(09-10-2010, 08:28 AM)Peanuckle Wrote: [ -> ]
I did that, because I listened to the music, so I knew when they scripted themselves out of the map.
honestly amnesia has some of the best enemy scripting ive ever seen in a game. it kept me on the edge.when i was in the
I LOVE the idea of spawning, and after some time hiding, despawn. But EVERY enemy does that
I find that a bit... bad. It's ok to do that with some enemies, specially in a VERY scary part of the game. But with the time, the player notices that, by hearing the "battle" song dissapear and then see that there's no enemy in the whole level. so that's bad, because I've been freaked out at every moment of the game, but in the beginning, and in the middle of it, even more. Why? because with the time I realised that the monsters despawn, so that makes me feel more better and not that scared like in the beginning/middle. Of course I'm not saying the game was not scary after knowing they despawn, the ambientation alredy makes you poo in your pants, and some sudden enemy encounters too.
By the way, I finished the game, and I must say, the game is EPIC.
Best survival horror I've ever played. Good job FG
(09-11-2010, 12:57 AM)Informative Wrote: [ -> ]I saw it and thought it was a zombie.
In the Guest Room, I saw it close up. It saw me hide in the closet so I said "What the heck, I'll die and redo it." so I saw it and it was really funny.
It's eyes are all DERP and it's jaw seems to be ripped off. It's a tall, skinny (with a fat stomach) with some cuts on its stomach, and has a blade attached to one hand, and a claws on the other hand. I lol'd at it rather than screamed in terror.
(Shitty links to random websites)
Had a similar reaction in storage. The part where there is a monster behind the door. I open it. See it there, shut it for fear of dying. Then when it stops trying to break in I go and look in again, it's still there. Sooo wanted to open it and shut it repeatedly to see what would happen. Eventually when I came back I started throwing boxes at it once I realized how slow they are. Ruined the next few minutes of gameplay for me, then I got to machine room anyways.
I caught on to the scripted spawning/despawning mechanic pretty quickly, based on
At first, I figured the authors were just trying to build up some tension before the real action began, and after encountering the persistent monster of the
I thought that was the new norm going forward. However, when the transient encounters returned in later areas, I started to realise what a superb way this is to rebuild and maintain the tension throughout the later acts of the story.
Incredibly well done.