Hello, another vlog
Account Details | |
---|---|
SteamID64 | 76561197980276807 |
SteamID3 | [U:1:20011079] |
SteamID32 | STEAM_0:1:10005539 |
Country | United States |
Signed Up | July 8, 2012 |
Last Posted | November 10, 2019 at 1:48 AM |
Posts | 724 (0.2 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | 0Â |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | G500 |
Keyboard | Sidewinder x6 |
Mousepad | QcK+ Heavy |
Headphones | Logitech 6900 |
Monitor | Acer GD235 |
40 new photos have been uploaded on Flickr, they are viewable on i52.tf or through my profile link here: https://www.flickr.com/photos/19898225@N04/sets/72157646693417262/
wheatchampionLove all the content you are putting out, but can you stop saying "gamers" or "video games" every 30 seconds? It's really cringeworthy
no
The vlog for today has been posted
im gunna go die
Hello, I have posted photos to my Flickr account for easy gallery viewing
Here is the link to the i52 album: https://www.flickr.com/photos/19898225@N04/sets/72157646693417262/
https://farm4.staticflickr.com/3906/14811299208_7b03609c1b.jpg
For you dudes that watched the test stream, this is how it was done
Hello friends, post photos or videos of the i52 event that you have taken or you have seen and want to share.
I am posting photos I take to twitter as quickly as i can, you can check them out here
https://twitter.com/ThatGuyTagg
We're on our way
https://twitter.com/ThatGuyTagg/status/501794880499515392
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
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
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
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
Take a moment to think about how this entire demo takes place in one hallway and it manages to be THIS unsettling