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Jmcrofts posted:drat, you're burning through these games, you're a machine! That's probably the strangest thing about Frankenstein... there's a horror tone to the cutscenes and story bits, but the gameplay feels almost like it was designed for children. It's the easiest hidden object game I've played yet, and that's including a game targeted directly at Disney princess fans. I wouldn't say any part of the game is scary, but the cutscenes can be a bit unsettling and there are a few parts where the monster pops out at you. There are a surprising number of horror-themed hidden object games, so if you're interested in trying one you have plenty of better options. None of the ones I've played are really scary, per se, but some have better atmospheres than others. Shadows: Price For Our Sins probably tries the hardest to be spooky and is a personal favorite of mine, AND just so happens to be $2 right now. It's the game that got me into hidden object games, and while it's a little goofy, I had way more fun with it than I ever expected to. Other options include Weird Park Trilogy (review), Infected: The Twin Vaccine (review), 9 Clues: The Secret of Serpent Creek (review), Haunted Past: Realm of Ghosts (review), and, not even kidding, Paranormal State: Poison Spring (review). On top of that, I haven't played them yet but I've heard the Midnight Mysteries games are some of the best the genre has to offer.
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# ? Oct 9, 2015 16:18 |
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# ? May 15, 2024 02:01 |
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Y'all making me double post now? Well, I finally got around to playing an actual scary game again, how about that? RETURN OF THE 31 DAYS OF MOSTLY SPOOKY GAMES 1. Knock-knock 2. CAPSULE 3. DARK 4. System Shock 2 5. Castle in the Darkness 6. Shattered Haven 7. Whispering Willows 8. Frankenstein: Master of Death 9. Kraven Manor Amnesia certainly inspired a slew of imitators over the years, but few came out as polished as Kraven Manor. Originally a Guildhall student project, this one is a first-person romp through a spooky mansion with a creaky inhabitant and a cool gimmick for navigation. Once you start to dig into it, however, the polish starts to come off in some unfortunate ways. The first thing you come across in the main hall of the manor is an incomplete model of the building. Throughout the game you find pieces of the model that you can fit as you please, freely rearranging the structure on the fly. It's a cool, simple gimmick that is used to unlock the final sequence... and that's it. You're not going to be doing much else in the manor, either. There's no inventory to fiddle with, only some books to get snippets from, items to lift and throw, and buttons to push. What you are going to be doing is staring down the house's obnoxious bronze inhabitant. The enemy in Kraven Manor is one of those ever-popular Weeping Angel or SCP-173 types that only moves when you're not looking at it. I know that sounds kinda cool, but what that actually means is the moment you turn to work on a puzzle or leave the room, it caves your skull in. Sequences with the monster turn into aggravating games of Red Light, Red Light where you stare at it while trying to blind navigate to whatever the hell it was you were doing. And the thing goes all herky-jerky crazy when it's just out of your sight, resorting to straight-up teleporting if you're too good at keeping eye contact. Easily the biggest knock against the game is its length. I beat it on Normal in just a little over 30 minutes. There's a Nightmare mode for masochists, because all it does is limit your flashlight and make the enemies kill you faster. If you're a jumpy type like me you'll get a few good rushes out of the enemy encounters and a few of the scripted moments, but it doesn't last. As a student project, Kraven Manor is undeniably impressive, but a paid product needs a lot more than what's offered here.
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# ? Oct 10, 2015 01:28 |
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I played SS2 a little after its time but before bio shock came out. The game wasn't that hard on ammo if you used the wrench/pipe for the first half of the game. The coop was fun with friends but friendly fire was on by default with unlimited respawns. The laser pistol was a one shot. Fun game, never thought of it as scary.
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# ? Oct 10, 2015 01:54 |
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Zombie Samurai posted:Other options include Infected: The Twin Vaccine (review) The other one I got was Mind Snares: Alice's Journey, which is... OK I guess? I don't have much to compare it to. I haven't finished it yet but what I've seen so far hasn't blown my socks off with the story, which is one of the things that is touted about HO games. It seems to be basically a streamlined point and click stripped down to the bare essentials, and there have only been a couple of the "find these items" screens so far.
