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Carecat
Apr 27, 2004

Buglord
Spookys house of jump scares going from cutesy to hosed up is a neat touch but having most of the game be empty rooms and the odd SCP enemy is a missed opportunity.

Playing The Evil Within but not appreciating the amount of stealth, I'd have liked a bit more ammo and a bit closer to RE4 instead of Metal Gear Zombie.

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Butt Ghost
Nov 23, 2013

King Vidiot posted:

That was always the case though. I seem to recall some Let's Play here of the original Gamecube game where they showed off how you can shotgun headshot a zombie with a dagger in their head to get your dagger back.
I think they mean from the original RE1.

CuddleCryptid
Jan 11, 2013

Things could be going better

Carecat posted:

Playing The Evil Within but not appreciating the amount of stealth, I'd have liked a bit more ammo and a bit closer to RE4 instead of Metal Gear Zombie.

Stealth in spooky games can be supremely effective but really only when it's against actually powerful enemies, and only when it's well-implemented.

Good: Oh god don't catch me and give me a chainsaw-shaped suppository, monster.

Bad: Whelp better batman this bad guy so that I can save one of my twenty bullets for later.

E. More, REmake chat, I actually have a text document open in another window that I am using to write down the locations of things I left behind in my searches. I think it has been years since I played a game that actually made you remember stuff rather than just marking it on your map. (This is a good thing)

VVVV True, and that is a very helpful feature when there is something with a very subtle item glimmer to it.


E. Oh dear god, this game has so much goddamn backtracking. Got a new mansion key, better go through and check every single locked door to find which they unlock unless you wrote them down! Oh, let's go get serum with the exact same path twice. Hey, let's play inventory puzzles by making a thousand trips to the storage bin.

Playing on Normal I just made it back to the mansion after killing off the giant plant, and thus far I've only died twice, both times off the very first zombie you see because I was still learning the controls. I'm kinda surprised how easy the game is, but at the same time I think that it is largely due to the replacement of the tank controls, allowing you to actually organically move out of the way of danger.

CuddleCryptid fucked around with this message at 05:06 on Jan 26, 2015

Mindblast
Jun 28, 2006

Moving at the speed of death.


The game is kind enough to hint whether or not something is left behind though. It won't tell you what or how much, but the map map color codes fully cleared rooms.

Full Battle Rattle
Aug 29, 2009

As long as the times refuse to change, we're going to make a hell of a racket.

Mindblast posted:

The game is kind enough to hint whether or not something is left behind though. It won't tell you what or how much, but the map map color codes fully cleared rooms.

yeah, although leaving behind a green herb or a few ink ribbons can also code it as unexplored, as can sparing an enemy, I think. Still a nice touch though.

Morpheus
Apr 18, 2008

My favourite little monsters

Carecat posted:

Spookys house of jump scares going from cutesy to hosed up is a neat touch but having most of the game be empty rooms and the odd SCP enemy is a missed opportunity.

Playing The Evil Within but not appreciating the amount of stealth, I'd have liked a bit more ammo and a bit closer to RE4 instead of Metal Gear Zombie.

Trust me it gets a lot less stealthier as the game progresses

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Full Battle Rattle posted:

yeah, although leaving behind a green herb or a few ink ribbons can also code it as unexplored, as can sparing an enemy, I think. Still a nice touch though.

Enemies don't mark areas as unexplored, it's just items. Some rooms have a few particularly annoying items to root out though so there's a couple spots that might drive you nuts trying to figure out why it won't mark as clear. It's not really worth it to hoover up everything you find anyway, unless the location is really out of the way or close to a box where you can just immediately drop it off. Even on my first try I ended the game with so many spare herbs and first aid sprays.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo

King Vidiot posted:

edit: Also who remembers this thing that was going around the internet back in the 90's? :nws:

https://www.youtube.com/watch?v=YUxO_fBF6lo

Ahahaha, totally forgot about this

Pit of Despair
Feb 1, 2008

One mother held her baby's face to the floor and chewed off his feet and fingers.

SpiritOfLenin posted:

You guys do realize that enemies might mean something that you can't really fight against as well right, stuff like the crazy people in Outlast, mannequins from Five Nights at Freddie's and so on. While it is possible to make a horror game without any actual threats, at least I would just stop caring as soon as I realized that the game doesn't have anything that actually threatens you.

Not sure if this got clarified or not, but I just downloaded that Alchemilla HL2 mod and, no, there are no enemies.

