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Crashbee posted:I don't understand how a game can be too long. If you're getting bored, just... stop playing it. What else am I supposed to do?
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# ? Sep 14, 2015 03:46 |
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# ? May 8, 2024 06:11 |
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Crashbee posted:I don't understand how a game can be too long. If you're getting bored, just... stop playing it. Good news! I did! Back to Gamefly this disappointing game goes. This could have been an amazing game, instead it was lack luster in regards to my taste. I'd love to see this team work on a game like System Shock though, the atmospheric tension was great. But after 10 chapters I could not stand the glitch in alien mechanics. Thankfully there's videos all over YouTube that showcase the same issues I had. So, despite what people insist there ARE problems with the Alien mechanics. Looking forward to SOMA though.
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# ? Sep 14, 2015 04:05 |
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oldpainless posted:What else am I supposed to do? Go ride a bicycle.
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# ? Sep 14, 2015 04:33 |
Rikimaru posted:Go ride a bicycle. Use that bicycle to play Ingress at 2:00 AM and trespass for portals to have the most immersive horror game experience.
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# ? Sep 14, 2015 06:50 |
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Kortel posted:Looking forward to SOMA though. If the Alien in Isolation disappointed you and Frictional has done their encounter design the same way they did it in Amnesia, I have some bad news for you.
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# ? Sep 14, 2015 07:08 |
I understand the complaint that Alien: Isolation dragged on for too long towards the end but I have no idea what people are talking about when they complain about the Alien's AI. git gud scrubs?
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# ? Sep 14, 2015 07:19 |
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Kortel posted:I don't like Alien Isolation. The atmosphere is great but the teleporting alien is killing the game for me plus it's psychic ability to locate me. I'm also feeling like the game is waaay too long. Haven't followed that too closely but isn't what people thought was teleporting actually there being several aliens without the game telling you until later?
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# ? Sep 14, 2015 08:35 |
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Chev posted:Haven't followed that too closely but isn't what people thought was teleporting actually there being several aliens without the game telling you until later? No, the multiple aliens only happen much later in the narrative
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# ? Sep 14, 2015 09:06 |
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Personally, I didn't like Alien Isolation because it felt more like fanboy wankery to me. This resulted in a great looking game but aside from that, the constant barrage of "you need this to unlock that, but first you need that other thing to unlock another thing" gamisms clashed really hard with the so called "authentic Alien experience." And while the alien itself is well done, it gets old extremely quickly, replacing any horror/terror with frustration. But you could tell the developers had watched the audio commentary for Alien *really* hard. And... another thing is that Alien is so well known now. There's no mystery there anymore. That really hurt the game also. I dunno, I didn't like it at all. Despite me being a pretty big alien fan. Hard to tell yet if SOMA will succeed in what it does (don't think you can really compare it to Isolation either, while they seem similar at a glance, they seem to be aiming for pretty different things). I think Amnesia in particular just came at the "right time", especially when the sales blew up and you had the reaction video madness and other stupid things. It was a new experience to a lot of the gaming world (even though the Penumbra's were similar). SOMA will be viewed with very different eyes and I don't think it will be as terrifying to many people as Amnesia was when it came out.
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# ? Sep 14, 2015 11:05 |
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Honestly SOMA will probably be spookier to me than Amnesia was. Unpopular words here but while I liked it, Amnesia never blew me away like it did everyone else, something about it's particular brand of spooky ye olden castle just didn't do it for me. Meanwhile crazy System Shock space horror sounds good to me.
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# ? Sep 14, 2015 11:16 |
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Ekster posted:I understand the complaint that Alien: Isolation dragged on for too long towards the end but I have no idea what people are talking about when they complain about the Alien's AI. The problem with Alien Isolation's AI is most people tend to play games where you are facing an nigh unstoppable threat as carefully as possible, taking their time and waiting. Alien isolation punishes that without explicitly telling you, the AI hovering and returning if you stand still for too long isn't well explained from what I remember of the game .