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# ? Oct 10, 2015 02:15 |
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Enigmatis: The Ghosts of Maple Creek is actually a good atmospheric Halloween HOG. The writing isn't super great (Like unironically having the main protagonist stop another character from killing the main villain, a mass-murdering centuries old devil-worshiping sorcerer, because "it would make them as bad as he is".) Despite that its good.
Accordion Man fucked around with this message at 02:29 on Oct 10, 2015 |
# ? Oct 10, 2015 02:27 |
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Anyone watch the soma live action shorts ? They are technically really impressive, both picture and acting and sound. I think they merge well into the games' universe . e: added link unpacked robinhood fucked around with this message at 07:44 on Oct 11, 2015 |
# ? Oct 10, 2015 20:03 |
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unpacked robinhood posted:Anyone watch the soma live action shorts ? They are technically really impressive, both picture and acting and sound. I think they merge well into the games' universe . They're really good.
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# ? Oct 10, 2015 21:16 |
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RETURN OF THE 31 DAYS OF MOSTLY SPOOKY GAMES 1. Knock-knock 2. CAPSULE 3. DARK 4. System Shock 2 5. Castle in the Darkness 6. Shattered Haven 7. Whispering Willows 8. Frankenstein: Master of Death 9. Kraven Manor 10. Our Darker Purpose I love The Binding of Isaac. I love roguelikes, I love twin-stick shooters, and I love that bizarre crossing of dark and cute. I mention this because it's impossible to review Our Darker Purpose without bringing up BoI at almost every turn. The gameplay, the progression, the enemies, the items, even the aesthetic are all heavily informed by Isaac, and while there are some interesting tweaks to the formula, they come at a cost. ODP poses you as a wayward resident at the Edgewood Home for Lost Children, a mix of orphanage, asylum, and Hogwarts. Within its randomly-generated halls you will meet all manner of disturbed students, monstrous school supplies, and debris. While the first two are interesting and varied in their Tim Burntony designs, the debris and traps are the only features of the rooms, lending them much less variety than the maps in Binding. Levels themselves can have random attributes, though, like lower light (+light radius is a thing again!), extra healing items, or more damage. Items can be found in rare chests, from defeating rare minibosses, or buying them from vending machines. They come far less frequently than BoI items and have far smaller effects on gameplay, usually providing a random chance for an effect or a very corner case bonus. Your main method of progression is earning EXP from kills, leveling up, and picking one perk from a randomized pair. The game definitely has a stronger RPG vibe than you-know-what, with full stats for your character, critical hits, dodge chance, and so on. It adds a bit of complexity but also dilutes some of the raw appeal of combat and simple progression. Hopefully by now you're recognizing the trend that Our Darker Purpose follows. Everything it does in deference to Binding of Isaac is done in half-measures, never quite meeting the quality of the originator. The look is interesting and more detailed, but lacks weight and impact. The progression is more complex, but never gets as creative. The sound design is also rather off, reusing many effects and missing some key feedback cues. Worst of all, though, is the uneven difficulty. Some rooms and bosses will just absolutely wreck you in ways the progression may not account for, ending otherwise promising runs in pretty sour ways. There's an overarching progression system with more perks to unlock, but it looks to take ages to get anything particularly interesting, if it even exists. It's not a bad game by any stretch, just one that never lives up to the example set for it. If you've burned out on Binding of Isaac it's worth a try, and fans of the look or the RPG progression may even find it more engrossing.
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# ? Oct 11, 2015 04:52 |
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I wanted to like ODP, but I play BoI with the mouse to control shooting and find the keyboard only controls very irritating. I like how it looks though.
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# ? Oct 11, 2015 04:59 |
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Just want to remind people of Anchorhead, an interactive fiction inspired by Lovecraft. I played it four or five years ago, and several images from that game have stuck with me. http://www.dwheeler.com/anchorhead/ While you can play it in-browser, I recommend using Gargoyle (http://ccxvii.net/gargoyle/).
