Hope it goes back to what made Penumbra great, Amnesia felt off in too many ways for me.
I just hope it comes out great. The "crazy hard to make" thing had me worried for a second.
Also I too agree with the "going back to Penumbra" notion, at least in terms of survival and defensibility. I mean, after Overture you simply could not attack, and the only time you really killed someone was in the later half when you drop a crate on someone (not gonna say more than that). If a real person were in that situation, they'd pick up whatever they could to defend themselves, and if there wasn't anything, they'd at least flail their fists frantically before the snarling horror ripped their head off.
So basically Frictional should let our protagonist fight with improvised bludgeoning implements a'la Penumbra, but also let us engage in fisticuffs as a last resort. Because if you're about to have your head ripped off, brought back to life and chucked into a screaming hellscape filled with severed heads that scream and suffer for all eternity, you might as well try to bloody the monster's nose before you meet a terrible fate, in the vain hope that you might be able to somehow escape by staggering it. A good stealth system alongside it should also mean that even if the combat is clunky and unreliable, you can still avoid it.
In Penumbra Black Plague the reason you can't attack anything is because for three quarters of the game your character suffers from heavy fever and is constantly shivering, along with the voices in his head and the hallucinations.
i did like how they put bullet holes around the facility in Black Plague though to imply that the security was smart enough to pack heat and you could totally just shoot the zombies if you found a gun, the handwave of the servants in Amnesia just shrugging off any kind of damage was always super dumb to me
I cannot wait for this and that game about robotic montsers.
I forget it's name all the damn time it pisses me off. It's like Re something I think.
[QUOTE=Covalent;46868692]I cannot wait for this and that game about robotic montsers.
I forget it's name all the damn time it pisses me off. It's like Re something I think.[/QUOTE]
That was Routine?
[url]http://routinegame.com/[/url]
Audio logs and journals are such a fucking cop-out for story telling in games. I'm glad they are going down the proper route of having you learn about the universe as you experience it throughout the game.
[QUOTE=Killzor;46869441]Audio logs and journals are such a fucking cop-out for story telling in games. I'm glad they are going down the proper route of having you learn about the universe as you experience it throughout the game.[/QUOTE]
Yeah, but with audio/video logs and journals you can experience both its present and past, and trough several different perspectives without complicating things too much. You can have several playable characters set in different time frames, but then the whole game needs to be designed around that form ground up. And it's questionable how much immersed you can get if you switch characters like that, especially in this type of a game.
Also reading some papers in dark while listening to weird noises and looking around whether or not something will attack you just adds to the atmosphere.
I loved Penumbra and was only kinda "it's okay" about Amnesia.
I hope they go more towards the former about this.
[editline]6th January 2015[/editline]
[QUOTE=AntonioR;46870677]Yeah, but with audio/video logs and journals you can experience both its present and past, and trough several different perspectives without complicating things too much. You can have several playable characters set in different time frames, but then the whole game needs to be designed around that form ground up. And it's questionable how much immersed you can get if you switch characters like that, especially in this type of a game.
Also reading some papers in dark while listening to weird noises and looking around whether or not something will attack you just adds to the atmosphere.[/QUOTE]
Having [I]some[/I] reading in the dark with scuffs and other noises in the background is fine, but don't tell the whole plot through them.
[QUOTE=gk99;46870995]
Having [I]some[/I] reading in the dark with scuffs and other noises in the background is fine, but don't tell the whole plot through them.[/QUOTE]
I prefer them when they give background on the universe. Like the newspapers in deus ex, wolfenstein TNO, and KZ:SF
[QUOTE=Ganerumo;46868253]Hope it goes back to what made Penumbra great, Amnesia felt off in too many ways for me.[/QUOTE]
Amenisa becomes horribly bland in a 2nd playthrough after you realize just how scripted of a game it is. This is amplified by the fact you can only walk and jump. Penumbra at least had combat to spice up shit.
I really got into the Penumbra games and played through them more than a few times, but Amnesia just scared the living shit out of me so I never finished it.
[QUOTE=HoodedSniper;46878463]Amenisa becomes horribly bland in a 2nd playthrough after you realize just how scripted of a game it is. This is amplified by the fact you can only walk and jump. Penumbra at least had combat to spice up shit.[/QUOTE]
Not to mention that the scripted parts of Amnesia are horribly telegraphed and predictable. When Penumbra throws a script event at you it's a sucker punch that you actually can't expect, like when [sp]Clarence makes doors disappear or creates imaginary dogs from the first game[/sp]
[QUOTE=Killzor;46869441]Audio logs and journals are such a fucking cop-out for story telling in games. I'm glad they are going down the proper route of having you learn about the universe as you experience it throughout the game.[/QUOTE]
they shouldn't be the only source of exposition but they're important for condensing details. [URL="http://silenthill.wikia.com/wiki/Patient%27s_Diary"]like in this note from SH2 for example.[/URL] it expands on a character's backstory and motivations in the minute or so it takes you to read it, but it could have taken a bunch of cutscenes to imply the same thing with the same degree of subtlety. a lot of times, it's better to get a piece of information out there quickly than drag it out and unnecessarily kill the pacing.
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