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A.o.D.
Jan 15, 2006

Tweet Me Balls posted:

This is a pretty lovely sentiment. Eldritch is fun even if it isn't super deep. If you don't have fifteen bucks to spend on it, don't spend the fifteen dollars and wait for a sale or whatever, but there's some decent variety in the tools you can use and the enemies and environments you encounter.

It's a lovely sentiment to think that it's not a good game, and not much of a game at all? Well, okay.

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Meallan
Feb 3, 2017

chitoryu12 posted:

Oh hey, this looks cool as hell for $20.

It also has a free demo.

Skyscraper
Oct 1, 2004

Hurry Up, We're Dreaming



A.o.D. posted:

It's a lovely sentiment to think that it's not a good game, and not much of a game at all?

That's actually pretty much how I felt about it.

Poulpe
Nov 11, 2006
Canadian Santa Extraordinaire

Meallan posted:

I'm playing the painscreek killings and again I'm reminded at how much scarier a game is to me if I don't know for certain it's mechanisms or rules (in particular if I'm in any danger at all). This has happened to me before when I was playing Anatomy.

I was exploring the town, fully convinced from the descriptions of the game that this is an investigation game where I'm in a complete ghost town and that the game ends when I decide who I wanna name as the killer, and then the music just changes into this weird foreboding tune when I enter the murdered persons house. Okay. Cool. But then a little afterwards I start hearing sound effects that were definitely not triggered by me... And I had to quit for a while.

I play a lot of horror games so idk why these sort of things scare me so much. Now I have no idea if this game has some sort of survival aspect or if there are failure states other than getting the solutions wrong.

Just wanted to echo that "Solve this murder mystery" is the perfect hook that most of these walking simulator story driven games need. Actual motivation to explore the story! Woah!

Meallan
Feb 3, 2017
That's true. I mean, the people buying these sort of games are probably people that love murder mysteries and as such will pretty much read every single entry in every single diary just in search for clues.

Tweet Me Balls
Apr 14, 2009

A.o.D. posted:

It's a lovely sentiment to think that it's not a good game, and not much of a game at all? Well, okay.

The "don't pay more than the absolutely minimum" part just seemed meaner than the game deserved imo.

A. Beaverhausen
Nov 11, 2008

by R. Guyovich

Meallan posted:

That's true. I mean, the people buying these sort of games are probably people that love murder mysteries and as such will pretty much read every single entry in every single diary just in search for clues.

Going to confirm as a lover of murder mysteries this sounds about right

A.o.D.
Jan 15, 2006

Tweet Me Balls posted:

The "don't pay more than the absolutely minimum" part just seemed meaner than the game deserved imo.

I will never advocate paying a lot for a bad game. Jesus, I wasn't telling people to pirate it.

Len
Jan 21, 2008

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

Bitchin'!


Layers of fear is temporarily free

https://store.steampowered.com/app/391720/Layers_of_Fear/

Tired Moritz
Mar 25, 2012

wish Lowtax would get tired of YOUR POSTS

(n o i c e)
wow that truly did gave me layers of fear

Parachute
May 18, 2003
cool, i can log in to steam at work and click "install" and it will automatically just add it to your library to install later if you want. learned a thing today.

A.o.D.
Jan 15, 2006
How is Layers of Fear, by the way? I picked it up, but I'm replaying Alien Isolation right now, and want to get through the Prey DLC before I try it out.

CuddleCryptid
Jan 11, 2013

Things could be going better

A.o.D. posted:

How is Layers of Fear, by the way? I picked it up, but I'm replaying Alien Isolation right now, and want to get through the Prey DLC before I try it out.

It is great for the trippy level design, but you will figure out the entire plot of the game in like ten minutes.

(I do like one of the endings though)

Poulpe posted:

Just wanted to echo that "Solve this murder mystery" is the perfect hook that most of these walking simulator story driven games need. Actual motivation to explore the story! Woah!