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# ? Oct 11, 2015 07:40 |
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Taking a break from visual novels to talk about Tamashii no Mon Dante no Shinkyoku yori or Gate of Souls: From Dante's Divine Comedy. Developed and published by Koei in 1994, this is a sidescrolling action/adventure game based directly on Dante's epic poem, specifically Inferno. The PC98 was never a technologically powerful computer but its market dominance lasted well throughout the 90s and Gate of Souls is an example of its staying power. At its core is a simplistic platformer. Each screen is self contained, they don't scroll and characters remain in place. You have a basic melee attack that can be charged up to unleash a more powerful attack. Due to hardware limitations Koei wisely created a slow paced game about pattern recognition. If you understand how enemies move and patiently wait for openings you'll have an easy time. I guess you could say it's like *ahem* Dark Souls??? Aside from a handful of enemy encounters, the bulk of the game is talking to characters and solving simple inventory based puzzles. There's very little challenge to speak of. You can't permanently screw up (again, keeping in line with traditional Japanese adventure games) and there's a heavy focus on story over puzzle solving. There's little in the way of healing but you can save anywhere and fully heal in between the very brief stages. Choosing not to load upon your death sets you back to the beginning of the stage with all items and events still in place although (quite strangely) your health is halved. At its worst failure costs time as never lose any real progress. The highlight here are the graphics which are certainly showing their age but boast some excellent sprite art. It intentionally uses a limited palette to portray hell as the cold, nightmarish realm that Dante described. Enemies are grotesque with the larger creatures like Minos and Lucifer taking up the entire screen. Tortured souls wander the wasteland naked and twisted. Scripted scenes show the art in more detail, highlighting the geography of hell. I sound like a broken record here but had this been released on the Super Famicom with a proper action system it'd have an article on Hardcore Gaming 101, fan translations, and people would speak of it as a lost classic. As it stands it's an average game on a dated platform that's neat to look at. Even in Japan it's a cult title, only really spoken about from the hardest of hardcore Koei fans.
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# ? Oct 11, 2015 08:08 |
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speaking of PC98, I just got around to playing Peret Em Heru It's a pretty neat free spooky RPG about exploring the great pyramid of giza. I really like the puzzles and art. I feel like the RPG elements probably weren't necessary, but except for one instance, I really like all the puzzles in the game. There's some spooky surreal stuff but I feel like the ending jumps the shark. It was unique, at least.
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# ? Oct 11, 2015 14:18 |
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Tenzarin posted:I played SS2 a little after its time but before bio shock came out. The game wasn't that hard on ammo if you used the wrench/pipe for the first half of the game. The coop was fun with friends but friendly fire was on by default with unlimited respawns. The laser pistol was a one shot. Fun game, never thought of it as scary. The Co-op mode of SShock 2 breaks the game's atmosphere like a twig. It's really not a game built for it. I'm not surprised it's not scary. Although I'd say that SS2 is more "tense as hell" than scary. Except the spiders. gently caress the spiders.
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# ? Oct 11, 2015 15:36 |
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al-azad posted:Taking a break from visual novels to talk about Tamashii no Mon Dante no Shinkyoku yori or Gate of Souls: From Dante's Divine Comedy. Developed and published by Koei in 1994, this is a sidescrolling action/adventure game based directly on Dante's epic poem, specifically Inferno.
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# ? Oct 11, 2015 18:18 |
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al-azad posted:Awesome poo poo Have any PC98 horror games been given English releases/fan translations? I think the aesthetic is super distinct, but it seems like the only thing we ever got stateside was stuff like Snatcher and Policenauts.
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# ? Oct 11, 2015 19:27 |
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mr sad posted:Just want to remind people of Anchorhead, an interactive fiction inspired by Lovecraft. I played it four or five years ago, and several images from that game have stuck with me. I will second this recommendation, but with the warning that you should probably use a walkthrough. There are some parts of the game that can be pretty obtuse at least for me since I'm not really a text adventure veteran. Really the enjoyment comes more from the writing than the actual game parts of the game.
