MikeGosot's forum posts

#1 Posted by MikeGosot (3227 posts) -

@coakroach said:

You Americans gotta get rid of your guns, this shit is crazy

Oh, here we go again. I'm going to get my bingo.

#2 Edited by MikeGosot (3227 posts) -

@ShaggE said:

Guess I should take this opportunity to ask: Worth it? I've always been interested in the series, but I never played more than 15 minutes of... the third one, I think?

Play the second one. It's the only one i've played and it's pretty fun! Specially in co-op.

#3 Posted by MikeGosot (3227 posts) -

I don't like the platforming on this one. I actually prefer backtracking than this. The combat is great, but holy shit, those platforming sections are boring as fuck.

#4 Posted by MikeGosot (3227 posts) -

I wonder if the games that are still far from release will have some sort of alusion to THQ.

#5 Posted by MikeGosot (3227 posts) -

Wow, that's the closest Sponge Bob will ever get to GTA.

#6 Edited by MikeGosot (3227 posts) -

@Yummylee said:

@MikeGosot said:

@mlarrabee said:

For me it has always been third-person vs first-person. If I can see my back, I can't be scared. For example, the Dead Space series isn't scary at all for me. Startling yes, scary no. They love their sudden noises...

But I half-heartedly tried to start Amnesia a couple of times. I think I played a half-hour in each time before quitting, and the oppressive, ominous atmosphere blended with my inability to see behind myself was what has kept me from starting in earnest.

Fixed camera angles can help create a certain mood, but I generally find them more frustrating than anything else. I still haven't gotten further than the first encounter in Resident Evil in my two dozen attempts to play because of my inability to operate the controls.

Well... That has nothing to do with the camera, that's just bad controls.

Oh come on, the controls aren't bad, they're just different. They work within the context of how the games are meant to be played.

As for the topic itself, no, they both have their place. It's unfortunate that camera angles have been all but extinguished for the most part because I think they can do a great job in enhancing the atmosphere and can be used as a tool for some incredibly creepy shots. Even still, there are plenty of games that can still manage with full camera control purely by use of sound. The Silent Hill games primarily allowed you to control the camera completely and instead relied on sheer imagery and sound effects/music (or a lack thereof even) to sell their intent.

I just said bad because that's the term he used. In my first post, i even mentioned RE as a good example of a good horror game with fixed camera... And i'll admit that they're confusing at times, but they're really not bad. (Well, not that bad because i wouldn't call it good.).

@mlarrabee: Then that's not the game's fault... It's yours.

#7 Posted by MikeGosot (3227 posts) -

@mlarrabee said:

For me it has always been third-person vs first-person. If I can see my back, I can't be scared. For example, the Dead Space series isn't scary at all for me. Startling yes, scary no. They love their sudden noises...

But I half-heartedly tried to start Amnesia a couple of times. I think I played a half-hour in each time before quitting, and the oppressive, ominous atmosphere blended with my inability to see behind myself was what has kept me from starting in earnest.

Fixed camera angles can help create a certain mood, but I generally find them more frustrating than anything else. I still haven't gotten further than the first encounter in Resident Evil in my two dozen attempts to play because of my inability to operate the controls.

Well... That has nothing to do with the camera, that's just bad controls.

#8 Posted by MikeGosot (3227 posts) -

@spykereightsix said:

Releasing virtually any game nowadays without camera control, unless it was a 2-D side scroller or adventure game, would be criminal. It's has practically become the next 'jump' button. So if you're theory is right and camera control has detracted from a game's ability to scare players, I'm curious as to where the survival horror genre can go? The only reasonable answer I see to that is FPS-style, a la Amnesia or the more recent ZombiU. But if that's the case, I can imagine this genre going the way of the smups and becoming a real niche market. The Wii U might present the move interesting option in the evolution of this genre because it can provide two views of the same action simultaneously. Just a tangent thread...

I was wrong, actually. The reason i haven't asked a mod to close this thread is because i believe it's itneresting to see people's opinion about fixed cameras. My actual stance on it is: "Fixed camera is a possible design option that can be used to scare players. Why don't we see it more often? Why people think it's old and not functional?"

#9 Posted by MikeGosot (3227 posts) -

@Brodehouse said:

No. Anyone who justifies torture as an avenue for information collection needs to know that the words of one person under duress are completely impractical as to develop a response for. This is why we cannot sign contracts under duress. Anyone who justifies torture for punishment of criminals needs to read Discipline & Punish by Michel Foucault. Destruction of the body serves little beyond the placation of bloodthirsty sadism, it does not serve as a redress for the societal wrongs of the crime. It also doesn't serve as a deterrent, since it is not the severity of punishment that prevents crime, it is the certainty.

How would you guarantee that certainty? Shouldn't rehabilitation be more important than punishment? Doesn't the punishment makes the offender a worse person? I know i'm derailing the thread so feel free to answer this in a PM or something like that. I'm pretty interested in your point of view, so feel free to mention books i should read about it and things like that.

#10 Posted by MikeGosot (3227 posts) -

@Nottle: No need to apologize. You see, i never tought that Dr. Salvador was scary in RE4, but i tought the Licker was. Most, if not all of my "scary" and memorable moments in horror games came from games with fixed cameras, so you can see why the question popped up in my head.

Your argument that the abilities of a character can define what's scary more than a camera can, is certainly an argument i can get behind. However, i think that the camera can play an interesting part in the atmosphere of a game. The fixed camera is not scary by itslef, but like i said before, it can be used in interesting ways(You even mentioned action games that know how to use them well.).