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Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM
Okay, shot in the dark here, but given the layout of the building I'd say the goal here is to use the set pieces made from the other animatronics to slow Golden Bonnie down and keep him from getting to your office until the end of the night, because the office only has one entrance and apparently lacks a door, so if he gets there at all you're just straight up hosed. Difficulty comes from the equipment all being faulty and occasionally shutting down, forcing you to reboot it while Golden Bonnie advances unhindered.

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Kaboom Dragoon
May 7, 2010

The greatest of feasts

Maybe the goal this time is to keep Bonnie from escaping the building using yourself as bait. That'd be an interesting twist on things, since you'd have to deliberately put yourself in danger to keep from losing.

I know it'll be the same 'one room, X cameras' setup, but I can dream.

demota
Aug 12, 2003

I could read between the lines. They wanted to see the alien.
I'm seriously impressed by Cawthon cranking out sequel after sequel at this pace and making it meaningfully different every time. He's refusing to let himself settle, and I really admire his workmanship.

That aside, I just realized that if the building has exits, it also has entrances. :gonk:

demota fucked around with this message at 18:48 on Jan 27, 2015

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
It's also prefect ground to even dig a little into the fanbase seeing as this is apparently a horror attraction trying to milk a nostalgic urban legend and a few murdered kids. Such a respectful and intelligent way to seek your thrills by making the robot as realistic to the legend as possible. :stonk:

It'd be great if he actually tried to make a more direct narrative with this one, but he knows how big of a cash cow this game still is.

PhysicsFrenzy
May 30, 2011

this, too, is physics
The new animatronic looks fantastic, but seriously all I could do was laugh at that trailer. I think it was the cheesy generic action music. Either way, excited to see if this wraps up the story, especially after two didn't really do much but flesh out things we already knew or could infer from the first one.

By the way, does anyone know why Scratches got taken off Steam?

DJ Fuckboy Supreme
Feb 10, 2011

And when you stare long into the abyss, you become aggressively, terminally chill

I haven't played any of the Five Nights series, but they've been on my radar. Skimming over the posts about the games is a challenge :arghfist:

Mr. Sunabouzu
Nov 13, 2009

The face of true terror.

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?

You have to understand that Resident Evil 6 is secretly a game entirely about wrestling monsters. Stagger enemies and use quick shot a lot because that lets you easily suplex zombies which saves on ammo, which there is surprisingly little of.

Poulpe
Nov 11, 2006
Canadian Santa Extraordinaire

PhysicsFrenzy posted:

By the way, does anyone know why Scratches got taken off Steam?

No clue, but if you were thinking of picking it up I'd recommend taking a pass. Esoteric pixel hunt at the best of times, telephone your publisher (again) simulator at the worst. It had some alright tension buildup, but I don't know if the "puzzle" slog was worth it.

RightClickSaveAs
Mar 1, 2001

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


This was posted in the Steam thread

The Dark One posted:

Some beautiful soul is working on putting the original Resident Evil voice acting into the REmake.

https://www.youtube.com/watch?v=gkIjRPnejsg
Holy poo poo I had no idea about the original voice acting. That's hysterical.

Yodzilla
Apr 29, 2005

Now who looks even dumber?

Beef Witch
The original Resident Evil was a masterpiece of acting. Hell, all of the games up until 4 were pretty drat bad (great) in that department.

https://www.youtube.com/watch?v=eT8zIhjY3RU&t=190s

This scene blew my mind as a kid. EVERYONE'S GONNA DIE!

Improbable Lobster
Jan 6, 2012

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


Buglord

RightClickSaveAs posted:

This was posted in the Steam thread
Holy poo poo I had no idea about the original voice acting. That's hysterical.

"There are terrible demons, ooouch"

Jesus, I forgot how hilarious RE1 was

Accordion Man
Nov 7, 2012


Buglord
Now all somebody needs to do is replace REmake's music with the Director's Cut's.