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# ? Oct 11, 2015 19:40 |
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Sad Mammal posted:Have any PC98 horror games been given English releases/fan translations? I think the aesthetic is super distinct, but it seems like the only thing we ever got stateside was stuff like Snatcher and Policenauts. None, really. There's Cosmology of Kyoto but that's a Windows title. The market was so saturated that few Japanese companies even thought about expanding their borders outside of microcomputers until Windows '95. And the Western market was either focused on consoles or pushing polygons that no one was interested in porting weird 2D games with limited gameplay. I don't know how difficult it is to do a fan translation/patch, I know there are a few for MSX, but I imagine these games being novel length scares away hobbyists.
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# ? Oct 11, 2015 21:58 |
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al-azad posted:None, really. There's Cosmology of Kyoto but that's a Windows title. The market was so saturated that few Japanese companies even thought about expanding their borders outside of microcomputers until Windows '95. And the Western market was either focused on consoles or pushing polygons that no one was interested in porting weird 2D games with limited gameplay. I don't know how difficult it is to do a fan translation/patch, I know there are a few for MSX, but I imagine these games being novel length scares away hobbyists. It would be really cool if a Devolver or Night Dive type publisher came along to start flipping them on to Steam, but they're so incredibly niche that I can't see anyone taking the risk outside of an eccentric entrepreneur. RETURN OF THE 31 DAYS OF MOSTLY SPOOKY GAMES 1. Knock-knock 2. CAPSULE 3. DARK 4. System Shock 2 5. Castle in the Darkness 6. Shattered Haven 7. Whispering Willows 8. Frankenstein: Master of Death 9. Kraven Manor 10. Our Darker Purpose 11. Stray Cat Crossing (Had to steal screenshots from the store page, SCC doesn't play nice with the overlay.) There's a surprising number of RPG Maker horror games, if you've never looked. Most ditch the RPG trappings entirely in favor of a minimalist retro-2D walking simulator style, and most of those tend to be boring or poorly designed. But every once in awhile you'll find a gem in the pile, and Stray Cat Crossing is one of those gems. Your lovingly-rendered character happens across a small girl wandering the road at night. The girl, Cat, runs off with your treasured scarf and you follow her all the way home like the worst sort of creeper just to get it back. Don't feel bad, though, because her house is full of all kinds of nightmare beings. SCC is a surreal adventure game through symbolic realms of guilt and loss, expressed in a magnificently detailed and colorful art style. Characters are memorable, environments are vivid, and the atmosphere is excellent. The sound design is on point as well, but the real stand-outs are the bizarre video clips the game hits you with periodically. Every once in awhile, you'll be interrupted by a short scene that looks cut from the VHS tape in The Ring. These sequences are incredibly jarring and effective. I am not a fan of jumpscares in the least, but these felt well thought-out and earned. They add immeasurably to the atmosphere and help hint at future story beats, as well. The story itself is quite good, managing to dabble heavily in symbolism and moralizing without falling into the traps other games often do. There's nothing forced or heavy-handed about the plot developments, and you tend to catch up with things as your tight-lipped protagonist does. The one place the game stumbles is in the puzzles, which start off strong and clever but end on some sour notes. The final sequence is honestly quite clever as well, but in a way that's not actually very fun to get through. It comes at the very end, though, so at that point there's no reason not to power through for the satisfying finale. You'll finish the game in two hours or so, which is perfectly fine considering the price. They're a tense and emotional two hours that would be worth experiencing just for the cast and atmosphere. Luckily, the whole game pulls together to form something I can whole-heartedly recommend.
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# ? Oct 12, 2015 00:39 |
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I noticed a Frankenstein game in the mix, but not the excellently cheesy Mystlike starring Tim Curry: Frankenstein: through the eyes of the monster
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# ? Oct 12, 2015 00:57 |
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FilthyImp posted:I noticed a Frankenstein game in the mix, but not the excellently cheesy Mystlike starring Tim Curry: Jesus, I remember reading about that in PC Gamer. Always wanted to give it a try. More of those old FMV games on Steam would be great, but I do have one or two coming up this month that should fit right in.
