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Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

Ah, Alone in the Dark 2008, I love this game, it's so heavily flawed but it has some really cool stuff that I keep being surprised no one has tried to steal for other games.

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Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

discworld is all I read posted:

Yeah, it's a situation where rose-tinted hyperbole has probably made the game out to be something a lot worse than it was. Like there's so much venom spit regarding the driving and I expected the worst ever, and really...it's not that bad. It's not amazingly precise or amazing, but it's serviceable. Overall I'd just say the game is overly complicated; there's no reason for the inventory to be the way it is, there's no reason to have to blink, there shouldn't be this odd system when trying to wield a gun and a flashlight.

I poo poo you not, you can choose to hold a flashlight and the gun, or you can hook the flashlight into your jacket to wield a two handed weapon. But when it's on your jacket, you can't easily turn it off and on; so you have to keep that in mind. And I'm sure it's 'realistic' but it's also cumbersome as gently caress. And you have to keep the button combinations to do these things in your mind while in combat and it can be overly cumbersome. Not awful, mind you; just unnecessary. And then you have to deal with an equal amount of nonsense when operating the car, but I'll leave that for later when we have to drive more.


Ok, I'm going to defend this a just a tiny bit, not because it's actually great but it has some reason.
Blink is actually useful but only once you get a bit into the game , only if you are playing on a TV and only if you are playing in the most boring way possible(firebullets only) otherwise it's just a button to remove a status effect from I think a single enemy type, I really think the idea behind it is pretty cool though.
The inventory works pretty much like a more cluttered weapon wheel if you use a controller, but it's pretty responsive for how often you need stuff from it, you haven't even shown off my biggest issue with it the crafting animations. But yeah you are right the flashlight should have a dedicated button and should probably always be stuck to your jacket instead of requiring a hand, also I think a few specific items should probably have a dedicated slot like the gun instead of taking up regular slots.
But yeah you are right it's like the rest of the game: Not awful, but overambitious and a bit too fiddly., still wish someone would have stolen these things and fixed them in a better game. Or if Eden actually got a chance to make a sequel.

I really love the end of the second video : "Meet me at the museum Edward" and then he blows his own head off. It's the perfect blend off goofy and meaningful you only really get in survival horror games

Hel fucked around with this message at 12:06 on Oct 5, 2017

Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

discworld is all I read posted:




The heat is on as Edward has to take a slightly slimy detour into darkness. But what's the real terror that is lying in what for him down in the sewer...the answer is sassy cult leader phone calls.

And for our bonus this time around, we get a very slightly upgraded gun and we do a lil gardening: Bonus 2- Getting to the root of the issue

Really, I'd say if you still had the videos to give them a watch. I seem to recall that Hbomb was a lot less ummm forgiving than I was with the game and his group commentary was a much more comedic take on the game. So it can be a nice counter point to how I'm trying to approach things.

See the crafting system is great, you can make Impact Molotovs, Bouncy Molotovs, Sticky Molotovs & Extra Damage Sticky Molotovs, it's an almost entirely Molotov based crafting system :). But dumb jokes aside this game gets right what 99% of other crafting systems fail at: Letting you use similar items to make the same thing, like both handkerchiefs & bandages are valid fuses and you can use any kind of spray can to make they flame-thrower not just the anti-insect one.

Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

discworld is all I read posted:




So, feeling pretty good. I don't think I'll have to re-upload this video and did pretty well in getting through a massive difficulty spike in the game. Also I managed to swallow bits of vomit as Sarah's Stockholm Syndrome kicked in and she made out with Edward "I'm not the public and I will shoot you" Carnby. Outside of that though, my greater question is mostly...why the sudden change in difficulty? Up to the point the player is maybe dealing with one or two 'humanz' (and yeah, that is apparently the humanoid enemy's name if the achievements are to be believed) and suddenly we're being hit up by six or seven of them at once with next to no items in the general area. And that's after probably burning through a lot of bullets shooting endless swarms of ratz and vampirz...gently caress those names are terrible. Either way, while I do make it look comparatively easy, it's a massive spike that could be a bit of a hurdle to get over. But at least the boss was cool and called Carnby names.

Wait, that's the intended way to beat the boss? no wonder it always felt weird and anticlimactic to me and had me wondering why there where far to many pillars for it to knock down. Apparently I was skipping the first half of the boss fight by going straight for the moltovs.
Speaking of molotovs a thing I hadn't noticed about the favourite system until your LP is that if you don't have something but have the resources for it, the game automatically crafts it for you, that's a pretty neat QoL thing I wish more games did.

Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

discworld is all I read posted:

[

I could probably try a bonus video to see if there'd be a way to cheese that fight...especially since there seems to be a way to somehow light that blood trail on fire and not try to stick a loving timed molotov to that rat. I have no idea how that works though.