It's also great mechanically because it explains why the protagonist doesn't just run for the hills. Horror games have pretty terrible reasons for keeping you in locations.

CuddleCryptid fucked around with this message at 16:36 on Jun 14, 2018

chitoryu12
Apr 24, 2014

DreamShipWrecked posted:

It is great for the trippy level design, but you will figure out the entire plot of the game in like ten minutes.

(I do like one of the endings though)

I also believe the game is loaded with jump scares to an annoying degree.

CuddleCryptid
Jan 11, 2013

Things could be going better

chitoryu12 posted:

I also believe the game is loaded with jump scares to an annoying degree.

There is also the Totally Not PT monster that you have to actually try to get caught by.

A. Beaverhausen
Nov 11, 2008

by R. Guyovich

A.o.D. posted:

How is Layers of Fear, by the way? I picked it up, but I'm replaying Alien Isolation right now, and want to get through the Prey DLC before I try it out.

I enjoy it but its detractors accuse it of 'walking simulator' itis.

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



it's a funhouse where you frequently turn around to see what changes and if you're not immediately amazed by the gimmick then you're going to be bored by the rest of the game because that's most of what it does

chitoryu12
Apr 24, 2014

Also:

https://www.youtube.com/watch?v=B0fm2lRrEg0

mysterious frankie
Jan 11, 2009

This displeases Dev- ..van. Shut up.

A. Beaverhausen posted:

I enjoy it but its detractors accuse it of 'walking simulator' itis.

I liked it too. It's entirely about meandering through not very spooky scenes without a ton of interactivity in the environment. If you enjoy the aesthetic it's a hoot, basically a haunted house ride that can't exist in the real world because it would cost waaaay too much to make.

sigher
Apr 22, 2008

My guiding Moonlight...



A.o.D. posted:

How is Layers of Fear, by the way? I picked it up, but I'm replaying Alien Isolation right now, and want to get through the Prey DLC before I try it out.

It has some really good scares and some great sound, visuals and atmosphere. But it's overall just a walking simulator and it might grow old fast if you're expecting more. I loved it though.

oldpainless
Oct 30, 2009

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It's such a one trick pony it should be called layer of fear

A.o.D.
Jan 15, 2006
Sounds like I got it for a great price!

Parachute
May 18, 2003
tbf those sound exactly like the games my wife would like; interactive horror movies with little to no combat whatsoever of any kind

in fact, anyone got some good recommendations for those?

Quicksilver6
Mar 21, 2008



I wish more horror games had a better design philosophy between "we will give you endless guns and bullets RE style" and "we will never give you weapons Outlast style". The mistake I keep seeing is that guns are almost always portrayed as a perfect weapon and ruin a sense of danger, but I think that's only because most games make guns operate on action movie rules - infinite numbers of magazines, no jams, no complications, bullets just magically stack themselves in your inventory.

One game that I thought was really creepy and evoked John Carpenter movie sentiments was Receiver, a game that gives you a gun straight out... but the gun doesn't function on action movie rules. It could be unloaded, it might have the safety on, and you have to manually load magazines and change magazines. The controls are simple and consistent, and if you die in a panic from not reloading, it's your fault and panic that killed you. Despite giving the player a means to defend themselves immediately, by changing the rules from "action movie" to "how the gently caress does this thing work" I feel it actually enhances the fear of fending off attacks. While Receiver is a real indepth simulator of a gun's functions, I wish I would see elements of it in more horror games as opposed to "you now have gun, mouse1 to kill".

Are there any first person horror games that actually balance the survival horror with somewhat realistic gun mechanics?

Morpheus
Apr 18, 2008

My favourite little monsters

Quicksilver6 posted:

One game that I thought was really creepy and evoked John Carpenter movie sentiments was Receiver, a game that gives you a gun straight out... but the gun doesn't function on action movie rules. It could be unloaded, it might have the safety on, and you have to manually load magazines and change magazines. The controls are simple and consistent, and if you die in a panic from not reloading, it's your fault and panic that killed you. Despite giving the player a means to defend themselves immediately, by changing the rules from "action movie" to "how the gently caress does this thing work" I feel it actually enhances the fear of fending off attacks. While Receiver is a real indepth simulator of a gun's functions, I wish I would see elements of it in more horror games as opposed to "you now have gun, mouse1 to kill".