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# ? Oct 12, 2015 04:38 |
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Anyone else in thread who played SOMA mind helping me with a plot question? I'm aware that WAU used the structure gel to transform people on the base into its meat puppets, but how did it get started doing that? I know Terry Akers went crazy and drank tons of the gel so he might've been the first one to get the Borgifying ball rolling but why did he do that in the first place? Is there any evidence that WAU manipulated him and drove him crazy to its own ends or is it just a convenient coincidence in an otherwise well plotted game?
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# ? Oct 12, 2015 15:20 |
DeusExMachinima posted:Anyone else in thread who played SOMA mind helping me with a plot question? I'm aware that WAU used the structure gel to transform people on the base into its meat puppets, but how did it get started doing that? I know Terry Akers went crazy and drank tons of the gel so he might've been the first one to get the Borgifying ball rolling but why did he do that in the first place? Is there any evidence that WAU manipulated him and drove him crazy to its own ends or is it just a convenient coincidence in an otherwise well plotted game? If I am understanding your question correctly, the WAU'S directive was to keep humanity alive at any cost. After the meteor hit it bugged out and started taking an extremely literal interpretation of it, where it would keep them in a state of undeath with more and more of them being replaced and held up by machines because they are technically still "alive". Structure gel is like machine stem cells, a magic material that the WAU used to previously fix the station but then started using to "fix" other things
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# ? Oct 12, 2015 16:32 |
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I understand that, I'm asking how it got started. It's pretty much said that Terry Akers (the guy who went insane and ate tons of gel) was WAU's first Proxy. But I guess I missed why he went crazy. Was it just a convenient coincidence that he just so happened to go crazy in just the right way that he ate the gel? Or did WAU purposely drive him bonkers to do that? Just feels like a too convenient plot point in an otherwise well written game.
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# ? Oct 12, 2015 16:57 |
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DeusExMachinima posted:Anyone else in thread who played SOMA mind helping me with a plot question? I'm aware that WAU used the structure gel to transform people on the base into its meat puppets, but how did it get started doing that? I know Terry Akers went crazy and drank tons of the gel so he might've been the first one to get the Borgifying ball rolling but why did he do that in the first place? Is there any evidence that WAU manipulated him and drove him crazy to its own ends or is it just a convenient coincidence in an otherwise well plotted game? Carthage wanted to be Weyland-Yutani but a comet got in the way. Johan Ross (AI Psychologist) was one of three actual Carthage employees at Pathos-II, and his work with influencing the evolution of the WAU was a big enough deal that Julia Stahl and Mark Sarang were under orders to kill anyone that threatened to interfere. Sarang kicked off the suicide cult semi-early on but Stahl was still doing her best to follow orders right up until the WAU popped everyone's heads before Herber could finish initializing the power suit, even though there was probably no Carthage left to speak of. Basically it's Ross' doing, and Carthage got the ball rolling before the comet hit. Maybe it was an attempt to save the species from the start, or maybe it was something else entirely that only became that after parameters changed.