Celery Face
Feb 18, 2012
I really wish Michigan: Report From Hell was released in NA. It has the most unintentionally hilarious voice acting I've ever heard.
https://www.youtube.com/watch?v=_4TKN7nC1W4

If you look at the IMDB profiles of the voice "actors," you'll see that they were in a lot of other games that, like Michigan: Report From Hell, are known for having terrible voice acting. It's kind of hilarious knowing that they're not just random people they picked off the street.

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
---------------------------->

demota posted:

I'm seriously impressed by Cawthon cranking out sequel after sequel at this pace and making it meaningfully different every time. He's refusing to let himself settle, and I really admire his workmanship.

That aside, I just realized that if the building has exits, it also has entrances. :gonk:

The market has already been flooded with half-assed FNaF rip-offs so it's good that he can still make the real deal distinguishable.

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


demota posted:

I'm seriously impressed by Cawthon cranking out sequel after sequel at this pace and making it meaningfully different every time. He's refusing to let himself settle, and I really admire his workmanship.

That aside, I just realized that if the building has exits, it also has entrances. :gonk:

It apparently took 96 days from the release of the first to the release of the second. So far from the second to now is 78 days. I don't know anything about game design but there doesn't seem to be much to the game. It's mostly still images with some animation over it right? How hard can that be for someone that actually knows what they're doing?

Periodiko
Jan 30, 2005
Uh.

SolidSnakesBandana posted:

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.

The option to be able to set separate combat and puzzle difficulties is a pretty great idea, though.

poptart_fairy
Apr 8, 2009

by R. Guyovich

Fojar38 posted:

The market has already been flooded with half-assed FNaF rip-offs so it's good that he can still make the real deal distinguishable.

Seriously. Just look at the many clones that have popped up. Say what you want about the developer, but you can tell when Scott's behind something - the jump in quality and care is huge.

0 rows returned
Apr 9, 2007

Accordion Man posted:

Now all somebody needs to do is replace REmake's music with the Director's Cut's.

Nothing is more terrifying than fart horns.

Justin_Brett
Oct 23, 2012

GAMERDOME put down LOSER

Len posted:

It apparently took 96 days from the release of the first to the release of the second. So far from the second to now is 78 days. I don't know anything about game design but there doesn't seem to be much to the game. It's mostly still images with some animation over it right? How hard can that be for someone that actually knows what they're doing?

Knowing what you're doing seems to be the hard part for a lot of these guys.

http://steamcommunity.com/sharedfiles/filedetails/?id=344809634

al-azad
May 28, 2009



Freddy's is basically a slightly more detailed Night Trap/Double Switch and it's amazing it caught on like it did. Just goes to show you how good word of mouth can do wonders for a one-man, low budget game.

I still think the guy should do a Myst style adventure game.

Poulpe posted:

No clue, but if you were thinking of picking it up I'd recommend taking a pass. Esoteric pixel hunt at the best of times, telephone your publisher (again) simulator at the worst. It had some alright tension buildup, but I don't know if the "puzzle" slog was worth it.

I'll be the second opinion and say Scratches is amazing. If you get stuck just look at a guide, I do this with all adventure games and I just don't care anymore. I think the payoff in the end and overall tension building is worth experiencing first hand and the climax has never made me feel more on edge and silly at the same time.

RightClickSaveAs posted:

This was posted in the Steam thread
Holy poo poo I had no idea about the original voice acting. That's hysterical.

I was young and impressionable enough to think the voice acting in any game was amazing since the PS1 was my first CDROM console and even I laughed at Richard's voice acting.

"Dere argh tear-ribble demunz, ah-wch."

e: Also did they not use the same actors from the intro movie? Because Chris in the intro sounds fine but in-game he's like an old man.

al-azad fucked around with this message at 06:38 on Jan 28, 2015

Doctor Goat
Jan 22, 2005

Where does it hurt?

