eRe4s3r wrote on Sep 19, 2010, 19:23:
Lmao - except on that blog the first thing that i read was..."The protagonist enters a seemingly empty room, starts looking around when suddenly a strange sound is heard from outside. Something is about to enter and it's time to hide. At this point the game removes the player's control and a cut-scene is started showing how the protagonist hides and just barely manages to remain unseen by the approaching monster."
This is not done by Amnesia like that - but instead they force the character to lay on the floor, blur vision, make him shake (which removes control and visibility) - In fact Amnesia has cutscenes, without a scene - but they still make cuts - Force your view on things, force your stance to crouch/lie, forbid looking at enemies through actually making you go insane if you do etc.If some of the players insist on walking up to the man seen butchering his victims then just put them up against him in an unwinnable fight. Next time they should be a lot more careful...
And thats just plain bad game design. In HL2 Raveholm, a level many i know regard as the creepiest level in a game ever (and even after many playthroughs), there is not a SINGLE unwinnable fight.
The rest of that blog post is equally misguided, HL2 combat is fun, yet Ravenholm (and the many desolate zombie infested locations) are still creepy. Dead Space combat is fun, and.. particularly in conjunction with the great audio (thinking of the lullaby singing and other stuff ;p) is just plain mind-wrecking. Was it true Horror? No, it was Action that was Creepy at times, but it sure as hell was a blast to play.
Those Horror games like Penumbra remove too much "fun" from the gameplay. Making them more like work and less like a game. Like removing a minimap , limiting light supply etc.
Those Horror games like Penumbra remove too much "fun" from the gameplay.
In HL2 Raveholm, a level many i know regard as the creepiest level in a game ever (and even after many playthroughs), there is not a SINGLE unwinnable fight.
"The protagonist enters a seemingly empty room, starts looking around when suddenly a strange sound is heard from outside. Something is about to enter and it's time to hide. At this point the game removes the player's control and a cut-scene is started showing how the protagonist hides and just barely manages to remain unseen by the approaching monster."
If some of the players insist on walking up to the man seen butchering his victims then just put them up against him in an unwinnable fight. Next time they should be a lot more careful...
Jerykk wrote on Sep 19, 2010, 19:06:
I didn't have problems with the controls in Penumbra or Amnesia.
IMO, there should be no "You have to get used to it" when there are hundreds of standardized FPS / FPRPG games that you "don't have to get used to the controls".
MoreLuckThanSkill wrote on Sep 19, 2010, 13:05:
I played Penumbra: Overture, one of their earlier games, and I was really, really pissed off at the control scheme for moving objects in 3d.
I'm not sure if any of you guys remember the old mid 90s game Trespass, or Trespasser, I believe, some sort of 'virtual reality' wannabe game with an island of dinosaurs, but some of the selling points included no HUD, no ammo counter, aside from the female character counting out loud, and almost the exact same manipulation of objects in 3d space, picking up rocks and tools etc. It was annoying then, and it's still annoying now.
"In Penumbra, you had to make sure to interact with the door at the right place to open it properly, which made it hard to close / open doors in stressful situations. Not so in Amnesia. Here you can click anywhere on the door and it will easy to control it."
"A further improvement is that doors will now stay closed / opened. In Penumbra they sometimes bounced back at you, but in Amnesia that is all fixed saving the player from many virtual/real headaches."
"Drawers will now react faster to player movements and it is possible to have more control (in Penumbra drawers could continue sliding after you stopped moving). And just like doors, the drawers will get stay open / closed, without any annoying bouncing."
doing a console port instead of Linux/Mac
CJ_Parker wrote on Sep 19, 2010, 16:47:The sales are always by permission of the publisher. Steam can't randomly put games on 50% sale and potentially deprive the publisher of income. Notice how some games like MW2 aren't exactly going on sale? Thats because of the publisher.
So they seriously expect people to buy this game for US$ 19.99 when it's going to sell for US$ 4.99 around Halloween or Christmas at the very latest (knowing Valve's history of fucking people in the ass who buy early)? Really? Well, anyone that dumb deserves to go out of business. I'm not buying this shit until it's part of a Steam sale cuz I'm not into anal and all outta lube, too!
Zyrxil wrote on Sep 19, 2010, 14:01:I explained what it had to do with it in the post. The one where I quoted a question and then answered it. They are an example of a developer putting thier eggs in one basket. Valve has ALSO remade at least one game around 5 times, TF2. Its not an automatic recipe for failure. What it means is that they need another source of income besides living from release to release if they are going to do so.
I don't know what 3D Realms has to do with it. They basically remade DNF from scratch around 5 times. Indie or not, that's bankruptcy.
Never tried this game, but I get the impression with the talk of state of the art graphics and sound, it takes a beefy machine. In general, only 10% to 30% of gamers have beefy machines, probably only 10% state of the art machines.
ASeven wrote on Sep 19, 2010, 15:48:
I often feel PC gamers do get what they deserve, and that is all the shit in the world when all they do is whine and bitch but when it comes to actually put the money where their mouth is they simply don't care.