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# ? Oct 12, 2015 17:21 |
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RETURN OF THE 31 DAYS OF MOSTLY SPOOKY GAMES 1. Knock-knock 2. CAPSULE 3. DARK 4. System Shock 2 5. Castle in the Darkness 6. Shattered Haven 7. Whispering Willows 8. Frankenstein: Master of Death 9. Kraven Manor 10. Our Darker Purpose 11. Stray Cat Crossing 12. Splatter - Blood Red Edition You guys, this game is adorable. Splatter is a twin-stick zombie shooter in the vein of... hell, pick something. Your character embarks on an epic, rain-soaked journey from his living room to a mysterious government lab in search of the source of the mutant undead plague that has torn your city apart. On your quest you find a wide assortment of weapons, along with cash to upgrade them. The upgrade system is a particularly good one, allowing you multiple upgrades on a single weapon to turn it into an absurd all-in-one death-dealer. There's a surprising amount of content in each of the game's lengthy levels. Several have NPCs you can interact with, as well as optional sidequests for additional weapons and ammo. Some are centered around clever setpieces like a subway ride or a thresher driving sequence. Then there are additional secrets to find like armor upgrades and golden gun parts that I'm not clear on the purpose of, but by now it should be clear that there's plenty to do in the game's dozen or so open levels. Worth mentioning also that, aside from the gory action, there are some genuinely tense sections thanks to the lighting and encounter design in some of the darkened buildings and narrow corridors. What makes this game adorable is the presentation. Your "hero" is a fedora-wearing trenchcoat-clad iconoclast who can't help but be a condescending dick to everyone he meets. I can't overstate this... in the cutscene where you arrive at the shopping mall, he monologues about how the place once attracted a different mindless herd of consumers. You're essentially playing the EUPHORIC guy unironically and it makes the game like ten times funnier than it should be. I honestly can't tell if it's a giant parody or if you're supposed to be taking his gravelly fussing seriously, but either way it elevates the game from bargain-basement shooter to something special. Coupled with the solid gameplay, graphics, and level design, Splatter proved to be an unexpected gem.
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# ? Oct 13, 2015 01:20 |
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I really like ODP, but mostly because I absolutely cannot stand Binding of Isaac's aesthetic at all. It's so gross that I can't even play it for very long without feeling like I need to take a shower. ODP lets me play a game with similar mechanics without having to put up with the gross aesthetic. Plus, spooky-cute is the best art style.
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# ? Oct 13, 2015 01:33 |
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DeusExMachinima posted:I understand that, I'm asking how it got started. It's pretty much said that Terry Akers (the guy who went insane and ate tons of gel) was WAU's first Proxy. But I guess I missed why he went crazy. Was it just a convenient coincidence that he just so happened to go crazy in just the right way that he ate the gel? Or did WAU purposely drive him bonkers to do that? Just feels like a too convenient plot point in an otherwise well written game. Logs and dates paint a hilariously grim picture of Akers. He won his 1000th game of chess on 1/13 and the system bugged out, wouldn't let him play again. He tried again from the other terminal on the 13th/14th and failed because the system was too ate up to load the game. He requested evac on the 15th. The clear implication is that he would've gone privately insane on his little spit of land with no one around to hurt if the WAU had just left Windows Chess 2099 alone - he went evangelical maniac on the doomed sheep at Theta because HE HAD NOTHING BETTER TO DO. He was the unwanted prophet of his blind idiot god, and the entire tragedy at Theta can be boiled down to one man's misinterpretation of the WAU's already hosed up will. The machines attacked Amy and Carl because they were cutting off the WAU's power supply. Akers and his converts/proxies laid waste to Theta because Akers was a drat nut. Everyone at/near Omicron got their minds blown because Herber was about to head down the climber with WAU-be-gone in a jar. It waited until the last possible moment before detonating them, too. Even the aggressive creatures in the abyss were just acting to protect its heart. Pretty much every terrible event that befell the residents of Pathos-II was of their own unwitting design. The WAU acted in self-defense.
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# ? Oct 13, 2015 01:53 |
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Cephalocidal posted:Logs and dates paint a hilariously grim picture of Akers.
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# ? Oct 13, 2015 02:27 |
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Today I played Layers of Fear. It's a shame it's not done yet, because I had a great time. Definitely more scary than I anticipated. I'd highly recommend it if you don't mind "walking simulators" or if you liked P.T. Here's the stream VOD if anyone's interested. https://www.youtube.com/watch?v=z0Wyi_rRu1w
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# ? Oct 13, 2015 03:48 |
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Gloomy Rube posted:I really like ODP, but mostly because I absolutely cannot stand Binding of Isaac's aesthetic at all. It's so gross that I can't even play it for very long without feeling like I need to take a shower. ODP lets me play a game with similar mechanics without having to put up with the gross aesthetic. Plus, spooky-cute is the best art style. Speaking of which, it's possible to make texture pack mods for BoI:R, so has anyone made a "Safe For Work" texture pack for it yet? That would be really useful for introducing the game to my friends for multiplayer without having to answer the question "Why is that blasphemous, bloody, floating fetus spewing poo poo and piss everywhere?"
