I say it every day, but stick with this one. It gets better, and you're just getting started with the plot, which gets pretty good in the whole silence of the lambs kinda way
SonicFire's forum posts
Guys, I have two requests:
1) PLEASE keep getting further in this. At least until you get to the shopping mall, around mid-game. It's the first stage that's legitimately scary.
2) Could you please turn the game audio up for this? Condemned has some of the best sound design of the modern game era
Man, this video was great. I played through Condemned years ago and had my pants thoroughly scared off. Hope you guys stick with this one for a bit, it has amazing moments spread throughout the whole game. Also, god DAMN those hits look like they hurt. Ouch.
Yes, this game and the sequel have the best first person melee of any title
My suggestion is that maybe you should stop giving a minute to minute update on how (not)scared you are, and instead just play the game at the proper pace (i.e the way you would actually play it in your own time) and try to absorb more of its atmosphere. Also I think it would be better if you stuck with each game for a bit longer, seeing how the tutorial section of most games is not the most interesting or engaging part.
Pretty much this. I don't think Doom 3 is scary either, but Kessler, you're starting to come across as one of those guys who never shuts up to avoid being scared or letting yourself be immersed. Vinny does the same thing, but he owns up to it. Also, I've found that when you're getting scared by games, like really scared by them, the instict is to cop out of playing it. Every time my friend got terrified while playing SH3 he'd start complaining about how much it sucked, and then I'd take the controller and it went back to amazing....funny how that works.
I wonder why they put off Condemned? I can say for certain that it's scarier than anything they've played so far, but I can also say for certain that they're not going to get anywhere near to where the game starts getting scary (about mid-way through). I've said it before, but good horror games, like good horror movies, take time to build tension and show their respective hands. Subtlety is the key word in good horror games.
I know this is true with every (good) game in the silent hill series as well.
Some are fantastic, others not so much. Depends on what the ____ is. I thought Dead Space with only the plasma cutter was a blast, and actually prefer to play it that way.
Dude, I realize few ever played SH4, but just listen to "room of angel" off that soundtrack. Lyrically, one of the best game tracks ever.
Here's a lullaby to close your eyes/ It was always you that I despised/ I don't feel enough for you to cry/ So here's a lullaby to close your eyes, goodbye
@Tuffgong: @Tuffgong said:
Maybe those bad controls are all a symptom of a time and place of horror game design that doesn't hold up to those who never played them.
Well RE kind of invented the genre as it became known. But that last point is the salient one. I think it's a generational gap. Old-school fans can't see the problem with the controls, and newcomers can't see how the controls are not a problem. It's funny, but I suppose both viewpoints are valid. I honestly don't find the tank controls to be even detrimental (well, once the instant 180 degree turn came in RE2), but that's just me.
What's really bad (as I think Kessler and Steve will find out) is that the REmake is INCREDIBLY difficult, even for veteran RE players. Playing through that game (even on Normal) as Chris is a serious gaming accomplishment. I don't think they'll be playing that one too long...
Definitely man. Although I do think some level of control frustration is going to be needed (at least in my opinion). I think RE4 and Dead space are fantastic games (see my avatar) but I did not find them scary in the slightest, primarily because I played as an action hero. In contrast, when you look at the list that the interns have assembled, many of these have challenging controls and poor combat: fatal frame, resident evil, silent hill, siren, etc. There's a reason that these games top peoples' lists.
I agree that amnesia was brilliant in just saying "no" altogether, but unfortunately you can't repeat that and sustain a genre (which, no surprise, the scary game/horror genre is all but dead, with only about 5 games in as many years having come out). I think you can make controls work fluidly, but there needs to be some level of strict resource management, camera restriction, or other things to reduce the agency of the player. Otherwise, the player is going to feel like they have control over the situation, even if they're weak.
Unfortunately, the larger problem is that no studio wants to risk the money on a AAA horror title these days. Sure, there's going to be another Silent Hill, but it's been several iterations since that series was in Japanese hands (where it belongs). Amnesia itself was a HUGE risk by an indie developer, and RE has lost whatever mojo it had when it comes to being scary. There's just not an audience for it; the vast majority of the gaming population doesn't want to be scared, and it's not like a franchise game will be the answer. Maybe knowing that is why I want these guys to really run the gauntlet on the game ahead, and not render a verdict on them (or their scare factor) in an hour.