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Horror is actually usually the best when it's a secondary element in games which is why I don't get the FEAR complaint. Straight horror games are usually gimmicky and boring. Like, I am a complete horror junkie and almost none of the horror games I like strictly rely on Horror because it's so limiting. The worst thing I could say about FEAR is that the horror is pretty cliche but I think it still works as a horror shooter. It's pretty spooky and you get to blast a lot of dudes and that's what the game is all about. It's corny but whatever. Jump scares are fun enough.
veni veni veni fucked around with this message at 09:27 on Aug 23, 2019 |
# ? Aug 23, 2019 09:25 |
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# ? May 27, 2024 21:18 |
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I dont care for the horror in FEAR because it interrupts the fun part of using a gun that makes people into skeletons.
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# ? Aug 23, 2019 09:38 |
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Barudak posted:Half-Life 1 AI is really, really stupid, it just has excellent barks, level design that supports its limited knowledge, and critically enough health to do what they want before dying. Yeah, HL1 actually has pretty simplistic AI, but it's handled effectively. Plus, at the time it came out, having any AI that wasn't "stand still and shoot" or "run forward and shoot" was uncommon. Fun fact, only up to three marines will shoot at the player at one time. Other marines will be maneuvering. And their movement around rooms is based on nodes defined in the map so they know where to move to, so it's not determined by algorithms or anything. The game was well crafted to provide the illusion of enhancing the limited AI that the marines had.
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# ? Aug 23, 2019 10:21 |
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I think its really important for people to get fun AI is not necessarily "smart" in any way and that the limitations on fun AI in games has not been hardware side for a long long time. Honestly the part of an AI that needs far and away the most work is how it communicates to players what its intentions are or what its responses will be.
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# ? Aug 23, 2019 10:54 |
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HJE-Cobra posted:The game was well crafted to provide the illusion of enhancing the limited AI that the marines had. That's kind of what I mean about how most of the experience is presentation. Even things like action games like Platinum games and No More Heroes where you can tell what enemies are about to do and what state they're in by their pose and animation. This has the additional benefits of giving the enemies personality and making the world feel more alive. I feel a key thing is you need to know what the limitations of the AI is and design around them. Of course, there's a big problem in sandbox and randomly generated games where they don't have a reliable environment to move around.
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# ? Aug 23, 2019 13:25 |
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Barudak posted:I think its really important for people to get fun AI is not necessarily "smart" in any way and that the limitations on fun AI in games has not been hardware side for a long long time. Honestly the part of an AI that needs far and away the most work is how it communicates to players what its intentions are or what its responses will be. Yeah. AI should function to provide the player with a fun winnable challenge. It doesn't have to resemble human intelligence, or be unpredictable, its fun to learn an AI's weaknesses and exploit them
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# ? Aug 23, 2019 13:41 |
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Shibawanko posted:its fun to learn an AI's weaknesses and exploit them this, an AI is a puzzle that can be approached in novel ways but it shouldn't necessarily be a vertical wall of difficulty. civ 5's AI is kind of stupid but having thoroughly picked it apart, it can be really interesting to determine how to capture cities with a stone age army, knowing the targeting priority
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# ? Aug 23, 2019 14:13 |
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alien isolation is a great horror game & also has pretty good AI. it's too drat long for a horror game, but there's nothing I'd cut
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# ? Aug 23, 2019 14:37 |
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poverty goat posted:alien isolation is a great horror game & also has pretty good AI. it's too drat long for a horror game, but there's nothing I'd cut I was gonna say I'd probably cut that one spelling error in the .ini file that broke the AI in half for months until someone unrelated to the developers figured it out, but that was the other Aliens game I guess
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# ? Aug 23, 2019 14:44 |
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I tried the latest fire emblem after seeing a lot of praise, its not a good videogame, far too easy, a total nonsense of a plot, i got 6 hours in and the constant barrage of tutorial messages finally wore me down enough to list it on eBay. I'm normally bad for keeping games and thinking ill get round to them eventually but it was a nice realization that I would never find any fun in this one and getting rid ASAP feels very cathartic.
