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I really have no idea what they could possible do in a sequel that would be meaningful iteration on the original concept.
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# ? Sep 21, 2014 02:40 |
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# ? May 25, 2024 13:33 |
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Improbable Lobster posted:I really have no idea what they could possible do in a sequel that would be meaningful iteration on the original concept. Eight animatronics?
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# ? Sep 21, 2014 02:41 |
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Improbable Lobster posted:I really have no idea what they could possible do in a sequel that would be meaningful iteration on the original concept. Different locations for one thing. I know it's supposed to be at Freddy's but it doesn't mean all the stores are set up exactly the same.
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# ? Sep 21, 2014 02:49 |
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One thing they could do is add extra "factions". Like, have someone break into the store, so you have to use the controls to both keep them away from whatever they want to steal and keep them and the animatronics separated. It's not very horror, but is a logical step up mechanics-wise.
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# ? Sep 21, 2014 02:52 |
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Jsor posted:One thing they could do is add extra "factions". Like, have someone break into the store, so you have to use the controls to both keep them away from whatever they want to steal and keep them and the animatronics separated. It's not very horror, but is a logical step up mechanics-wise. Freddy's 2 is no longer horror. Instead, since the first game, the restaurant owners have come into money somehow and now the security office is totally locked down and safe but the power situation is less saved and more diverted. Instead you now assist the robots in capturing (killing) thieves and saboteurs trying to destroy the robots breaking into the restaurant by activating traps and opening/closing doors. The cameras no longer drain power, but the doors and traps use power so you gotta use them wisely. So you gotta do everything via the laptop camera system. If the power goes out of course the security office is no longer locked down and you're at risk from either the robots or the people breaking in
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# ? Sep 21, 2014 03:03 |
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Macaluso posted:Freddy's 2 is no longer horror. Instead, since the first game, the restaurant owners have come into money somehow and now the security office is totally locked down and safe but the power situation is less saved and more diverted. Instead you now assist the robots in capturing (killing) thieves and saboteurs trying to destroy the robots breaking into the restaurant by activating traps and opening/closing doors. The cameras no longer drain power, but the doors and traps use power so you gotta use them wisely. So you gotta do everything via the laptop camera system. If the power goes out of course the security office is no longer locked down and you're at risk from either the robots or the people breaking in
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# ? Sep 21, 2014 03:05 |
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It'll just be a restaurant management sim without any horror elements whatsoever.
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# ? Sep 21, 2014 03:08 |
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Improbable Lobster posted:It'll just be a restaurant management sim without any horror elements whatsoever. The mechanics of the first game are the same, except you are now trying to wait tables while keeping the robots at bay
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# ? Sep 21, 2014 03:10 |
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Improbable Lobster posted:I really have no idea what they could possible do in a sequel that would be meaningful iteration on the original concept. You work for a new boss.
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# ? Sep 21, 2014 03:20 |
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You now play as Freddy
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# ? Sep 21, 2014 03:25 |
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SolidSnakesBandana posted:You now play as Freddie
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# ? Sep 21, 2014 03:31 |
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Improbable Lobster posted:I really have no idea what they could possible do in a sequel that would be meaningful iteration on the original concept. More gameplay content? Fixing bugs/low budget design choices? Making the game less cheese-able?
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# ? Sep 21, 2014 03:40 |
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The "Grand Reopening" suggests otherwise, but I've always envisioned a second FNAF game as being set in a new, larger iteration of Freddy Fazbear's Pizzeria, more like a full Chuck E. Cheese, complete with a ball pit and a tube maze and so on, and more animatronics. Also, your security station is in the middle of the pizzeria instead of at the far side of it.
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# ? Sep 21, 2014 07:01 |
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I imagine ball pit is probably drawn in bold and circled on whiteboard or something.
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# ? Sep 21, 2014 07:03 |
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Improbable Lobster posted:I really have no idea what they could possible do in a sequel that would be meaningful iteration on the original concept. Possibly children get locked in over night and you're sealed in your office. Or something like it.
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# ? Sep 21, 2014 09:07 |
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LaughMyselfTo posted:more like a full Chuck E. Cheese, complete with a ball pit and a tube maze and so on As if FNAF wasn't popular enough on Tumblr.
