>take the first game >cut it down to about 1/3rd the length >make it more detailed and intricate >add a bunch of RNG >it's the best horror game since like 2015
My only issue is that there's an objectively-optimal order to do the five areas. I wish they'd add an option to randomize what reward is at the end of each area, like putting the Wrench in Communications, or the Bolt Cutters in the roman tunnels.
Your first time through will probably be 4-ish hours, but there's an achievement for beating the game in under 32 minutes.
The game is designed for replayability first and foremost. Different sliders for various spawn rates, item consumption, monster behavior, etc, and a bunch of unique behaviors like not starting with a gun, fuel burning twice as fast, etc.
I disagree, Bunker was a decent change of formula, a change that was needed for the franchise and it worked, but overall the game is far from its true potential.
Dark Descent is more my type, its a lovecraftian horror done right, a true masterpiece in the subgenre of defenseless horror, the setting is way more intriguing and the atmosphere is way more intense. Its also more original as a game and a concept.
Soma is there purely for its narrative and atmosphere, underwater game where everything feels so hopeless and lost and the way it uses everything to convey its storytelling put its so high on the list, the story is great and thought provoking as well so it makes it one of the best written horror games ever produced.
Its not as scary as Amnesia but its still one of the greats.
Dark Descent is just "Penumbra Black Plague, but in a castle." Same type of puzzle structure, hub areas, cosmic horrors, etc.
Soma just sucks. Its narrative is for midwits. It's the horror version of Bioshock Infinite.
Until then, we're stuck doing Maintance -> Prison -> Communications -> Arsenal+Tunnels.
I use Fuses to try and force myself to switch it up, but that only really helps if it doesn't give Arsenal the fuse first.
I played it when it came out but didn't find it scary at all. The monster wasn't scary enough, and the rest of the game was more annoying than creepy with the Black person rats blocking doorways.
I agree on the main monster honestly. It's not bad per se but it just comes across as being weird rather than being scary. I think the problem is that they clearly modeled it after a gorilla or something and that made it feel too natural for what it is, it feels more like there's just a shaved orangutan lumbering around the tunnels rather than a hideous abomination warped by cosmic horrors.
>go back to the safe room after a chase >doors are locked, all is well >stuff the loose generator with my hot fuel >prepare my next expedition when I see a hole in the wall >it wasn't there before
Such a little thing but still very effective. That first playthrough was something.
So what's the catch, a pregnant lady gets raped by the monster and the baby becomes a monster baby? Or a monster baby gets implanted and eats her baby?
You play the pregnant woman and she starts that way. Aside from narrative thematics, It's mainly a way to make an extremely vulnerable player character.
So it’s basically just the shit with nu-Lara where you’ll want to protect her and keep her safe while also adding in the vulnerability aspect to make things more harrowing? Do they have the baby kick and cramps occurs at inconvenient (thematic) moments as well?
It could have.
The issues were
1) She never shut the frick up. In the other games, Daniel, Justine, and Henri NEVER talk. You only hear them in flashbacks, notes, and when the game ends.
2) The mechanic sucked. "Oops, you stood still too long, so now we're going to teleport you elsewhere and also give you the bad ending." As long as you're not moronic, it never affects you. But the game itself was designed moronic.
Just make Tasi shut the frick up, and keep the first game's sanity effects, and it's an objectively better game.
>make horror games where male protag basically never talks and mostly thinks, gasps and screams >frictional makes female protag game >make her talk... alot
???
I'm fine with that because women can't think. What gets my goat is she's preggos and she WANTS to go out. Like you know the devs never knocked up a woman before because a real woman would be "Nah frick that noise I'm staying home"
Bunker is objectively better than Dark Descent.
Soma is also complete trash, I have no clue how you can put "walk in a room, grab the item, slowly walk out: the game" in A-tier, unless you're afraid of your screen being pixelated.
I disagree, Bunker was a decent change of formula, a change that was needed for the franchise and it worked, but overall the game is far from its true potential.
Dark Descent is more my type, its a lovecraftian horror done right, a true masterpiece in the subgenre of defenseless horror, the setting is way more intriguing and the atmosphere is way more intense. Its also more original as a game and a concept.
Soma is there purely for its narrative and atmosphere, underwater game where everything feels so hopeless and lost and the way it uses everything to convey its storytelling put its so high on the list, the story is great and thought provoking as well so it makes it one of the best written horror games ever produced.
Its not as scary as Amnesia but its still one of the greats.
MR ADVERTISER GET DOWN
picked up
problematic af
>Stay in darkness for a while
>Sudden JPEG and you die
Play Amnesia: The Bunker instead.
One of the best horror games I've played in years and got slept on for some reason.