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# ? Aug 23, 2019 15:25 |
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Snow Cone Capone posted:I was gonna say I'd probably cut that one spelling error in the .ini file that broke the AI in half for months until someone unrelated to the developers figured it out, but that was the other Aliens game I guess Thats a different game. That was Aliens Colonial Marines.
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# ? Aug 23, 2019 15:33 |
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Shibawanko posted:Slenderman was dumb and not scary but at least you can say that it used the medium pretty well, the way the bad guy teleports around when you're not looking at him is a good scary effect even if Slenderman himself isn't scary at all and the game oversells itself. https://www.youtube.com/watch?v=13YlEPwOfmk
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# ? Aug 23, 2019 17:00 |
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veni veni veni posted:Horror is actually usually the best when it's a secondary element in games which is why I don't get the FEAR complaint. The FEAR complaint is about FEAR really being 2 games, and wanting more of one game and less of the other Half-Life probably wouldn't have been as good if you replaced half of the game with horror cutscenes where you get chased by an unkillable ghost girl, no matter how competently-made those segments were.
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# ? Aug 23, 2019 20:58 |
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Horror games need something other than horror. When Amnesia came out some people talked about its brilliance because you couldn't fight back. But the downside to that is eventually you stop getting scared (for me at least) and just get bored. FRAR kept me scared throughout because you couldn't predict the scares as much.
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# ? Aug 23, 2019 22:07 |
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Fear is only scary if you play it how they want you to play it. Once you start bunny hopping around with dualies poppin heads off its just another generic shooter.
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# ? Aug 23, 2019 22:34 |
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dudeness posted:When Amnesia came out some people talked about its brilliance because you couldn't fight back. But the downside to that is eventually you stop getting scared (for me at least) and just get bored. Yeah this has always been a problem with horror games for me. The first time I die immediately reminds me that I'm playing a video game and then the horror is gone. A good horror game needs A+ level design to work well - you have to be on edge but always figure out what to do at the last second.
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# ? Aug 23, 2019 23:31 |
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At the time of Amnesia, the concept of a game where you just had to explore and couldn't directly fight back by just shooting the problem felt rather novel. Now that there are a hundred Amnesia games, less so.
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# ? Aug 23, 2019 23:46 |
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Yeah that's tough thing about horror games. Dying is not scary and is usually just immersion breaking. But it's also hard to get rid of because the anticipation of death is usually somewhat essential to horror. Some people have complained about the monster encounters from Soma, but I think Frictional did a good job with it. It's a fairly hard game to die in, but it's still there so the stress is still present. I think it was an improvement over Amnesia. I think Outlast was pretty marred by this whole issue. Like, it's a cheesy game but back when it came out it was pretty goddamn scary. The problem is that every time you die it just matters less and about half way through it just loses all of the wind from it's sails as dying becomes an annoyance. it quickly went from one of the scariest games I'd ever played to just irritating once the man behind the curtain started to show too much. This is usually less of an issue with hybrid horror games like say, Resident Evil because you are interacting with the game more and it's not just relying on story and scares. veni veni veni fucked around with this message at 23:49 on Aug 23, 2019 |
# ? Aug 23, 2019 23:46 |
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I've tried a couple of times to replay alien isolation but I just end up sitting in a locker smoking weed because I know if I leave it and try to complete the objectives I'll have to watch the alien brutally murder me dozens more times. Maybe if I just stay in the locker help will come
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# ? Aug 23, 2019 23:50 |
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veni veni veni posted:Yeah that's tough thing about horror games. Dying is not scary and is usually just immersion breaking. But it's also hard to get rid of because the anticipation of death is usually somewhat essential to horror. Some people have complained about the monster encounters from Soma, but I think Frictional did a good job with it. It's a fairly hard game to die in, but it's still there so the stress is still present. I think it was an improvement over Amnesia. The way RE handles it (RE4 in particular) they keep the parts that can work, the game is notorious for featuring an absurd amount of unique death scenes, so basically they at least kept the gore, used the game format to show you 100+ detailed deaths of your character. They also do a lot more stuff with tension related to OCD and always running out of ammo of some kind, as well as unfair/invincible enemies which is the closest thing you feel to "fear" in a videogame, when done in a certain way of contrasting it against easier enemies to build up the player's courage first. Another thing RE has is really unnerving slugging movement speed while being forced into faster action sequences, which can be more hit or miss. I think one thing you can do that isn't really tried is having the player die in unknown conditions, because it could be frustrating or seem glitchy, but it could probably be done in a really clever way to invoke some fear of the unknown. Dr. Video Games 0112 fucked around with this message at 00:20 on Aug 24, 2019 |
# ? Aug 24, 2019 00:17 |
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I had a shitload of fun with Dead by Daylight, I realize it isn't quite a straight horror game but drat it could scare me. That feeling of dread when you have almost all the generators done then hear the "One, two, Freddy's coming for you..." song. Did anyone play the Friday the 13th one? I had no internet the month it was free and missed it, man that pissed me off.
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# ? Aug 24, 2019 03:25 |
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Dr. Video Games 0112 posted:The way RE handles it (RE4 in particular) they keep the parts that can work, the game is notorious for featuring an absurd amount of unique death scenes, so basically they at least kept the gore, used the game format to show you 100+ detailed deaths of your character. They also do a lot more stuff with tension related to OCD and always running out of ammo of some kind, as well as unfair/invincible enemies which is the closest thing you feel to "fear" in a videogame, when done in a certain way of contrasting it against easier enemies to build up the player's courage first. Another thing RE has is really unnerving slugging movement speed while being forced into faster action sequences, which can be more hit or miss. Horror games do best when they get the right balance of agency. RE4 seems to work because you're playing an action hero but that's just barely sufficient to survive because you're up against insane odds and escalating crazy poo poo coming out of the woodwork to kill you horribly.
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# ? Aug 24, 2019 03:41 |
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Snow Cone Capone posted:I was gonna say I'd probably cut that one spelling error in the .ini file that broke the AI in half for months until someone unrelated to the developers figured it out, but that was the other Aliens game I guess It took four years for someone to find it.
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# ? Aug 24, 2019 09:21 |
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Horror games need to dangle your savefiles in front of you. Replace fear for your life with fear of lost progress and your time going down the drain.
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# ? Aug 24, 2019 09:36 |
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SMB1>SMB2>SMB3, in order of quality
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# ? Aug 24, 2019 10:20 |
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things really went downhill with SMB ME but SMB 2000 and SMB XP were alright
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# ? Aug 24, 2019 11:52 |
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SMB3 is good but its flaws are that it's too long for what it is and the gameplay sometimes wears out its welcome, I really don't like the clouds bonus stage with the slow side scrolling and identical layouts, in general there are too many side scrolling levels, the "line up the faces" bonus game is mostly luck based and not all of the level layouts are good. SMB1, like SML1, is the perfect length and has the perfect amount of elements for a game of its size. The characters and enemies are all cute and have a distinct purpose and don't crowd one another out. SMB2 has superior enemy design and the throwing mechanic is cool, also a lot of variety in the stages. It also has by far the best bosses. I just played through all of them on my famicom and a CRT. I'm the Mario Man.
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# ? Aug 24, 2019 12:39 |
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Ruffian Price posted:Horror games need to dangle your savefiles in front of you. Replace fear for your life with fear of lost progress and your time going down the drain. Thats scary until you die and then you never play it again.