It's a shame, because the level design is pretty good. The sound effects were spot on, the textures on the dark world were really good at evoking a kind of dread, but if the only threat is you being a dumbass and jumping into a pit, then it's just kind of like a gory version of Myst. I mean, the puzzles were good, but about the time I realized nothing was going to attack me but I still had to schlep my rear end all the way up the stairs to get a riddle answer and then schlep all the down to use it I was like "UUUUUUUGH" and quit.

RightClickSaveAs
Mar 1, 2001

Tiny animals under glass... Smaller than sand...


DreamShipWrecked posted:

E. More, REmake chat, I actually have a text document open in another window that I am using to write down the locations of things I left behind in my searches. I think it has been years since I played a game that actually made you remember stuff rather than just marking it on your map. (This is a good thing)

VVVV True, and that is a very helpful feature when there is something with a very subtle item glimmer to it.


E. Oh dear god, this game has so much goddamn backtracking. Got a new mansion key, better go through and check every single locked door to find which they unlock unless you wrote them down! Oh, let's go get serum with the exact same path twice. Hey, let's play inventory puzzles by making a thousand trips to the storage bin.
Yeah the backtracking is getting to me, and a big part of why I'm probably going to check out the remove door animations mod. I haven't yet because I've found they actually do some neat stuff with it, but it wears out in the areas you've already been through.

I was having a tough time of remembering anything, so I took it another step beyond writing things down (e: actually should thumbnail that in case no one wants to know anything about the layout, that's the map of the mansion's first floor, although good luck deciphering my scrawls!) :



It's actually kinda nice to be that engaged with a game again, I haven't done note taking for one in forever.

RightClickSaveAs fucked around with this message at 14:38 on Jan 26, 2015

CuddleCryptid
Jan 11, 2013

Things could be going better

Hoenstly, I like the door opening animation. After several hours I don't even really "see" the animation anymore when I am charging through the map for the tenth time to check all the doors, but it is a really nice payoff for when you finally unlock a door that has been barring you for a long time. Seeing it unlock and swing open is just so much better than simply appearing on the other side.

Also, I was that guy. Curiosity got the better of me and I opened the front door :doh:

Axikal
Apr 13, 2014

Supreme Dragoncat

al-azad posted:

Let's be real, P.T. was one of the most talked about things in 2014 and it was the video game equivalent of a community center haunted house. You don't need poo poo to create tension except good atmosphere and a hint of danger. I'll take that over any of the Silent Hill games made in the past decade.

I wish I could quote specific examples but there have been developer interviews and articles discussing how combat in a video game is always viewed as a first resort by the player. If you give a player a weapon they will immediately think they're capable of defeating enemies. If you establish they can't they will be frustrated at the "broken" system you've introduced to them. I remember inventory management being one of the biggest strikes against the original Resident Evil and while the series has become associated with resource management the RE games give you more ammo and opportunities to fight as it continued.

I haven't played it but isn't that the case with this Alchemilia game? The trailer clearly shoes gross poo poo happening and Silent Hill monsters on the periphery, they're just not obstacles. Red Pyramid Head behind the apartment gate and the invisible guy in the prison are two of the scariest moments I remember in Silent Hill 2 because you can't touch them. SH2 was overall tense but ultimately my 2x4 was enough to dispatch 90% of the threats so who cares if the nurses move eerily? They go down like everything else.

I, too, enjoyed P.T. more than any Silent Hill post 3. It felt like the series strayed too far from its psychological roots and embraced the RE4 approach to horror. Granted, action horror worked for Resident Evil, but Silent Hill suffered badly from LOOK AT ALL THE GOLF CLUBS MOTHERFUCKER, and DIVE ROLL, DIVE ROLL THAT BOSS. The thing about P.T. that also overshadows most SH games is the focus on puzzling. Granted P.T.'s "puzzles" were minute, but that's what it focused on. Making you solve the next section with your head.

As for Alchemilla, I played it on stream a couple days ago and despite it being very much broken it's another deeply effective Silent Hill offshoot. There are no monsters that attack you, though there's a Sexy Nurse because devs forgot that they had a purpose in SH2 other than being fap fodder to creepy people. But the puzzles in Achemilla are actually really well done, and worth checking out. Any game that can scare, not startle, you with audio stings is a winner in my book. I hope Kojima and del Toro get that and focus not on action, but on mind games and bending reality and expectations. You know, like the 3 GOOD Silent Hill games did.

RadicalR posted:

Seconding this. Nothing has come close to Echo Night Beyond. (The other Echo Nights aren't bad, but somewhat dated.)

