Routine, another horror game (that looks to be good)

xantub

Senior member
Feb 12, 2014
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So, no combat, just running and hiding?
that's ok to me. The scariest game I've ever played (and I've played a lot) was actually one without combat, it was Fatal Frame in the PS2. I couldn't sleep for a while.
 

werepossum

Elite Member
Jul 10, 2006
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that's ok to me. The scariest game I've ever played (and I've played a lot) was actually one without combat, it was Fatal Frame in the PS2. I couldn't sleep for a while.
I don't think I've ever been so immersed that a game really scared, although F.E.A.R. had its moments. Never heard of Fatal Frame, but scurrying around helpless just seems like the antithesis of fun to me.

Never been very fond of Survival Horror titles where your completely helpless.


Um... Fatal Frame has combat. Sure your not thinking of something else?
Me either. Seems kinda pointless.

Looks kinda interesting, but the head bob is too disorientating.
That is a deal breaker for me if it can't be turned off.
 

AdamantC

Senior member
Apr 19, 2011
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F.E.A.R. had its moments
One of the things that made the first Fear great is that it understood subtly pacing so well. I don't think I've come across another game where your basically a walking death machine and yet it still made you feel like you're completely inadequate for the task at hand.
 

Stringjam

Golden Member
Jun 30, 2011
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I've been looking forward to this game for a long time.

I am a huge fan of games like Outlast and Alien: Isolation, so this is right up my alley.
 

xantub

Senior member
Feb 12, 2014
717
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Never been very fond of Survival Horror titles where your completely helpless.
To me it's much more immersive. If I find myself in a haunted house, the situation will be much more likely to be like Fatal Frame than Resident Evil.

Um... Fatal Frame has combat. Sure your not thinking of something else?
I guess you can consider taking a picture as 'combat' but the Fatal Frame I remember didn't have you fighting ghosts.
 
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Dankk

Diamond Member
Jul 7, 2008
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For anyone saying this is a ripoff of Alien Isolation, this game was actually announced and revealed long before Isolation was.
 

Fire&Blood

Platinum Member
Jan 13, 2009
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For anyone saying this is a ripoff of Alien Isolation, this game was actually announced and revealed long before Isolation was.

Yeah it predates A:I by quite a bit. Even if it didn't, no way a ripoff would look as good as this so soon. Having never heard of this game before, the trailer instantly reminded me of A:I. Will buy this when it's out. The problem with early access for strong SP story driven games is that it's easy to ruin the experience if you play it early. I don't think I would have enjoyed A:I as much as I did if I had tried it during development.
 

KiethHoyt

Junior Member
Oct 30, 2014
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I like the idea of the game, but it seems quite cliche to have the dark areas with angry mobs waiting. The head bob sort of made me motion sickness, but I guess it adds to the realism of the game.
 

ThinClient

Diamond Member
Jan 28, 2013
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I like the idea of the game, but it seems quite cliche to have the dark areas with angry mobs waiting. The head bob sort of made me motion sickness, but I guess it adds to the realism of the game.

I always turn off headbob. It doesn't add realism. I do not have a spring for a neck. I am not a bobblehead.
 

sandorski

No Lifer
Oct 10, 1999
70,861
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I always turn off headbob. It doesn't add realism. I do not have a spring for a neck. I am not a bobblehead.

Exactly, our brains compensate for that shit. What some game developers seem to not realize is that the First Person real life not only does your brain stabilize the Image, but there are other stimuli feeding it that Games can not convey to the Player. Because of this, we get games with bizarre effects that leave many nauseated after their brains start going, "WTF is this sh**?"
 

BSim500

Golden Member
Jun 5, 2013
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Looks kinda interesting, but the head bob is too disorientating.

I always turn off headbob. It doesn't add realism. I do not have a spring for a neck. I am not a bobblehead.

Exactly, our brains compensate for that shit. What some game developers seem to not realize is that the First Person real life not only does your brain stabilize the Image, but there are other stimuli feeding it that Games can not convey to the Player. Because of this, we get games with bizarre effects that leave many nauseated after their brains start going, "WTF is this sh**?"
Agree 100%. There really needs to be some UI / ergonomics school that all game devs on the planet are forced to attend before being allowed to release a game. It can include basic advice like:-

1. Do not over-do head bob or at least add a "variable effect bar" (as Dishonored & NOLF did) or option to disable it. In real life your eye & neck muscles compensate a lot for your head movement, and your visual cortex will "filter" out most of the rest. That's also why you do not constantly "see" your nose in the lower-right hand corner of your left eye / lower-left hand corner of your right eye until it gets consciously pointed out. For many, the brain also puts more priority on inner-ear fluid "feeling" than seeing, hence the prevalence of motion sickness.

2. Do not over-do Depth of Field effects. Even with only a mild blur, it still isn't realistic as the stereoscopic nature of having two eyes means if you hold one finger up outstretched in direct line of your nose then look through it, you will see two fingers side by side not just a single blurred one. There will never be "accurate" representation of DOF on a 2D monitor, so it's best to not use fake "glaucoma simulator" blur effects that add nothing to realism.

3. The 'cinematic' look of 30fps + motion blur is not "better than 60fps" in any genre. The human eyeball sees far faster than 30fps, and moving objects in real life are nowhere near as blurred as 30fps + motion blur or juddery as "pure 24-30fps" regardless of whether they're "scary" or not.

4. Do not use fake 2.35:1 widescreen black bars. It will result in a Metacritic review bomb followed by "damage control patch".

5. Allow rebindable keys. Personal preferences aside, left vs right handers will have their non-mouse hands naturally resting over different areas of the keyboard depending on its differing position. That's why both WASD and arrow keys have been standard all these years.

If they can get it right (and oh so many games struggle with even the basics), this may be a good game with a modern less-combat-oriented "System Shock" kind of setting.
 

ThinClient

Diamond Member
Jan 28, 2013
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Exactly, our brains compensate for that shit. What some game developers seem to not realize is that the First Person real life not only does your brain stabilize the Image, but there are other stimuli feeding it that Games can not convey to the Player. Because of this, we get games with bizarre effects that leave many nauseated after their brains start going, "WTF is this sh**?"

That, and there are those who've gone through certain kinds of exercise and training that results in minimized head bob in up/down or side/side motion.
 

Nebor

Lifer
Jun 24, 2003
29,582
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That, and there are those who've gone through certain kinds of exercise and training that results in minimized head bob in up/down or side/side motion.

They call me "hoover" down at the glory hole. :biggrin: