This demo has the best game design ive seen in fucking years, I could write a 20 page paper on all the things they do in this demo.
I'm not joking when I say this needs to be in a museum for reference material
http://youtu.be/R35S9xZlx6I
This demo has the best game design ive seen in fucking years, I could write a 20 page paper on all the things they do in this demo.
I'm not joking when I say this needs to be in a museum for reference material
[youtube]http://youtu.be/R35S9xZlx6I[/youtube]
they had two movie directors collaborating on it, that's probably why.
they had two movie directors collaborating on it, that's probably why.
Take a moment to think about how this entire demo takes place in one hallway and it manages to be THIS unsettling
Take a moment to think about how this entire demo takes place in one hallway and it manages to be THIS unsettling
reillyThose graphics though
Imagine on PC, with FUll HD ocuclus rift, you'd get serious heart attacks.
[quote=reilly]Those graphics though[/quote]
Imagine on PC, with FUll HD ocuclus rift, you'd get serious heart attacks.
the spooky meter is off the charts
the spooky meter is off the charts
Fox Engine is so fucking good.
Fox Engine is so fucking good.
I can't handle it when they turn behind them. The tension makes it feel like something's gonna be there. A+ for the atmosphere. Doesn't even need jumpscares.
I can't handle it when they turn behind them. The tension makes it feel like something's gonna be there. A+ for the atmosphere. Doesn't even need jumpscares.
The guys in that video were very lucky and solved a "puzzle" on complete accident. If they hadn't, they would have gotten their neck snapped
https://www.youtube.com/watch?v=Oo2qMBGGbf4
The guys in that video were very lucky and solved a "puzzle" on complete accident. If they hadn't, they would have gotten their neck snapped
[youtube]https://www.youtube.com/watch?v=Oo2qMBGGbf4[/youtube]
Can you write half a page? Because it gave me the heebiejeebies.
Can you write half a page? Because it gave me the heebiejeebies.
oh shit I was wondering what happened to the 4player podcast guys
oh shit I was wondering what happened to the 4player podcast guys
atmoCan you write half a page? Because it gave me the heebiejeebies.
What makes a game scary isn't the monster, the gore, the blood or the deaths, It's the environment.
There are only a handful of things you can program an enemy AI in a game to do, and once you get used to those things then you're just playing a regular game.
One of the main reasons the monster in Amnesia doesn't appear often is because its scarier not seeing it. The constant fear of knowing that the monster COULD come out is actually more stressful than the actual monster being there.
Because you have a heightened sense of awareness due to the fear of an unexpected run in with a monster, you start to scare yourself
Whats important to do at this point is let the player start scaring themselves. Slow down the monster sightings, the jump scares and let the environment mess with the players head. Due to the heightened sense of awareness from the player audio cues and environmental details will be noticed much more frequently. Footsteps, creeks in wood, breathing, blood dripping etc all become more effective at scaring the player because they have no idea what to expect. Its also extremely important to know that silence is a very powerful tool that can expand time and space for the player. We all know how incredibly uncomfortable silence can be at sometimes and its a very powerful tool in selling emotion in games and movies
I'd show an example of the audio working its magic with the environment but all the P.T videos on youtube currently have commentary that sucks. I could also talk about other game mechanics that happen in here but this is already too long
[quote=atmo]Can you write half a page? Because it gave me the heebiejeebies.[/quote]
What makes a game scary isn't the monster, the gore, the blood or the deaths, It's the environment.
There are only a handful of things you can program an enemy AI in a game to do, and once you get used to those things then you're just playing a regular game.
One of the main reasons the monster in Amnesia doesn't appear often is because its scarier not seeing it. The constant fear of knowing that the monster COULD come out is actually more stressful than the actual monster being there.
Because you have a heightened sense of awareness due to the fear of an unexpected run in with a monster, you start to scare yourself
Whats important to do at this point is let the player start scaring themselves. Slow down the monster sightings, the jump scares and let the environment mess with the players head. Due to the heightened sense of awareness from the player audio cues and environmental details will be noticed much more frequently. Footsteps, creeks in wood, breathing, blood dripping etc all become more effective at scaring the player because they have no idea what to expect. Its also extremely important to know that silence is a very powerful tool that can expand time and space for the player. We all know how incredibly uncomfortable silence can be at sometimes and its a very powerful tool in selling emotion in games and movies
I'd show an example of the audio working its magic with the environment but all the P.T videos on youtube currently have commentary that sucks. I could also talk about other game mechanics that happen in here but this is already too long
Yeah, it's really cool. Only drag is the convoluted puzzles at the end but given the nature of the reveal I get that they did that on purpose.
Yeah, it's really cool. Only drag is the convoluted puzzles at the end but given the nature of the reveal I get that they did that on purpose.