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# ? Sep 21, 2014 09:10 |
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Deadly Premonition is part of the latest HumbleBundle. I know, only from reading the first post of the very popular LP on these forums, that it's very popular in a b-movie-esque way. Is it worth 6$? The other games in this bundle don't interest me at all.
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# ? Sep 21, 2014 09:15 |
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sicDaniel posted:Deadly Premonition is part of the latest HumbleBundle. I know, only from reading the first post of the very popular LP on these forums, that it's very popular in a b-movie-esque way. Is it worth 6$? The other games in this bundle don't interest me at all. Absolutely, especially if you're a fan of stuff like Twin Peaks. The gameplay itself can be a bit ropey at times, but the game's so drat charming and weird, it keeps you playing in spite of yourself.
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# ? Sep 21, 2014 09:48 |
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sicDaniel posted:Deadly Premonition is part of the latest HumbleBundle. I know, only from reading the first post of the very popular LP on these forums, that it's very popular in a b-movie-esque way. Is it worth 6$? The other games in this bundle don't interest me at all. It's a must for Twin Peak fans and it has probably the most arguably best videogame main character ever made. Gameplay is clunky as poo poo but everything else is a blast.
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# ? Sep 21, 2014 10:02 |
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Wasn't the PC version hilariously atrocious?
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# ? Sep 21, 2014 10:13 |
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Deadly Premonition is awesome. Just do yourself a favor and play it on easy to get through the combat sections more quickly, which sometime drag on way too long with way too many bullet spongy enemies. Similarly, several sidequest rewards (such as weapons) will help mitigate some of the more tedious aspects of the game, so be sure to complete them. The characters are great, the story is interesting, it's really unique, and I enjoyed the open world stuff. But man, those shooting bits are mind numbing. Apparently there wasn't even supposed to be combat, but the publisher forced the developers into adding it to "appeal to western audiences".
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# ? Sep 21, 2014 10:14 |
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Improbable Lobster posted:I really have no idea what they could possible do in a sequel that would be meaningful iteration on the original concept. Fun?
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# ? Sep 21, 2014 10:22 |
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Shindragon posted:It's a must for Twin Peak fans and it has probably the most arguably best videogame main character ever made. FBI Special Agent, Francis York Morgan. Just call me York, that's what everyone calls me.
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# ? Sep 21, 2014 11:00 |
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Hakkesshu posted:Wasn't the PC version hilariously atrocious? Thats what I heard too. I played the xbox 360 version and had no problems with it whatsoever.
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# ? Sep 21, 2014 13:37 |
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Hakkesshu posted:Wasn't the PC version hilariously atrocious? I can report that my install of the PC version director's cut displays video lag in the menus (!) and gameplay, and also locks up during a certain cutscene in chapter 1-3 every time.
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# ? Sep 21, 2014 16:41 |
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Vargs posted:Deadly Premonition is awesome. Just do yourself a favor and play it on easy to get through the combat sections more quickly, which sometime drag on way too long with way too many bullet spongy enemies. Similarly, several sidequest rewards (such as weapons) will help mitigate some of the more tedious aspects of the game, so be sure to complete them.
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# ? Sep 21, 2014 16:48 |
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There's some fan fixes/tweaks you can do to improve the game's stability and performance on PC. Still sucks that the PC port was shoddy, but for those of us who don't have a 360 and don't plan to get one any time soon, I'm willing to spend a few minutes tweaking .ini files to get it to work.
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# ? Sep 21, 2014 17:09 |
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Lets! Get! Weird! posted:That's just a giant manchild in a William Shatner mask though. Clearly Shanter himself on a murder spree
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# ? Sep 21, 2014 17:12 |
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Just finished played The Last Door, a semi-Lovecraftian adventure game. I though it was pretty good. As far as mechanics go, it's pretty vanilla, but it has some really good atmosphere and an interesting plot.
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# ? Sep 21, 2014 17:37 |
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Hakkesshu posted:Wasn't the PC version hilariously atrocious? Yeah pretty much, I think there are mods out there to make it work better, but yeah it is a pretty crappy port.