Mr. Sunabouzu posted:

You have to understand that Resident Evil 6 is secretly a game entirely about wrestling monsters. Stagger enemies and use quick shot a lot because that lets you easily suplex zombies which saves on ammo, which there is surprisingly little of.

The melee is pretty good but the quick shot mechanic is great. The specific weapon animations are super good

demota
Aug 12, 2003

I could read between the lines. They wanted to see the alien.

Len posted:

It apparently took 96 days from the release of the first to the release of the second. So far from the second to now is 78 days. I don't know anything about game design but there doesn't seem to be much to the game. It's mostly still images with some animation over it right? How hard can that be for someone that actually knows what they're doing?

The hard part isn't making something. The hard part is iteration and developing a gut feel for what's going to play right and feel right. On the technical side, it's mostly still images with some animation over it, but that stuff needs to be tuned and retuned again and again.

Iteration's really valuable for the actual game systems design (the rules of play) too. There are a million questions that need to be answered. He could have just stuck with what he already knew (How to balance a game around four animatronics), but decided to challenge himself and answer different ones (How do I handle a game with more than double the number of animatronics? How do I handle a game with just one?)

It's a simple game, but simple isn't easy.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo

al-azad posted:

I'll be the second opinion and say Scratches is amazing. If you get stuck just look at a guide, I do this with all adventure games and I just don't care anymore. I think the payoff in the end and overall tension building is worth experiencing first hand and the climax has never made me feel more on edge and silly at the same time.

The payoff at the end is probably the worst part. The game really didn't need an epilogue.

al-azad
May 28, 2009



SolidSnakesBandana posted:

The payoff at the end is probably the worst part. The game really didn't need an epilogue.

Oh yeah that, no I totally agree. What I meant by "the end" was the encounter with the mask. The entire game is built around the suspense of this African mask that may or may not be an ancient god that demands blood sacrifice and you "defeat" it by basically waving snot on a stick in front of it. When you put all the pieces together you realize the mask and the mystery of the house are completely disconnected. The entire thing was your imagination. That setup and realization was a great feeling. The stupid CGI cutscene at the end farts all over it.

King Vidiot
Feb 17, 2007

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

Yodzilla posted:

This scene blew my mind as a kid. EVERYONE'S GONNA DIE!

I remember that they used that voice clip for the TV commercial, and it seemed like that commercial was on TV all the time. Or maybe it just seemed that way because I loved the game, so that commercial coming on would always stick out in my mind.

Clever Spambot
Sep 16, 2009

You've lost that lovin' feeling,
Now it's gone...gone...
GONE....
Scratches is one of my favorite horror games, the horror aspects of it were so well done i was able to look past how much i think adventure games are dogshit.

CuddleCryptid
Jan 11, 2013

Things could be going better

Scratches was a good game but a lot of it had "adventure game logic". Nothing wrong with watching a LP if wanted

Poulpe
Nov 11, 2006
Canadian Santa Extraordinaire

DreamShipWrecked posted:

Scratches was a good game but a lot of it had "adventure game logic". Nothing wrong with watching a LP if wanted

I wound up cheating and using a guide, and this game goes past "rub tuna on telephone" logic into "what you just did changed one of four identical windows to have the top right corner slightly obscured and you need to notice that to make any further progress."

From a gameplay perspective, that just pisses me off. There's nothing clever about it.

Clever Spambot
Sep 16, 2009

You've lost that lovin' feeling,
Now it's gone...gone...
GONE....
This is anecdotal but i had to look up a guide more playing monkey island than i did playing scratches, once you realize that you just need to be doing things to make time pass so you can progress to the next day its not really that unintuitive.

edit: it did have a couple of bullshit puzzles but no more than every adventure game has, and it had more puzzles that made me go "thats clever" than most

Clever Spambot fucked around with this message at 18:48 on Jan 28, 2015

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
The Monkey Island games are hard as gently caress. Monkey Island 2 especially. There's no way I would ever beat those games without a guide. Not in a million years.

catlord
Mar 22, 2009

What's on your mind, Axa?
I am terrible at adventure games, so when I played Scratches I had to check a guide for almost every puzzle. Then I think I hit a bug near the end and couldn't get any further, but up until then it was pretty good, I thought.