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# ? Oct 13, 2015 04:10 |
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If I were making a texture pack I'd rip off Akira Toriyama's style and just make everything vulgar super loving cute.
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# ? Oct 13, 2015 04:44 |
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I have always wondered if Binding of Isaac is wildly popular in spite of its art style or because of it.
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# ? Oct 13, 2015 04:48 |
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In spite of. Ed McMillan accidentally made a near-perfect Skinner box, it just so happens to be covered in drawings of poop and dead babies. If the gameplay grabs you, you just sort of start glossing over the aesthetic in pursuit of the perfect run.
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# ? Oct 13, 2015 06:26 |
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SkeletonHero posted:In spite of. Ed McMillan accidentally made a near-perfect Skinner box, it just so happens to be covered in drawings of poop and dead babies. If the gameplay grabs you, you just sort of start glossing over the aesthetic in pursuit of the perfect run.
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# ? Oct 13, 2015 06:46 |
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Isaac feeds the player a near-constant string of unlocks, which appear randomly, so you're constantly wanting to keep at the game for a chance to try out a new upgrade or see what happens with different combinations of upgrades. And once you unlock everything, which takes up an absurd amount of time, then you keep playing to get better times, longer streaks, or just see how obscenely high your damage can get in a single run. I forgot to mention that the game is also popular because it's very easy to chill out with while listening to podcasts or whatever. Something to do while you do something else.
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# ? Oct 13, 2015 07:13 |
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Well,this answers the question from the last page. http://www.ign.com/articles/2015/10/13/jason-returns-in-a-new-friday-the-13th-game quote:Mass murderer Jason Voorhees is back and headed for PS4, Xbox One, and PC in a brand new Friday the 13th game. Earlier today, Gun Media revealed that their previously-announced multiplayer horror game Slasher Volume 1: Summer Camp will be reborn as a licensed Friday the 13th product scheduled for release in Fall 2016. https://www.kickstarter.com/projects/613356213/friday-the-13th-the-game $700,000 in a month seems a incredibly optimistic goal.
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# ? Oct 13, 2015 17:19 |
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Optimistic, yes but drat that would be a fun game..
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# ? Oct 13, 2015 17:30 |
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Binding of Isaac also has a great difficulty curve where at first you die over and over on the opening levels and then later on you squeak past the finish line with some luck, and then after a hundred hours or so you're at the zen state of "Well I got no damage upgrades whatsoever and have 1 health left, I can probably win anyway." Thing is, unlike other games with difficulty curves like this it breaks it up a little because the random drops mean that you can get an absolutely amazing setup just a few games in, so you get a taste of what a perfect run can be like and play more to chase that vision instead of giving up. e: The aesthetics aren't a huge concern for me. I'm not the type to go "Dead babies! Poop! Hell yeah!" but after clocking like 400 hours into the original and the remake altogether, it's grown on me a little I guess. I don't mind it at least.
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# ? Oct 13, 2015 17:30 |
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I logged my 46 hours in the original BoI while my wife was pregnant with our first child, which gave me some super hosed up nightmares. Really added to the experience.
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# ? Oct 13, 2015 17:34 |
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# ? May 15, 2024 02:01 |
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Pfft. Markiplier is playing SOMA now. He's suspicious of Carl because he just got done running away from the killer robot, so he backs past Carl without a word and throws the electrocution switch, then stares at him for a full minute while Carl screetches in pain, then runs away and leaves him without ever talking to him. It's like the Voight-Kampf test where you get told you aren't flipping the turtle over. Geez.
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# ? Oct 13, 2015 21:44 |