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# ? Sep 14, 2015 11:18 |
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Stormgale posted:The problem with Alien Isolation's AI is most people tend to play games where you are facing an nigh unstoppable threat as carefully as possible, taking their time and waiting. Alien isolation punishes that without explicitly telling you, the AI hovering and returning if you stand still for too long isn't well explained from what I remember of the game . To some degree this is true of a lot of modern horror games, though. Hell, in Amnesia the game gets surprisingly easy just by running around like a coked up monkey. There's not too much wrong with programming horror AI assuming the player is playing like it's a horror game.
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# ? Sep 14, 2015 11:26 |
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Jsor posted:To some degree this is true of a lot of modern horror games, though. Hell, in Amnesia the game gets surprisingly easy just by running around like a coked up monkey. There's not too much wrong with programming horror AI assuming the player is playing like it's a horror game. Well the problem is the feedback mechanism, most people will see the Alien hovering around and getting closer and decide to double down on being Super slow and careful, which obviously makes it worse.
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# ? Sep 14, 2015 11:27 |
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Did everyone not read the clichéd Spooky Video Game Graffiti telling you to KEEP MOVING?
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# ? Sep 14, 2015 14:17 |
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Does anyone have any clips of the Alien pooping? Haha just asking for a friend.
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# ? Sep 14, 2015 14:28 |
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Guys I suck at this game real bad, does it mean it's a bad game?
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# ? Sep 14, 2015 14:43 |
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yes
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# ? Sep 14, 2015 14:47 |
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Oh thank god, for a moment there I thought I might be a loving moron.
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# ? Sep 14, 2015 14:49 |
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Stormgale posted:Well the problem is the feedback mechanism, most people will see the Alien hovering around and getting closer and decide to double down on being Super slow and careful, which obviously makes it worse. The xeno at least has a reason to disappear from the level. Amnesia's husks just vanish -- or worse don't and keep that musical cue playing and your vision wobbly while they walk around the exact place you have to be. The game does a good job of making them scary/startling since you're not supposed to look at them and such, but when it screws up and you end up perfectly safe and the thing won't de-aggro or disappear, it becomes comical and frustrating at the same time. I still had fun overall with the game, but the Choir sucked and so did getting chased into a dead-end by a husk that saw me in another large area.
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# ? Sep 14, 2015 16:37 |
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psivamp posted:The xeno at least has a reason to disappear from the level. Amnesia was extremely transparent. I broke the illusion because I could just tell from the layout of one of the levels that they were corralling me towards a triggered scare, and then after I hid from it, I followed the monster at a moderate distance. It pretty blatantly went into a dead end and despawned. This isn't necessarily a weak point of the game since trying to make the game robust against players loving around and not RPing their character as scared would probably just make the game funnier. I really shouldn't have been following monsters around to see what happened, and it's not reasonable to expect the game to account for it, IMO. Regardless, it kinda shattered the illusion afterwards once I did that a few times and pinpointed how much the game relied on guiding you to an area, spawning a monster, and then making it go into a dead end and disappear.
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# ? Sep 14, 2015 16:43 |
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So my friends and I are doing a second run through Until Dawn, except this is our Everybody Is an rear end in a top hat and Incompetent run. And let me tell you, except for adept it is at exposing the problems with the whole 'choose your narrative!!' gameplay, it is marvelous. We're only halfway through the plot but right now it's just so special watching everyone. No plot spoilers below but eh just to be safe: Mike is an incompetent fool who tries so hard to be heroic but can't go ten feet without running face first into something. Also he's a giant dick but that doesn't stop the ladies from lovin' him! Matt hates everyone who hates his girlfriend. Unless he's alone with his girlfriend in which case he hates her too. Emily's a bitch. This does not change. And Chris is just a guy who wants to get laid.