RoyceYeah, it's really cool. Only drag is the convoluted puzzles at the end but given the nature of the reveal I get that they did that on purpose.
Yeah, i feel like thats a flaw as well but Kojima did it on purpose to try and get people stuck so they wouldn't find out the secret behind the demo too soon.
He said he didnt expect people to figure out he was involved within a day
[quote=Royce]Yeah, it's really cool. Only drag is the convoluted puzzles at the end but given the nature of the reveal I get that they did that on purpose.[/quote]
Yeah, i feel like thats a flaw as well but Kojima did it on purpose to try and get people stuck so they wouldn't find out the secret behind the demo too soon.
He said he didnt expect people to figure out he was involved within a day
With respect to the Oculus and Game Design
Virtual Reality requires a more complex look into game design. Virtual Reality is all about immersion. Your normal game tutorials, text interactions, quick-time events all take away from the experience which is virtual reality. Game Design (triple A rated games) will have to utilize more audio/lighting/and visual clues. "How can I predict where the player will be looking?"
tagg mentions the good game design. In the first couple mins you can really understand why. The designer is teaching the player without outright giving a tutorial or writen directions. The impressive thing is how all of these steps are calculated. The first iterations teaches the player that all the doors are locked except for the one at the end of the hall. Then the second iteration all the doors are locked. The designer uses audio clues to direct the player back to the starting point which triggers the original door to be unlocked. Now the player knows the sometimes moving backwards can trigger progress.
I only watched the first 15 mins cause I got work in the morning.
With respect to the Oculus and Game Design
Virtual Reality requires a more complex look into game design. Virtual Reality is all about immersion. Your normal game tutorials, text interactions, quick-time events all take away from the experience which is virtual reality. Game Design (triple A rated games) will have to utilize more audio/lighting/and visual clues. "How can I predict where the player will be looking?"
tagg mentions the good game design. In the first couple mins you can really understand why. The designer is teaching the player without outright giving a tutorial or writen directions. The impressive thing is how all of these steps are calculated. The first iterations teaches the player that all the doors are locked except for the one at the end of the hall. Then the second iteration all the doors are locked. The designer uses audio clues to direct the player back to the starting point which triggers the original door to be unlocked. Now the player knows the sometimes moving backwards can trigger progress.
I only watched the first 15 mins cause I got work in the morning.
[img]https://i.4cdn.org/v/1408069109507.png[/img]
also this https://i.4cdn.org/v/1408069425792.webm
i wish i am man enough to actually play games like these, they have such good stories/design.
i cant even watch the damn video for 5 minutes. fuck.
i wish i am man enough to actually play games like these, they have such good stories/design.
i cant even watch the damn video for 5 minutes. fuck.
Because you have a heightened sense of awareness due to the fear of an unexpected run in with a monster, you start to scare yourself
IMO, Ahmnezziah wasn't scary though, as dying wasn't frighting at all.
"Oh look clawhands man is running up to me, I don't really need to run away because if he just swipes me a few times I'll die but then be able to move through the level scot free yay."
What's really fantastic about this demo is the repetition element, not only because it lulls the player into a sense of familiarity, (although they dread finding out what's different this time through,) but from a technical standpoint, the designers didn't have to focus on creating a huge level for a 45 minute demo.
[quote]Because you have a heightened sense of awareness due to the fear of an unexpected run in with a monster, you start to scare yourself[/quote]
IMO, Ahmnezziah wasn't scary though, as dying wasn't frighting at all.
"Oh look clawhands man is running up to me, I don't really need to run away because if he just swipes me a few times I'll die but then be able to move through the level scot free yay."
What's really fantastic about this demo is the repetition element, not only because it lulls the player into a sense of familiarity, (although they dread finding out what's different this time through,) but from a technical standpoint, the designers didn't have to focus on creating a huge level for a 45 minute demo.
the demo is closer to 2 hours long, thats just part one of 2 that tagg posted, this game is going to be fucking amazing 204863 204863 204863 204863 204863
the demo is closer to 2 hours long, thats just part one of 2 that tagg posted, this game is going to be fucking amazing 204863 204863 204863 204863 204863
GgglygyBecause you have a heightened sense of awareness due to the fear of an unexpected run in with a monster, you start to scare yourself
IMO, Ahmnezziah wasn't scary though, as dying wasn't frighting at all.
"Oh look clawhands man is running up to me, I don't really need to run away because if he just swipes me a few times I'll die but then be able to move through the level scot free yay."