Echo Night Beyond is one of the scariest ghost games out there alongside Fatal Frame 1 and 2. Heavily under-rated title that should've spawned more entries. Goddamn shame it.

Mindblast
Jun 28, 2006

Moving at the speed of death.


If it werent for this thread I would never have known of Echo Night Beyond so hey, thanks for that!

Improbable Lobster
Jan 6, 2012

What is the Matrix 🌐? We just don't know 😎.


Buglord

Axikal posted:

As for Alchemilla, I played it on stream a couple days ago and despite it being very much broken it's another deeply effective Silent Hill offshoot. There are no monsters that attack you, though there's a Sexy Nurse because devs forgot that they had a purpose in SH2 other than being fap fodder to creepy people. But the puzzles in Achemilla are actually really well done, and worth checking out. Any game that can scare, not startle, you with audio stings is a winner in my book. I hope Kojima and del Toro get that and focus not on action, but on mind games and bending reality and expectations. You know, like the 3 GOOD Silent Hill games did.

Alchemilla seemed to be entirely hunting for keys so you can get more keys with the occasional bad voice acting.

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!

Butt Ghost posted:

I think they mean from the original RE1.

If that were the case they wouldn't have mentioned the daggers, since they weren't in the original.

Axikal
Apr 13, 2014

Supreme Dragoncat

Improbable Lobster posted:

Alchemilla seemed to be entirely hunting for keys so you can get more keys with the occasional bad voice acting.

Honestly I don't recall picking up that many keys. By the time I got to the puzzle that's broken (Patient Death/Greatest Sinner) I gather I'd barely picked up 4 or 5. Most of the time it's "push this in the right order".

Mindblast
Jun 28, 2006

Moving at the speed of death.


King Vidiot posted:

If that were the case they wouldn't have mentioned the daggers, since they weren't in the original.

Yeah. Although it doesn't matter if it was like this in the GC version or not for those who are now picking this up for the first time, which is why I brought it up.

Jmcrofts
Jan 7, 2008

just chillin' in the club
Lipstick Apathy

al-azad posted:

I wish I could quote specific examples but there have been developer interviews and articles discussing how combat in a video game is always viewed as a first resort by the player. If you give a player a weapon they will immediately think they're capable of defeating enemies. If you establish they can't they will be frustrated at the "broken" system you've introduced to them.

I believe that quote is from this presentation

OxMan
May 13, 2006

COME SEE
GRAVE DIGGER
LIVE AT MONSTER TRUCK JAM 2KXX



Mindblast posted:

The game is kind enough to hint whether or not something is left behind though. It won't tell you what or how much, but the map map color codes fully cleared rooms.

This is actually how I figured my pro strat when remake first came out. Only kill zombies in rooms cause 90 percent of the time you won't have to go back in them. Stun hallway zombies and run past them. The only crimson head i ever fought was the scripted one. As Jill I had something like 100 handgun ammo and 50 shotgun shells by the time hunters showed up. Only zombies i ever burned were the hallway ambush ones.

Gann Jerrod
Sep 9, 2005

A gun isn't a gun unless it shoots Magic.
FNAF 3 trailer is out: https://www.youtube.com/watch?v=sXI5CGY4i-Y. Looks like it will be set in a Freddy Fazbear's themed haunted house.

Celery Face
Feb 18, 2012
Just went on a PS2 collecting binge and bought Siren, Fatal Frame II, Echo Night Beyond, Clock Tower 3, Extermination and Silent Hill 3. Never played a horror game before I bought these and I spent an hour on Fatal Frame II and Siren each wondering why everything was pitch black before realizing the brightness on my TV was way too low. One nice touch about Echo Night Beyond is that the controls are clunky on purpose (R1/L1 to look up and down). It makes sense, running around in a big heavy spacesuit wouldn't be easy. Clock Tower 3 is just goofy. Siren is really tough, has a cool concept and is pretty drat scary. Haven't played Silent Hill 3 or Extermination yet but the latter probably hasn't aged well.

It's a shame a lot of these PS2 horror games are so ridiculously expensive. Looking at you, Haunting Ground.

RadicalR
Jan 20, 2008

"Businessmen are the symbol of a free society
---
the symbol of America."

Celery Face posted:

Just went on a PS2 collecting binge and bought Siren, Fatal Frame II, Echo Night Beyond, Clock Tower 3, Extermination and Silent Hill 3. Never played a horror game before I bought these and I spent an hour on Fatal Frame II and Siren each wondering why everything was pitch black before realizing the brightness on my TV was way too low. One nice touch about Echo Night Beyond is that the controls are clunky on purpose (R1/L1 to look up and down). It makes sense, running around in a big heavy spacesuit wouldn't be easy. Clock Tower 3 is just goofy. Siren is really tough, has a cool concept and is pretty drat scary. Haven't played Silent Hill 3 or Extermination yet but the latter probably hasn't aged well.