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# ? Sep 14, 2015 16:47 |
Jsor posted:Amnesia was extremely transparent. I broke the illusion because I could just tell from the layout of one of the levels that they were corralling me towards a triggered scare, and then after I hid from it, I followed the monster at a moderate distance. It pretty blatantly went into a dead end and despawned. Yeah, like you said there is only so much that you can expect out of it if you try to break the game. The thing about horror is that you have to make the choice to be invested in it and get immersed in the game or it won't really "work", so when you break it you kind of kill that sort of thing. Similar thing happened to me when I died the first time, probably 3/4 of the way through, and realized that it only sets you back like six yards. It killed the tension somewhat knowing that, while you can die, it doesn't really mean anything. Also why horror let's players are spastic fucks, they are doing it for views instead of the game so they don't get immersed in it
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# ? Sep 14, 2015 17:07 |
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Amnesia's biggest problem for me is how pathetic the monsters are. You can outrun them with relative ease, if you hide for like 5 minutes the monster eventfully despawns and if you die it sometimes gets rid of the monster. They also have pretty basic partol routes. Luckily the game made up for it in atmosphere and sound design because jesus those monsters sucked at being competent bad guys. Scary looking bastards though for sure. BillBear fucked around with this message at 17:15 on Sep 14, 2015 |
# ? Sep 14, 2015 17:13 |
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BillBear posted:Amnesia's biggest problem for me is how pathetic the monsters are. You can outrun them with relative ease, if you hide for like 5 minutes the monster eventfully despawns and if you die it sometimes gets rid of the monster. They also have pretty basic partol routes. The thing is, Horror games are usually built to be as easy as possible. Horror relies intensely on atmosphere, and dying and going through a loading screen cripples that. So what do you do? You make it so the monsters seem threatening without actually being a threat. Some players always see through that illusion, and Amnesia probably could have upped the threat a little more, but in horror games you usually need the monster to be ineffectual. Stalkers that aren't really killers. The one way you can kind of get away with it is if you work death into the narrative like Souls-likes do (each Souls game being varying degrees of horror games at different points). Granted Bloodborne's 4 hour loading screens still don't exactly help its atmosphere.
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# ? Sep 14, 2015 17:18 |
The absolute worst thing for a horror game to do is to make you analyze the meta in order to get through an area. Do that and every bit of tension goes out the window
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# ? Sep 14, 2015 17:21 |
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Morpheus posted:So my friends and I are doing a second run through Until Dawn, except this is our Everybody Is an rear end in a top hat and Incompetent run. And let me tell you, except for adept it is at exposing the problems with the whole 'choose your narrative!!' gameplay, it is marvelous. We're only halfway through the plot but right now it's just so special watching everyone. I did my first runthrough of Until Dawn all in one sitting, which I don't think I've ever done with any game the first time I played. I'm eager to try out some new strategies and play through all over again. I really want to see what happens when I take every opportunity to steer every character towards certain death.
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# ? Sep 14, 2015 17:41 |
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mangler103 posted:I did my first runthrough of Until Dawn all in one sitting, which I don't think I've ever done with any game the first time I played. I'm eager to try out some new strategies and play through all over again. I really want to see what happens when I take every opportunity to steer every character towards certain death. The scene where Mike has to chase Jessica is just wonderful to behold. There are literally four or five QTEs in a row involving ducking under logs or jumping small ledges and he just runs, full-tilt, into every single one of them, and just gets laid out every time. And he just keeps going. He's so precious
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# ? Sep 14, 2015 17:46 |
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Chev posted:Haven't followed that too closely but isn't what people thought was teleporting actually there being several aliens without the game telling you until later? Yeah but that doesn't occur mechanically until after the plot introduces the concept.
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# ? Sep 14, 2015 17:57 |
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I saw it mentioned a few times that some relationships can be affected by your actions, to the point where people will (Until Dawn spoilers maybe??) actively sabotage each other and poo poo like that. What's the story there? I guess I didn't mess up bad enough to see anything like that in my playthrough, but it sounds hilarious.
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# ? Sep 14, 2015 18:01 |
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Cloche posted:I saw it mentioned a few times that some relationships can be affected by your actions, to the point where people will (Until Dawn spoilers maybe??) actively sabotage each other and poo poo like that. What's the story there? I guess I didn't mess up bad enough to see anything like that in my playthrough, but it sounds hilarious. It's only with Chris and the girl he likes, forgot her name. She'll let Matt die if he "sacrifices" her. And of course Mike doesn't hesitate to draw a gun on Emily.