Thats a good point, the reason Amnesia does that is that you don't become familiar with the surroundings and the situations. If you keep dying and keep playing over the same spots you get broken out of the immersion and remember that you're just playing the game. When you die and get spawned in a new location its in order to keep you guessing about whats going on because you're in a new and unfamiliar location. In addition the spawn of the monster is in a completely different place or gone altogether in order to keep you guessing on when it will come.
It has its flaws like you mentioned but i think its worth the negatives
If any of you guys have played Outlast, this is one of its biggest mistakes. Whenever you die you play through the same scenario over and over. You get reminded that its just a game with checkpoints and you get broken out of the world and immersion. Nothing becomes scary anymore because you know what will happen and you just want to get past the part in the game
[quote=Ggglygy][quote]Because you have a heightened sense of awareness due to the fear of an unexpected run in with a monster, you start to scare yourself[/quote]
IMO, Ahmnezziah wasn't scary though, as dying wasn't frighting at all.
"Oh look clawhands man is running up to me, I don't really need to run away because if he just swipes me a few times I'll die but then be able to move through the level scot free yay."
[/quote]
Thats a good point, the reason Amnesia does that is that you don't become familiar with the surroundings and the situations. If you keep dying and keep playing over the same spots you get broken out of the immersion and remember that you're just playing the game. When you die and get spawned in a new location its in order to keep you guessing about whats going on because you're in a new and unfamiliar location. In addition the spawn of the monster is in a completely different place or gone altogether in order to keep you guessing on when it will come.
It has its flaws like you mentioned but i think its worth the negatives
If any of you guys have played Outlast, this is one of its biggest mistakes. Whenever you die you play through the same scenario over and over. You get reminded that its just a game with checkpoints and you get broken out of the world and immersion. Nothing becomes scary anymore because you know what will happen and you just want to get past the part in the game
Wait, so this is the next Silent Hill game? It better be fucking good then, rather than the disappoint the last two have been.
Wait, so this is the next Silent Hill game? It better be fucking good then, rather than the disappoint the last two have been.
Did you try/watch the new alien game as well tagg?
Did you try/watch the new alien game as well tagg?
[youtube]https://www.youtube.com/watch?v=LO3wcmX9zO4&list=UUq6VFHwMzcMXbuKyG7SQYIg[/youtube]
taggIf any of you guys have played Outlast, this is one of its biggest mistakes. Whenever you die you play through the same scenario over and over. You get reminded that its just a game with checkpoints and you get broken out of the world and immersion. Nothing becomes scary anymore because you know what will happen and you just want to get past the part in the game
Outlast was kind of cool at first but once you realize that the enemies are predictable (they'll always check the hiding spot next to yours), the ai is exploitable (while they're still checking the hiding spot next to yours they won't notice you if you get out of your actual hiding spot and run away before they finish checking), and that the situation is the same every time you die and come back (I was playing on nightmare difficulty so like two hits kills you) the game really stops being scary all together. I haven't even finished it myself becuase I got bored, I wasn't even bothering to hide from the enemies anymore and was just juking past them and if I died it wasn't really a big deal.
Going back to PT and the new Silent Hill game, I hope it comes out on something more than just PS4 because I'd really like to play it but I honestly don't see myself buying any of the new consoles anytime soon. I just got a used PS3 recently just so I could go back and play all the exclusives on that system. lol
Oh also I hope it's more of a traditional survival horror game like the first three games and the old school RE games. I'm starting to get a bit tired of seeing all these Amnesia/Slender style games. But at least there's hope for Silent Hill now. That's more than I can say for the Resident Evil series.
[quote=tagg]
If any of you guys have played Outlast, this is one of its biggest mistakes. Whenever you die you play through the same scenario over and over. You get reminded that its just a game with checkpoints and you get broken out of the world and immersion. Nothing becomes scary anymore because you know what will happen and you just want to get past the part in the game[/quote]
Outlast was kind of cool at first but once you realize that the enemies are predictable (they'll always check the hiding spot next to yours), the ai is exploitable (while they're still checking the hiding spot next to yours they won't notice you if you get out of your actual hiding spot and run away before they finish checking), and that the situation is the same every time you die and come back (I was playing on nightmare difficulty so like two hits kills you) the game really stops being scary all together. I haven't even finished it myself becuase I got bored, I wasn't even bothering to hide from the enemies anymore and was just juking past them and if I died it wasn't really a big deal.
Going back to PT and the new Silent Hill game, I hope it comes out on something more than just PS4 because I'd really like to play it but I honestly don't see myself buying any of the new consoles anytime soon. I just got a used PS3 recently just so I could go back and play all the exclusives on that system. lol
Oh also I hope it's more of a traditional survival horror game like the first three games and the old school RE games. I'm starting to get a bit tired of seeing all these Amnesia/Slender style games. But at least there's hope for Silent Hill now. That's more than I can say for the Resident Evil series.