Hears great! Hope they make puzzles behind every corner.
I really missed the thoughtful and tricky physic puzzles like Penumbra has.
Hope they lets the player more thinking and interact.
Amnesia was scary, but too less puzzles. Penumbra really was the better experience in this way.
(03-19-2012, 06:24 PM)Googolplex Wrote: [ -> ]Hears great! Hope they make puzzles behind every corner.
I really missed the thoughtful and tricky physic puzzles like Penumbra has.
Hope they lets the player more thinking and interact.
Amnesia was scary, but too less puzzles. Penumbra really was the better experience in this way.
Yeah I agree. I prefer Penumbra at the moment. I find Amnesia scarier to play, but the it just lacks puzzles. I hope the new title add more like them. Things that require readying a manual to fix a machine or using morse-code to find the code for the door from overture. All requires patients and remembering things rather than just pulling a lever e.t.c
Well, Amensia's puzzles were tightly integrated with the setting: gameplay was merged with a story and mirrored aspects of it. Consistency of the gameplay within the borders of atmosphere and storytelling. It is awesome but damn rare. Something, that recently released "I'm alive" lacks, unfortunately.
Oh god PLEASE don't start this again.
I feel like you're literally trying to start a flame war... Wait... Are you trolling? Yeah, probably, but whatever.
If you want honest arguments about it just scroll a few pages back, there has already been a LOT of arguing over it (mainly why I was so annoyed you brought it back up...).
I don't get it how you could possibly dislike Dear Esther.
If you expected an action packed game, you were wrong.
Before I started the game, the only thing I knew about it was that its purpose was to tell you a deep emotional story, while providing you with beautiful scenery.
I was blown away by this combination of storytelling and level design! Never saw anything like it before!
Just so you know, thechineseroom is also capable of making more action oriented games, while providing you with a good storyline. (Korsakovia half life 2 mod).
Two small great teams each having their unique capabilities, merging together to create a new Amnesia experience..
This just can't go wrong.
(03-24-2012, 05:30 AM)Truth Master Wrote: [ -> ]Hi, new to the forums, etc.
Registered to make a point, but since I can't seem to make a thread of it's own, I'll just post it here.
...
Welcome to the forums
I think you don't know enough about The Chineserooms past projects so you just connect them straight into this new commercial title. Let me just quote my earlier post:
(02-27-2012, 03:07 PM)Khyrpa Wrote: [ -> ]People should note that Korsakovia and Dear Esther were made as experiments. They were purposefully pushing the boundaries of what people might think is good in games or not. Like Korsakovias horrible level design, sounds that just hurt your ears, only one monster which was spammed (like grunts'n brutes in Amnesia custom stories) and Dear Esthers total lack of interaction and incomprehensible story.
I wouldn't be afraid of The Chineserooms and Frictionals co-operation. Just by looking at Frictionals and Dan Pinchbecks thoughts and ideas through blogs and stuff its clear they have similar experimental thoughts and ideas.
If you want to delve deeper into their thoughts:
Dan Pinchbeck's lecture
Frictional blog
_
(03-24-2012, 05:30 AM)Truth Master Wrote: [ -> ]No real challenge
Sorry to break your bubble, but that's what Frictional is going for (in a good way).
http://frictionalgames.blogspot.se/2010/...games.html
http://frictionalgames.blogspot.se/2011/...ition.html
(03-24-2012, 05:30 AM)Truth Master Wrote: [ -> ]Vague, indirect
Something that hasn't been experimented enough in video games. I find it rather fascinating how many interpretations people can pull off from Dear Esther's story.
(03-24-2012, 05:30 AM)Truth Master Wrote: [ -> ]No fucking gameplay to be found anywhere
No shit! That was pretty much the point of that game.
They are going commercial with this project, they are doing a sequel to Amnesia, why on earth would they make their game like Dear Esther?
(03-24-2012, 05:30 AM)Truth Master Wrote: [ -> ]it suffers from severe violinitis
Wait what? Might be that you are not a fan of the genre Dear Esther's music was,
but it shows that Jessica Curry can compose some quality music. It's not like they would think this type of mood fits into amnesia though, so she will ofc be writing different kind of music that actually fits with the game. Also they have a dedicated sound designer which could almost have more affect on the mood than the music.
(03-24-2012, 05:30 AM)Truth Master Wrote: [ -> ]Also, what the fuck with this "academic approach"?
It means there are people who want to experiment with the medium and bring it closer to its potential.
Now I might say that as
games, The Chineseroom's previous projects have been pretty bad. But people learn from mistakes and they have sure made enough of them.
(03-24-2012, 05:30 AM)Truth Master Wrote: [ -> ]Registered to make a point, but since I can't seem to make a thread of it's own, I'll just post it here.
Why do you even compare Dear Esther with Amnesia? They are completely different genres.
For me, Dear Esther was more like an interactive book instead of an actual game. I liked that aspect pretty much, as it was something you rarely see in modern games.
You may have your own opinion of Dear Esther, but it has
nothing to do with Amnesia and does not represent it in any way.