find more information about the town, so he sits down to talk with the elderly owner of the hotel he's staying at. He's also hungry and needs food.
Bizarro: They sit on opposite ends of a twelve or twenty-foot long table, having to shout across the table to hear one another. The whistle and kazoo music is playing so loud the PLAYER can barely hear them.
Normal: York calls down to Polly, asking her to scoot closer so he can actually hear her.
Bizarro: Polly says "Oh, why MISTER MORGAN! And so early in the day! I'm much too old for you..." etc.
Most importantly, the characters find a good balance between acting normal and acting quirky: they aren't 100% "quirky" all the time, trying way too hard to stand out. They're written as almost-realistic characters, with almost realistic quirks. The thing is, the portion of their time they DO spend being quirky, their "quirks" are so extreme that it gets big laughs when they do drop their normal facade and reveal the insanity lurking just beneath the surface, and it completely changes how you see them even when they are acting normal.
And then there's the finale of the story: the plot starts out as a seemingly simple serial killer tale, but takes a sudden and MASSIVE change in the last three hours of the game, roaring at supersonic speeds down WHAT THE HECK DID I JUST SEE OMG LOL territory.
GAMEPLAY:
The gameplay compliments this because part of the humor of the game is how you never really know WHAT to feel about Deadly Premonition. You always think you have it figured out, then it surprises you. First the game is ugly graphically, weird, and seemingly poorly made. Then you start to laugh because two squirrels just used a poorly placed monkey sound file. Then you laugh because the characters are legitimately interestingly crazy. Then they start acting normal and you begin to care about them. You almost think they're real people. Then you get reminded they're crazy again, and you laugh, again. One second the story is tragic and serious, the next, a saxophone is blasting out the cheesiest solo ever played.
The gameplay reflects this in that you never know what to expect. The controls are clunky and messy. So that's bad. Then you see a zombie creature, and your interest is kind of piqued. Scary? Generic? Then the zombie makes stretchy glove sounds and bends over backwards, doing a weird limbo at you. Okay: this zombie is officially Goofy. You try to shoot it: controls suck, does this designer even know what he's doing? You get a headshot: York says "Nice! Fantastic! Great!" to himself with every pull of the trigger. His little self-congratulations which sound sooo proud are hilariously out of place with the situation (FBI Agent, investigating a murder, suddenly assaulted by zombie creatures). It charms you.
The game involves a lot of shooting those zombies, and it does get repetitive, but it has many other activities. I mean, you are an FBI AGENT, here to find a SERIAL KILLER, in a TOWN FULL OF ZOMBIES. But why do that when you can do other stuff! You can go fishing. Do sidequests where you help drive a crazy lady to her home before her cooking pot (which she thinks is sentient) gets cold. You can shave your beard and freshen up, and if you don't, you will have a stink cloud and flies following you in every single cutscene, dramatic or otherwise. You can get to know the crazy characters around town. You can collect trading cards. You get around via open-world driving that is juuust bad enough to be goofy, but not impossible.
THE CRUX:
At first it just seems like the game is poorly made, but multiple post-launch interviews with the developer revealed that he knew *exactly* how weird, offbeat, and uncanny his game was, and consciously used it for comedy and to compliment the story as a whole.
The whole time, you're questioning if the game really knows what it's doing. Is X Story Point/Character/Texture/Animation/Mechanic SUPPOSED to be this BAD? Is Y supposed to be this WEIRD? Z seems so normal and functional, what's with X and Y? It's a journey you take from the start of the game to the finish. First you scoff, then you laugh, then you love it. And it wouldn't be the same if any element was subtracted. The gameplay, story, and presentation ALL keep you off balance as they go from Normal to Bizarre to Bad, all three running on different tracks just to keep you even more off balance, and what you get is a game that is nothing BUT hilarious surprises. AND IT KNOWS WHAT IT IS DOING, ALL THE WAY.
Except for the wall-crawler zombies that take like 30 minutes to kill. They are extremely rare in the game, but the two or three segments that contain them are so bad it's NOT funny. Forget them. Lol.