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# ? Aug 24, 2019 12:52 |
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SilvergunSuperman posted:I had a shitload of fun with Dead by Daylight, I realize it isn't quite a straight horror game but drat it could scare me. The friday the 13th game was the shittiest feeling game I've ever played on release and it turned us all off within a week. it just wasn't fun to do anything because it was just so incredibly janky
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# ? Aug 24, 2019 12:58 |
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Unpopular Videogame Opinions: After about five minutes of gigglesobbing I felt much better
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# ? Aug 24, 2019 13:25 |
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For a game they chose to name Fallout: New Vegas they sure didn't think through the map and quest structure of the area called New Vegas. Deliver message to A, deliver answer to B, deliver answer to answer to A, then complete quest by talking to B. Number of loading screens: 128. Quest reward: 100 money and XP equivalent to killing three geckos.
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# ? Aug 24, 2019 16:31 |
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Shibawanko posted:SMB1>SMB2>SMB3, in order of quality this is very correct and i agree 10000% with your reasoning particularly re: 3
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# ? Aug 24, 2019 16:43 |
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food court bailiff posted:this is very correct and i agree 10000% with your reasoning particularly re: 3 Something always felt a little tedious about 3 to me even back in the day, it has some really cool things but it feels a bit like it's trying to be the game SMW would later become on a system that can't quite deliver that. The koopa shell mechanics feel off, in particular, sometimes the raccoon powerup feels a bit clumsy (try to hit a block at 1 z-level above where you are). There's also a lot of reused graphics and levels that feel samey and like a chore. The ship levels are boring, so is most of world 8 with those scrolling tank levels, bosses are the same thing x8. Most of all the game should just be shorter, or have more assets to work with. By contrast 2 has some very clear milestones. Killing the first Mouser, the first Triclyde and Fryguy all feel like accomplishments and are followed by new levels and gameplay elements, which makes the game flow better. Shibawanko fucked around with this message at 17:06 on Aug 24, 2019 |
# ? Aug 24, 2019 17:02 |
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Project Gotham Racing should have all the Batmobiles
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# ? Aug 24, 2019 17:04 |
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In SMB3 you can turn into Raccoon Mario to fly up into the sky and find a cloud with some coins or a 1 up. In SMW you can become Cape Mario and fly into the clouds to put a key into a keyhole that unlocks a path through a pond with sleeping fish that chase you, followed by a ghost house with a secret entrance guarded by a unique ghost boss which leads to a secret star shaped area with unique Yoshis which in turn leads to another secret area which, if finished, turns the entire world into the negaverse.
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# ? Aug 24, 2019 17:22 |
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Yeah but gently caress Yoshi that little guy sucked.
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# ? Aug 24, 2019 17:49 |
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Shibawanko posted:Something always felt a little tedious about 3 to me even back in the day, it has some really cool things but it feels a bit like it's trying to be the game SMW would later become on a system that can't quite deliver that. https://www.youtube.com/watch?v=wfrNnwJrujw&feature=youtu.be&t=1
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# ? Aug 24, 2019 17:51 |
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Shibawanko posted:In SMB3 you can turn into Raccoon Mario to fly up into the sky and find a cloud with some coins or a 1 up. In SMW you can become Cape Mario and fly into the clouds to put a key into a keyhole that unlocks a path through a pond with sleeping fish that chase you, followed by a ghost house with a secret entrance guarded by a unique ghost boss which leads to a secret star shaped area with unique Yoshis which in turn leads to another secret area which, if finished, turns the entire world into the negaverse. YOU ARE A SUPER PLAYER !!
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# ? Aug 24, 2019 17:52 |
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I mean yeah it's obviously a technological accomplishment but as a game I just think it has some big flaws.
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# ? Aug 24, 2019 18:13 |
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# ? May 27, 2024 21:18 |
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Shibawanko posted:I mean yeah it's obviously a technological accomplishment but as a game I just think it has some big flaws. I meant you were right when you said they were trying to pull off stuff the NES wasn't designed for.
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# ? Aug 24, 2019 18:28 |