I just figured out how to do this and it makes the puzzle make so much more sense than the timing solution I've seen in every FAQ/walkthrough. It also makes me wish more than ever that you didn't have to share inventory slots between normal & key items.
Actual intended solution to the puzzle : combine plastic bottle + tape, then use the knife on the bottle(like lighting a molotov not combining in inventory) to poke a hole and then throw it at the rat thing, there is a knife in the kitchen if you need one.

Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

discworld is all I read posted:

Shiiiiiiiiittttttttttt...you gotta be kidding me. I guess I know what I'm going to record when I get home (obviously giving all the credit to you, Hel), cause man, is that ever explained that you can do that anywhere? I only ever knew you could stab the gas tanks to let them drain out (and apparently use that to fill up empty bottles).

"Dammit Carnby! I'm done with your poo poo! NOW GIVE ME THE STONE....*grumble* please."

They really tried their best to make Crowley as non-threatening as possible. And then they build up that huge flying enemy as this visible threat and it just dies. Kinda makes me think they had to scrape a boss fight during production or something.

I think it's explained somewhere in game that you can stab the bloodpacks with the knife or screwdriver but never the bottles. My first attempt was actually trying to pour the bottle and then throw it, but that just interrupted the stream before throwing.

Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

discworld is all I read posted:


Hooray for learning with Hel and things go...ummm differently this time around: Bonus 6- Multiple ways to skin all your flesh off. Also we get to see the many singularvaried ways to use the blood pack.

But the footage for the next bit is recorded, and I was able to get it in under 35 minutes...and there's a bonus video that was about 20 minutes of additional content. Those that have played the game can probably guess what the bonus footage is of.

Yes exactly like that, perfect execution.

Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

discworld is all I read posted:

Speaking of awkward poo poo, my evening was spent trying to figure out exactly what the game expects for the final chapter (which involves being told to get 50 spectral vision to see something....but then needing to actual get 70 spectral vision to reach the final, final bit) and that took roughly an hour. Then spending the next hour getting the next part down...only to have the game hard lock and crash during a cutscene. So the question is now whether I can bypass the cutscene, if the cutscene fails every time (in which case finishing the LP might not be possible), or what I can do. Sigh, hopefully I can try more tomorrow and do a recording, but it's nice to give you lovely people a glimpse into the tedium that went into making this roughly 4 hour LP. Here's a hint:


Sounds like an excellent opportunity to show off the chapter skipping stuff :P , No but seriously I hope it works out for you, It'd be sad to have the LP fail at the last moment.

Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

discworld is all I read posted:




Well there you have it; the ending. We spent a third of the game in a hotel, a third of the game escorting and saving Sarah, and the final third of the game doing random bits of gardening in a mostly empty, open-world environment with all that leading up to a cliffhanger ending with a follow-up game that never existed. So looking back in retrospect, I still stand by the fact that this is at least a somewhat competent game with interesting (albeit shallow) game mechanics that just never really gets past the tutorial stage to get to an actual story. Instead we get constant text messages near the end of the game trying to fill us in on Templars and all sorts of other stuff that culminates in a rather awe-inspiring, but ultimately lackluster, 'Path of Light'....which is just a series of short puzzle rooms and suddenly a new character who's never mentioned anywhere else in the game. I don't know, I hate to paint it this way but a lot of my good will towards the game was squandered with the final chapter. I should let you guys watch it before you take in the full girth of my input though.

But yeah, the bonus videos this time around are: Bonus 7- The Good Ending and while I was loving around to see if Crowley had more to say near the end: Bonus 8- The True Ending.

Thanks for the ride & for getting me to replay parts of it again in a different way. Honestly whenever I remember this game I think it's longer than it really is, and I think it's not entirely the roots fault.
While I like the idea of the open world they only really use it for the roots and there are far too many of them and only like 3-4 are actually challenging or interesting, most are just sitting there. the Arkham games have the same problem with the Riddler trophies but at least those aren't need for the basic ending . I'm still sad that they never got to make a sequel both for the cliffhanger and because with a bit more polish and refinement of their ideas & mechanics it would probably have been a much better game.

Also Clock Tower 2? Which one? The one that's actually a sequel or the one that's really dumb?

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Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

discworld is all I read posted:

I think in your heart of hearts, you know the answer...The Struggle Within

Still, someone in the comments did mention the old Elvira adventure game and that made me curious about doing an LP of Waxworks instead (just because that's more straight horror) but that overall just seems like a frustrating mess. And my girlfriend is still in my ear about doing Shadow Hearts but I just don't think that'd work.
Nice, maybe your LP can help me make sense of it, or at least as much sense as can be made.
The premise of Waxworks sounds really racist, so if it's just tedious and doesn't do anything especially neat I'd suggest skipping it.

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