My god, I'd never be able to play a horror game with Receiver controls.

Pull out mag.
Present mag.
Load bullet into mag.
Load bullet into mag.
Load bullet into mag.
Return mag.
Pull back slide.

*click* oh gently caress safety's on sh
*dead*

That said I definitely want to play this. Receiver's concept was awesome, the levels and goals in the game were not.

A.o.D.
Jan 15, 2006

Quicksilver6 posted:

I wish more horror games had a better design philosophy between "we will give you endless guns and bullets RE style" and "we will never give you weapons Outlast style". The mistake I keep seeing is that guns are almost always portrayed as a perfect weapon and ruin a sense of danger, but I think that's only because most games make guns operate on action movie rules - infinite numbers of magazines, no jams, no complications, bullets just magically stack themselves in your inventory.

One game that I thought was really creepy and evoked John Carpenter movie sentiments was Receiver, a game that gives you a gun straight out... but the gun doesn't function on action movie rules. It could be unloaded, it might have the safety on, and you have to manually load magazines and change magazines. The controls are simple and consistent, and if you die in a panic from not reloading, it's your fault and panic that killed you. Despite giving the player a means to defend themselves immediately, by changing the rules from "action movie" to "how the gently caress does this thing work" I feel it actually enhances the fear of fending off attacks. While Receiver is a real indepth simulator of a gun's functions, I wish I would see elements of it in more horror games as opposed to "you now have gun, mouse1 to kill".

Are there any first person horror games that actually balance the survival horror with somewhat realistic gun mechanics?

Have you tried Alien: Isolation?

Skyscraper
Oct 1, 2004

Hurry Up, We're Dreaming



Quicksilver6 posted:

I wish more horror games had a better design philosophy between "we will give you endless guns and bullets RE style" and "we will never give you weapons Outlast style". The mistake I keep seeing is that guns are almost always portrayed as a perfect weapon and ruin a sense of danger, but I think that's only because most games make guns operate on action movie rules - infinite numbers of magazines, no jams, no complications, bullets just magically stack themselves in your inventory.

One game that I thought was really creepy and evoked John Carpenter movie sentiments was Receiver, a game that gives you a gun straight out... but the gun doesn't function on action movie rules. It could be unloaded, it might have the safety on, and you have to manually load magazines and change magazines. The controls are simple and consistent, and if you die in a panic from not reloading, it's your fault and panic that killed you. Despite giving the player a means to defend themselves immediately, by changing the rules from "action movie" to "how the gently caress does this thing work" I feel it actually enhances the fear of fending off attacks. While Receiver is a real indepth simulator of a gun's functions, I wish I would see elements of it in more horror games as opposed to "you now have gun, mouse1 to kill".

Are there any first person horror games that actually balance the survival horror with somewhat realistic gun mechanics?

I don't think it's that realistic, but maybe STALKER?

friendly 2 da void
Mar 23, 2018

Quicksilver6 posted:


Are there any first person horror games that actually balance the survival horror with somewhat realistic gun mechanics?

Frictional Games have written extensively on why this is so hard to get right.

Apparently gamers will just "minmax" any kind of frustrating combat experience, so they'll just spend 30 minutes slowly beating a demon dog to death with a busted wrench, rather than go "ah my weapons suck, I should run away and get out of here."

That's what people did in their first few games, so they took away all the weapons for Amnesia and never looked back. I liked Receiver a lot, but I think most people would see it as a "frustrating FPS" rather than "effective horror game".

Quicksilver6
Mar 21, 2008



A.o.D. posted:

Have you tried Alien: Isolation?