It's a shame a lot of these PS2 horror games are so ridiculously expensive. Looking at you, Haunting Ground.

Clock Tower 3 is just awesome, in that so bad it's good way.
Siren is a game I wish I could get used to.
Fatal Frame II is the best out of the series, but if you like that, you should get the Wii version of it (import it from Europe)
Echo Night Beyond, well, I've already said enough.
Extermination, I've heard good things about - I have it here somewhere.
Silent Hill 3... No comment.

Accordion Man
Nov 7, 2012


Buglord
Get Silent Hill 2, the Greatest Hits/Director's Cut version specifically.

When it comes to the other Fatal Frames you're best off buying them on PSN if you have a PS3 because they are a lot cheaper than PS2 copies tend to go for nowadays.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->

Gann Jerrod posted:

FNAF 3 trailer is out: https://www.youtube.com/watch?v=sXI5CGY4i-Y. Looks like it will be set in a Freddy Fazbear's themed haunted house.

Looks like there's a "reboot the cameras/ventilation/audio" mechanic this time.

I hope that you have a reason to look at more than one camera this time.

discworld is all I read
Apr 7, 2009

DAIJOUBU!! ... Daijoubu ?? ?
Sadly Extermination didn't really age well and even for it's time, it was a bit of a bore that wasted a somewhat interesting setting with bizarre game play mechanics (like having a central weapon you strap attachments to and having to constantly refill a battery to open doors, or having to stave off infection along with paying attention to your health). Also it never really got scary because the writing was bad and the setup for most of the situations in game were generic.

VVVVV
Yeah, that was the bookstore puzzle. I also remember there was a puzzle to open the door in the hospital that was a bit troublesome.

discworld is all I read fucked around with this message at 00:08 on Jan 27, 2015

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
Silent Hill 3 is great. The graphics are seriously incredible for the PS2. Though dont play it on a hard puzzle mode, because those puzzles are loving brutal. I think the first one requires knowledge of Shakespeare for instance.

al-azad
May 28, 2009



I liked Extermination if only for the modular gun they give you. That thing is a swiss army knife.

It's not a very good game but it's up there with Blue Stinger as this bizarre hybrid of arcade action with horror themes.

Celery Face
Feb 18, 2012

Niggurath posted:

Sadly Extermination didn't really age well and even for it's time, it was a bit of a bore that wasted a somewhat interesting setting with bizarre game play mechanics (like having a central weapon you strap attachments to and having to constantly refill a battery to open doors, or having to stave off infection along with paying attention to your health). Also it never really got scary because the writing was bad and the setup for most of the situations in game were generic.
One thing I did know about Extermination is that the voice acting is not very good. Oh well, at least I only payed 5 bucks for it.

Closest thing to a horror game I've played before I bought those games is Everblue 2. Fantastic game. It's made by the same company who did the Endless Ocean games although the focus here is less on learning about fish and more on exploring, and salvaging from, dark, claustrophobic sunken wrecks. Take too many items and your health will drop. Some of the wrecks are so huge that it's super easy to get lost in them so you have to know when to start heading back or whether it's safe to go over your bag limit. There's no music underwater aside from the diver's breathing (which sounds shallow and desperate when your oxygen runs low) and the theme that plays whenever a shark is nearby. That music fades in quietly so I'd often think it was playing when it was only my imagination. Then I ran into a gulper shark when I was lost in the underwater temple and I nearly had a heart attack.

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!

Celery Face posted:

One nice touch about Echo Night Beyond is that the controls are clunky on purpose (R1/L1 to look up and down). It makes sense, running around in a big heavy spacesuit wouldn't be easy.

I'm not sure that's what they were going for, the original Echo Night on the Playstation had a similar set-up where you actually pressed the two left triggers to look up or down and it was even more awkward. You weren't even in a spacesuit. I think it's more owed to the fact that the Echo Night series are adventure games first, so the control scheme isn't made for being comfortable for action scenes or whatever.

I haven't played Echo Night Beyond but I did enjoy the original Echo Night quite a bit. It was eerie without being overly creepy or spooky, then it'd jump to pretty drat scary when you met up with a ghost who could actually harm you and would gently caress with the lights in the room in order to manifest (they couldn't do anything with the lights on).

ovaries
Nov 20, 2004

Didn't King's Field and Shadow Tower have that same control setup? Sounds like it's just a From Software standard.