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# ? Sep 21, 2014 18:02 |
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Improbable Lobster posted:I really have no idea what they could possible do in a sequel that would be meaningful iteration on the original concept. There's more haunted mascot robots and now they can all combine into a giant haunted mascot robot
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# ? Sep 21, 2014 22:50 |
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SirDrone posted:Clearly Shanter himself on a murder spree Nobody would suspect him with that mask. Also, why would they fix what aint broke in Five Nights for the sequel. I thought it was a pretty bad and lame game and almost a perfect example of bad indie horror games but I bet the dude made mad money off it.
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# ? Sep 21, 2014 23:17 |
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The Dark Id posted:Not exactly. Onimusha was in development alongside the original RE4 which was aborted and transformed into Devil May Cry. Devil May Cry's aerial combat poo poo owes its roots to Onimusha, as there was apparently a glitch in Onimusha's development where you could knock people into the air and keep slashing to juggle them around. It got ironed out of Onimusha, but Kamiya thought that poo poo was cool and expanded on it into an actual system in Devil May Cry and the rest is action game history. Were there even clock towers in Haunting Ground?
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# ? Sep 22, 2014 14:28 |
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Lets! Get! Weird! posted:I thought it was a pretty bad and lame game and almost a perfect example of bad indie horror games... Nope, nope and nope. A good indicator of if a game is a "bad indie horror game" is if you imagine how novel the gameplay would be if you took away the horror. Five Nights at Freddy's has simple gameplay but it has gameplay. There are rules, there are a variety of things to keep track of, and it's challenging and engaging. A bad indie horror game would be something like Slender and its countless knock-offs, where you just slowly limp through a big empty forest until a Spooky Man slides up behind you and makes the screen go fuzzy. Slender would be loving boring regardless of whether or not Slenderman was in it. I don't know, maybe I'm just being defensive about Five Nights at Freddy's because it reminds me stylistically of ILLBLEED a little bit, and I know we'll never get another game quite like that again.
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# ? Sep 22, 2014 15:07 |
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Regardless of how you feel about the fact the game is entirely jumpscares five nights at freddys as a game is better than 90% of indie horror in that it has actual gameplay, gameplay that reinforces the genre it is in no less. edit: replied without reading the post above me that made the exact same point
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# ? Sep 22, 2014 15:18 |
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The fact that it scares anyone at all makes it 90% better than most indie horror.
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# ? Sep 22, 2014 15:19 |
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Saying five nights at freddy's is entirely jumpscares is like saying starcraft is entirely zerglings.
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# ? Sep 22, 2014 21:38 |
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Freddy's does a great job creating tension and horror throughout with it's overwhelming amount of knowledge given to the player compared to their agency in the game. Realistically, you've only got to watch one or two monitors, check the lights, close/open the doors, and sometimes just pray the AI doesn't make a beeline for you. But the player is given the choice to waste resources panicking to try and manage everything when you've got very little to do and barely enough to just do that small amount. The jump scares are the least scary part, they're just the release from tension built up over 10 or 20 minutes of worry over Freddy scaring at your camera. The sequel better be night trap at chuck e cheese
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# ? Sep 22, 2014 21:57 |
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Yeah, when I first learned about FNAF and its popularity I was right on board with the "Ugh Youtube bait" express as well until I learned about the game some more. The premise is super simple but the important thing is it earns its jumpscares. That's something that most "horror" games don't do, they never offer any tension or build up that leads to the moneyshot. With FNAF, the gameplay is so focused around the player wanting to avoid that jump scare that it manufactures its own tension by making sure the player is kept active at all times with that threat dangling over their head through the entire session. The game is made with a lot of care and thought, especially for a one man project, and that's really something special in a genre where multi-million companies still don't understand what can really frighten an audience. Saying the game is entirely about jumpscares is a little cruel though, because there are a lot of subtle little touches in the game that definitely fall into the "Creepy psychological" side of things. Parts of the environment changing, disturbing head-twitching in later days brrrrr, small audio and visual tricks and so on. That can't be construed as lazy. Let's not forget that all of this is placed on top of a premise that's so absurd and portrayed in such a tounge-in-cheek way that it'd be so easy to make the game completely goofy and toothless, yet this aspect never manages to prevent the game from being pretty drat terrifying in practise. It's a big accomplishment.
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# ? Sep 23, 2014 02:07 |
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# ? May 25, 2024 13:33 |
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Really like the sound of Deadly Premonition but don't have anything to play it on, is the LP worth a watch?
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# ? Sep 23, 2014 02:34 |