Yeah, and it's not bad! I don't love it quite as much as some of my friends, largely because I wish the Alien getting "tolerant" of the flame thrower was a bit more apparent or had more indicators (or maybe I'm just dense) and I hate that it's invincible. I do think the androids are severely underrated in terms of creepy enemies, especially with how calm they are.

E: Stalker owns but leans way heavily into the FPS territory. Which is fine, more obscure slav weapons plz.

E2:^ actually, Receiver is pretty highly rated and reviews mention it's capacity for horror and fear. I disagree emphatically with Frictional games largely because, again, I feel like you have to drastically change the rules and present weapons differently. It's really difficult from a design point though because you have to really get across to the player that this is not like other games. In most games, a weapon is just a magic wand that makes bad guys go away if you click enough.

Quicksilver6 fucked around with this message at 18:45 on Jun 14, 2018

Skyscraper
Oct 1, 2004

Hurry Up, We're Dreaming



friendly 2 da void posted:

Frictional Games
gamers will just "minmax" any kind of frustrating combat experience, so they'll just spend 30 minutes slowly beating a demon dog to death with a busted wrench, rather than go "ah my weapons suck, I should run away and get out of here."
That's what people did in their first few games, so they took away all the weapons for Amnesia and never looked back.

I spent way too long in SOMA getting one of the creatures trapped in a locked room only to have the game decide that no, that wasn't the way it worked.

Morpheus
Apr 18, 2008

My favourite little monsters

friendly 2 da void posted:

Frictional Games have written extensively on why this is so hard to get right.

Apparently gamers will just "minmax" any kind of frustrating combat experience, so they'll just spend 30 minutes slowly beating a demon dog to death with a busted wrench, rather than go "ah my weapons suck, I should run away and get out of here."

That's what people did in their first few games, so they took away all the weapons for Amnesia and never looked back. I liked Receiver a lot, but I think most people would see it as a "frustrating FPS" rather than "effective horror game".

Was just the first Penumbra, actually. There were feral dogs that patrolled areas - you were supposed to run from them or hide behind boxes. Players, dummies that they are, decided that the correct course of action was to sit on the boxes and slowly beat the dogs to death, despite the fact that they'd respawn.

Its sequel, Penumbra: Black Plague, got rid of weapons and introduced enemies that hunted you.] Amnesia's structure was largely based on that.

Also a really tense section where you ran from a colossal worm and also a horde of spiders(?). It's been a while since I played it.

CuddleCryptid
Jan 11, 2013

Things could be going better

Quicksilver6 posted:

I wish more horror games had a better design philosophy between "we will give you endless guns and bullets RE style" and "we will never give you weapons Outlast style". The mistake I keep seeing is that guns are almost always portrayed as a perfect weapon and ruin a sense of danger, but I think that's only because most games make guns operate on action movie rules - infinite numbers of magazines, no jams, no complications, bullets just magically stack themselves in your inventory.

One game that I thought was really creepy and evoked John Carpenter movie sentiments was Receiver, a game that gives you a gun straight out... but the gun doesn't function on action movie rules. It could be unloaded, it might have the safety on, and you have to manually load magazines and change magazines. The controls are simple and consistent, and if you die in a panic from not reloading, it's your fault and panic that killed you. Despite giving the player a means to defend themselves immediately, by changing the rules from "action movie" to "how the gently caress does this thing work" I feel it actually enhances the fear of fending off attacks. While Receiver is a real indepth simulator of a gun's functions, I wish I would see elements of it in more horror games as opposed to "you now have gun, mouse1 to kill".

Are there any first person horror games that actually balance the survival horror with somewhat realistic gun mechanics?

Honestly, the Evil Within 2 was great about this. You generally had enough ammo to get things done, but it was often an investment in an enemy. It also made the few sections when you really could open up on enemies a joy, because it was so rare.

Danaru
Jun 5, 2012

何 ??

Skyscraper posted:

I spent way too long in SOMA getting one of the creatures trapped in a locked room only to have the game decide that no, that wasn't the way it worked.