Selenephos
Jul 9, 2010

ovaries posted:

Didn't King's Field and Shadow Tower have that same control setup? Sounds like it's just a From Software standard.

Yeah it did. I never played Echo Night though so I'm not sure the slow, plodding gameplay of King's Field and Shadow Tower would work in a horror game, it might just be frustrating instead.

MarkVega
Jan 1, 2008
Just lookin'.

Celery Face posted:

... one nice touch about Echo Night Beyond is that the controls are clunky on purpose (R1/L1 to look up and down). It makes sense, running around in a big heavy spacesuit wouldn't be easy...

Echo Night Beyond actually has some modern options like Widescreen and genuine Dual Analog controls! Check the options to change the control method, it really makes things much smoother.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
How does RE6 compare to RE4 and 5 if I liked both of them? I remember hearing a lot of bad things about it when it came out but it seems like that view has softened a lot since then and at least a few times people have said the mercenaries mode is quite good. I'm not expecting it to be SCARY, since Resident Evil hasn't been scary since... well ever really, but how does it fare as a horror-themed shooter a-la Dead Space and such?

discworld is all I read
Apr 7, 2009

DAIJOUBU!! ... Daijoubu ?? ?

The Cheshire Cat posted:

How does RE6 compare to RE4 and 5 if I liked both of them? I remember hearing a lot of bad things about it when it came out but it seems like that view has softened a lot since then and at least a few times people have said the mercenaries mode is quite good. I'm not expecting it to be SCARY, since Resident Evil hasn't been scary since... well ever really, but how does it fare as a horror-themed shooter a-la Dead Space and such?
It's pretty much RE5 but with way too many story lines, and a few basic game play mechanics that aren't very well explained (but apparently can be figured out pretty easily in Mercs mode). So if you liked RE 5 then you'll probably like 6, if you want something closer to the feeling of older RE's then try out Revelations.

Trick Question
Apr 9, 2007


The Cheshire Cat posted:

How does RE6 compare to RE4 and 5 if I liked both of them? I remember hearing a lot of bad things about it when it came out but it seems like that view has softened a lot since then and at least a few times people have said the mercenaries mode is quite good. I'm not expecting it to be SCARY, since Resident Evil hasn't been scary since... well ever really, but how does it fare as a horror-themed shooter a-la Dead Space and such?

In my opinion it's about as good as 4 and quite a bit better than 5, but it's barely even horror-themed; it's almost purely action. It's got better mechanics than all of the dead spaces, and pretty much most other third-person shooters, though.

Definitely play a bit of mercenaries mode before you start, and there's a survival guide on the steam guides page that I recommend you skim, you really aren't told a lot of the more important mechanics, like countering, kung-fu, and most importantly sliding.

poptart_fairy
Apr 8, 2009

by R. Guyovich

Gann Jerrod posted:

FNAF 3 trailer is out: https://www.youtube.com/watch?v=sXI5CGY4i-Y. Looks like it will be set in a Freddy Fazbear's themed haunted house.

Looks like he's crossed straight into outright horror now. :stonk:

Doctor Goat
Jan 22, 2005

Where does it hurt?
Man, Extermination is a cool as hell game and the villain is bizarre.

RE6 isn't even a horror game unless you are remarkably squeamish about stuff like dudes splitting in half and growing a spider body and using it to crawl around while their upper body still shoots at you. it is a good action game though

Danaru
Jun 5, 2012

何 ??

Gann Jerrod posted:

FNAF 3 trailer is out: https://www.youtube.com/watch?v=sXI5CGY4i-Y. Looks like it will be set in a Freddy Fazbear's themed haunted house.

It looks like he's going a different direction with this one and only having a single animatronic. I'll be honest I'm mainly excited to see if this will be the 'answer' arc.

Also there seems to be no time or energy counter in the screenshots, I'm curious about that.

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

poptart_fairy posted:

Looks like he's crossed straight into outright horror now. :stonk:

Well, Scott's admitted that Bonnie is the only animatronic that truly scares him, enough that he's had actual nightmares about him. What better way to terrify people than by using something literally pulled from your nightmares?

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kvx687
Dec 29, 2009

Soiled Meat
It's also interesting that there's actual animation going on. The animatronics in 1 and 2 were basically static images with slideshows for the death popups, but there's actual ranges of motion going on in this one. Also, there are exits on the map screen when there weren't any in the others, which implies that they might be relevant to the action this time around.

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