>take the first game
>cut it down to about 1/3rd the length
>make it more detailed and intricate
>add a bunch of RNG
>it's the best horror game since like 2015
My only issue is that there's an objectively-optimal order to do the five areas. I wish they'd add an option to randomize what reward is at the end of each area, like putting the Wrench in Communications, or the Bolt Cutters in the roman tunnels.
>>cut it down to about 1/3rd the length
so the games is an hour and a half long?
Your first time through will probably be 4-ish hours, but there's an achievement for beating the game in under 32 minutes.
The game is designed for replayability first and foremost. Different sliders for various spawn rates, item consumption, monster behavior, etc, and a bunch of unique behaviors like not starting with a gun, fuel burning twice as fast, etc.
Dark Descent is just "Penumbra Black Plague, but in a castle." Same type of puzzle structure, hub areas, cosmic horrors, etc.
Soma just sucks. Its narrative is for midwits. It's the horror version of Bioshock Infinite.
Totally agree. I finished the game several times on different difficulties and randomising the rewards for each area would add a ton to replayability.
Until then, we're stuck doing Maintance -> Prison -> Communications -> Arsenal+Tunnels.
I use Fuses to try and force myself to switch it up, but that only really helps if it doesn't give Arsenal the fuse first.
I played it when it came out but didn't find it scary at all. The monster wasn't scary enough, and the rest of the game was more annoying than creepy with the Black person rats blocking doorways.
>"In this game about scrounging items to accomplish tasks, I have to... use items?! How annoying!"
I agree on the main monster honestly. It's not bad per se but it just comes across as being weird rather than being scary. I think the problem is that they clearly modeled it after a gorilla or something and that made it feel too natural for what it is, it feels more like there's just a shaved orangutan lumbering around the tunnels rather than a hideous abomination warped by cosmic horrors.
>go back to the safe room after a chase
>doors are locked, all is well
>stuff the loose generator with my hot fuel
>prepare my next expedition when I see a hole in the wall
>it wasn't there before
Such a little thing but still very effective. That first playthrough was something.
So what's the catch, a pregnant lady gets raped by the monster and the baby becomes a monster baby? Or a monster baby gets implanted and eats her baby?
>So what's the catch
the woman is a man!
You play the pregnant woman and she starts that way. Aside from narrative thematics, It's mainly a way to make an extremely vulnerable player character.
So it’s basically just the shit with nu-Lara where you’ll want to protect her and keep her safe while also adding in the vulnerability aspect to make things more harrowing? Do they have the baby kick and cramps occurs at inconvenient (thematic) moments as well?
Every 30 seconds, you have to look down and hold a button.
I am no joking.
imagine if old Lara got pregnant instead wouldnt that be funny haha
Wtf that's dumb and boring. If they were smart they would've made it a rape analogy of some sort
It could have.
The issues were
1) She never shut the frick up. In the other games, Daniel, Justine, and Henri NEVER talk. You only hear them in flashbacks, notes, and when the game ends.
2) The mechanic sucked. "Oops, you stood still too long, so now we're going to teleport you elsewhere and also give you the bad ending." As long as you're not moronic, it never affects you. But the game itself was designed moronic.
Just make Tasi shut the frick up, and keep the first game's sanity effects, and it's an objectively better game.
oh my zelensky that baby better be black
...Why is it necessary to model this? Do you actually walk around with your bare pussy out?
>make horror games where male protag basically never talks and mostly thinks, gasps and screams
>frictional makes female protag game
>make her talk... alot
???
Even weirder, since they made Justine and she never spoke until you won.
that's the real horror
I'm fine with that because women can't think. What gets my goat is she's preggos and she WANTS to go out. Like you know the devs never knocked up a woman before because a real woman would be "Nah frick that noise I'm staying home"
MUH SALIM
SALIIIIIIIIIIIM
literally adding obese women now. Frick modern gaming
The first one is still the best
Bunker is objectively better than Dark Descent.
Soma is also complete trash, I have no clue how you can put "walk in a room, grab the item, slowly walk out: the game" in A-tier, unless you're afraid of your screen being pixelated.
I disagree, Bunker was a decent change of formula, a change that was needed for the franchise and it worked, but overall the game is far from its true potential.
Dark Descent is more my type, its a lovecraftian horror done right, a true masterpiece in the subgenre of defenseless horror, the setting is way more intriguing and the atmosphere is way more intense. Its also more original as a game and a concept.
Soma is there purely for its narrative and atmosphere, underwater game where everything feels so hopeless and lost and the way it uses everything to convey its storytelling put its so high on the list, the story is great and thought provoking as well so it makes it one of the best written horror games ever produced.
Its not as scary as Amnesia but its still one of the greats.
dino crisis is a horror game?
Amnesia was always shit. First game wasn't even scary.
Tbf pregnancy was the only interesting aspect of that dogshit game