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# ? Sep 14, 2015 18:47 |
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al-azad posted:It's only with Chris and the girl he likes, forgot her name. She'll let Matt die if he "sacrifices" her. And of course Mike doesn't hesitate to draw a gun on Emily. I'm pretty sure it plays into a couple of conversations, and into how much Jessica is actually into Mike. It does seem like a mostly vestigial mechanic, though, like it was much more of a factor in an earlier version.
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# ? Sep 14, 2015 21:00 |
Wanderer posted:I'm pretty sure it plays into a couple of conversations, and into how much Jessica is actually into Mike. It does seem like a mostly vestigial mechanic, though, like it was much more of a factor in an earlier version. I think Chris choosing to kill Ashley is the only thing that can result in another character actually being responsible for another character's death. The rest of the rear end in a top hat options just cause changes in how the characters act toward each other.
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# ? Sep 14, 2015 21:46 |
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Ekster posted:I understand the complaint that Alien: Isolation dragged on for too long towards the end but I have no idea what people are talking about when they complain about the Alien's AI. i play far harder games than alien isolation with no issues.
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# ? Sep 14, 2015 21:52 |
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al-azad posted:It's only with Chris and the girl he likes, forgot her name. She'll let Matt die if he "sacrifices" her. And of course Mike doesn't hesitate to draw a gun on Emily. In my game, I had Ashley tell Emily the truth about her not turning into a wendigo from her bite and as a result Emily shoved Ashley out of the way as they were all running into the house at the end. The Butterfly Effect journal made a note about how Emily put Ashley "in danger" but it didn't have any actual effect on the plot or ensuing cutscenes.
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# ? Sep 14, 2015 21:52 |
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DreamShipWrecked posted:The absolute worst thing for a horror game to do is to make you analyze the meta in order to get through an area. Do that and every bit of tension goes out the window This happened to me about halfway through Outlast. I still enjoyed the game but it quickly stopped being scary and instead became a kinda robotic hide n' seek simulator. The game needed more mechanics than it had.
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# ? Sep 15, 2015 12:16 |
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So, did anyone take a plunge into Albino Lullaby to see if it delivers on its goal of wanting to make a horror game without any gore?
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# ? Sep 15, 2015 12:57 |
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What really kills a lot of tension with Amnesia is putting together the music queues. As soon as the specific music kicks in, one of the monsters is around and getting ready to eat you. If you find a dark corner, hide, and wait for the music to stop, the coast will be clear. If you could turn off the music (I don't remember if that's an option) it would really make it more tense. The game is great though. It's like a good haunted house, if you let yourself get pulled in and don't poke around looking for all the mechanisms, it's still one of the greatest horror games so far.
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# ? Sep 15, 2015 14:55 |
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I know MGSV has been brought up a few times but I just wanted to say I finished the mission Hellbound last night and the Sahelanthropus fight is terrifying, and the tension they build with musical cues and such is really great. I tried to cheese it by hiding in a guard tower; Sahelanthropus peeked into the guard tower and then stepped through it (in a game that until now hasn't had any terrain destruction). I just about poo poo.
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# ? Sep 15, 2015 15:33 |
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ddddddffdfddddfddf posted:I know MGSV has been brought up a few times but I just wanted to say I finished the mission Hellbound last night and the Sahelanthropus fight is terrifying, and the tension they build with musical cues and such is really great. That mission was loving terrifying, I was hiding behind a rock, and Sahelanthropus knew I was around, drat thing rears back and straight up destroys the rock I was behind. I once had a friend ask me why they made Metal Gears roar, Sahelanthropus is the best example of it being really good psychological warfare.
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# ? Sep 15, 2015 15:39 |
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# ? May 8, 2024 06:11 |
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Yep. I've been watching all of the other MGS games leading up to V and the Geckos in 4 are still terrifying. Making something sound like a cow shouldn't make it scarier but welp.
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# ? Sep 15, 2015 16:51 |