Accordion Man
Nov 7, 2012


Buglord

SolidSnakesBandana posted:

The Monkey Island games are hard as gently caress. Monkey Island 2 especially. There's no way I would ever beat those games without a guide. Not in a million years.
And that's how they made money off of strategy guides and helplines.

King Vidiot
Feb 17, 2007

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

SolidSnakesBandana posted:

The Monkey Island games are hard as gently caress. Monkey Island 2 especially. There's no way I would ever beat those games without a guide. Not in a million years.

Monkey Island 2 was like a weird outlier where it felt more like a Sierra adventure game than a Lucasarts game. Monkey Island 1 and 3 had some great puzzles, but they were mostly-logical and you could probably figure them out if you thought about them long enough. At the very least they gave you very clear goals and then your job was just to figure out how to accomplish them.

In Monkey Island 2, half the time you didn't even know what your goals were. You had vague outlines or some overarching thing to do, but the game basically just tossed you in the deep end and said "swim to shore" without giving you a map or compass.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Accordion Man posted:

And that's how they made money off of strategy guides and helplines.

It's funny how people complain now about games that seem designed to push DLC and IAP on you, as if games haven't ALWAYS been about milking as much money as possible from people. Arcade games were super hard so you had to keep spending quarters to buy more lives unless you were super good at it (by which point you'd probably already spent a ton of money on it anyway). Old adventure games were crafted with illogical and often totally nonsensical puzzles to push strategy guides and helplines (Sierra was so blatant as to put the phone number right there on the death popup in some of their games). Now it's just timers and premium currencies.

I mean to be fair to adventure games, they weren't all specifically designed with that in mind, but the problem is that even if you didn't even HAVE a paid hotline for game hints, those crazy bullshit puzzles were in every other adventure game so you'd put them in yours just because that's what people expected from the genre.

Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?

I'm trying to remember if there was much ridiculous adventure game BS in Sanitarium. I replayed it again just a little bit back even, but I can't really remember anything that threw me for a loop too hard.

Caitlin
Aug 18, 2006

When I die, if there is a heaven, I will spend eternity rolling around with a pile of kittens.

Yardbomb posted:

I'm trying to remember if there was much ridiculous adventure game BS in Sanitarium. I replayed it again just a little bit back even, but I can't really remember anything that threw me for a loop too hard.

No, it's entirely beatable without a guide at all.

OxMan
May 13, 2006

COME SEE
GRAVE DIGGER
LIVE AT MONSTER TRUCK JAM 2KXX



I don't even remember any real puzzles in sanitarium outside running around talking, handing items, and opening the occasional door. That game is a diablo with almost no monster killing.

Hakkesshu
Nov 4, 2009


I kind of gave up during the chapter where you turn into that Goro thing and you have to solve all sorts of abstract puzzles without really knowing why. I'm sure I could've figured it out, but it still went really off the rails at that point.

BlackFrost
Feb 6, 2008

Have you figured it out yet?
I just finished Neverending Nightmares.

I'm very curious to see the Kickstarter video for this game because I have no idea how something so boring could get funded. Dude must've put on a pretty excellent pitch.

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Hemingway To Go!
Nov 10, 2008

im stupider then dog shit, i dont give a shit, and i dont give a fuck, and i will never shut the fuck up, and i'll always Respect my enemys.
- ernest hemingway
The art was good and its a premise that could lead to a lot of creativity.
By the looks of an lp I watched, none of that potential was used.

I didn't fund it but I considered it. I was hoping the nightmare setting would be used for more bizarre and abstract creepiness or at least haunting visuals. Which isn't too much to ask because someone already made a game that does all of that years ago and in rpgmaker with yume nikki. This was boasting the same premise but with hi res graphics and some gameplay to fall back upon if the art failed to engage. Nothing did.

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