I think I know who you mean because I tried the same thing :smith:

Quicksilver6
Mar 21, 2008



DreamShipWrecked posted:

Honestly, the Evil Within 2 was great about this. You generally had enough ammo to get things done, but it was often an investment in an enemy. It also made the few sections when you really could open up on enemies a joy, because it was so rare.

I loved TEW2. I finished with literally no ammunition left after the final shot. Now that's tension!

Bogart
Apr 12, 2010

by VideoGames
System Shock 2 did it pretty well by having all guns shoot about 4 bullets before dying. :v: And speaking of influences, the Prey expansion does a pretty good job of it, your first time around. You're playing as a frail psi-specialist, without any of his psi-powers, desperately trying to get a grip on how to explore the level, mostly hide from enemies since you've just got a wrench and very limited healing, and stab science into your eye to use brain power. The line about the difference between action horror and survival horror being ammo count isn't too off-base imo.

Morpheus
Apr 18, 2008

My favourite little monsters

Bogart posted:

System Shock 2 did it pretty well by having all guns shoot about 4 bullets before dying. :v: And speaking of influences, the Prey expansion does a pretty good job of it, your first time around. You're playing as a frail psi-specialist, without any of his psi-powers, desperately trying to get a grip on how to explore the level, mostly hide from enemies since you've just got a wrench and very limited healing, and stab science into your eye to use brain power. The line about the difference between action horror and survival horror being ammo count isn't too off-base imo.

Until the end of Prey when you're a psionic god, wielding fire and force with a shotgun in hand, unstoppable being of death.

Bogart
Apr 12, 2010

by VideoGames

Morpheus posted:

Until the end of Prey when you're a psionic god, wielding fire and force with a shotgun in hand, unstoppable being of death.

Which is why I specifically said 'the expansion,' which is run based and takes away your weapons. ;) And this certainly applies to certain SS2 builds too (and if you don't pick them, I imagine that you won't make it to the end).

Cactus
Jun 24, 2006

Well, there's always the RE2 remake.

https://www.youtube.com/watch?v=vPdW-WZCnUY

Meallan
Feb 3, 2017

Parachute posted:

tbf those sound exactly like the games my wife would like; interactive horror movies with little to no combat whatsoever of any kind

in fact, anyone got some good recommendations for those?

Observer by the same people. It has a couple if stealth sections (and I do mean just a couple) and the biggest problems of that game were the same as layers of fear, so if your wife liked the above then she probably won't be too bothered by them.

Soma. Excellent story. Stealth and chase sections but you're actually in danger for only a small part of the game. There's also a mode that makes all monsters unresponsive.

Anatomy. You're never actually in danger.

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Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Morpheus posted:

Was just the first Penumbra, actually. There were feral dogs that patrolled areas - you were supposed to run from them or hide behind boxes. Players, dummies that they are, decided that the correct course of action was to sit on the boxes and slowly beat the dogs to death, despite the fact that they'd respawn.

Its sequel, Penumbra: Black Plague, got rid of weapons and introduced enemies that hunted you.] Amnesia's structure was largely based on that.

Also a really tense section where you ran from a colossal worm and also a horde of spiders(?). It's been a while since I played it.

Oh man, that worm from the first game (it was rooting around in the mines, right?) My god what a fantastic, horrible enemy that was: That first time you approach the doors and BAM!--the doors buckle as something enormous crashes into them. I bet a lot of players stopped and watched, assuming it was simply a jumpscare and that the doors would hold.

But when the doors suddenly burst open and a gargantuan worm comes straight at you? I wonder how many people got killed by that thing on the first encounter...just completely caught off guard by what was headed right for them.

The second Penumbra installment took place...in a research facility of some sort, right? And that's where you were hunted by the poo poo-talking nude humanoid things, sans any sort of weaponry.

Cream-of-Plenty fucked around with this message at 21:20 on Jun 14, 2018

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