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Post by megatronbison on Feb 12, 2011 8:22:26 GMT -5
I almost have all the achievements in Alone in the Dark bar the "make every item" one cause hey- that sounded worse than death. (I do love my OTT exaggerations ). Looking forward to trying Deadly Premonition...eventually...but at the moment...Yakuza!
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Post by Deleted on Feb 12, 2011 9:07:09 GMT -5
I wouldn't patient, methodical or informed. I just enjoy esoteric things. In fact I enjoy things that aren't necessarily fun. I don't think games need to be fun to be worth playing. I played Stacking yesterday, and that was super-intense fun, loved it. But I find games like Pathologic worthwhile (completed it yesterday) and that isn't even remotely fun. Tense, depressing, weird, jolting, bleak, but not fun. An interesting write up you did, which isn't really incorrect but I can't say I agree with it entirely. I don't recall the controls being so bad - the ability to play in first-person mode, like an FPS, eased any difficulties. I play ugly games all the time and it doesn't phase me - I even prefer certain kinds of ugly (crude-looking Saturn 3D is a style unto itself). As for your criticism of excess, useless or duplicate-use items (hankies and bandages), that's precisely what I did like. The game kind of said: here's a bunch of arbitrary rules. You can learn these rules and work with them, or you can ignore them and we'll make life difficult. I had a lot of fun with the inventory because of its limitations (flaws some would say). As mentioned I also loved the puzzles. A favourite puzzle was putting tape on glowsticks so they'd stick to the floor, and then creating a path through those puddles of death goo. Also, you made a mistake regarding manual saving. The game uses that weird "movie" watching gimmick, where can fast forward to any chapter before you've even played it. In effect, it allows you to entirely skip difficult sections. I actually dislike games which negate their own challenges, but if someone did die and forgot to save, or was having difficulty, they could always skip past that section. BUT! I have to 100% agree with you regarding the story. It feels unfinished. The script was... OK in a cheap Hollywood kind of way, and I liked Edward's lazy attitude, but the ending almost ruined the game for me. It was pretty close to being a deal breaker, since I felt I'd earned something better than that. Still, this conversation has made me want to play it again. And since I tend to sell off games I've completed, I've just re-ordered it on eBay for the princely sum of £5/$9. I think I'll try to Platinum it this time, since previously I've ignored trophies. The saving thing is relevant because I always go for Trophies / Achievements. You can't get 100% if you skip stuff, and god help me, I got the Platinum for this bastard of a game. Still, you raise a good point. I should revise that to clarify my perspective on that issue. To think that someone would willingly go back to that game, though...You're a fascinating guy, sketcz.
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Post by kyouki on Feb 12, 2011 11:32:52 GMT -5
The fact that you can get by the saving bug by skipping chapters is nonsense. That is just poor game design. Might as well just skip the entire game and just watch the ending cinema.
However, the rest of the game sounds fascinating. Not sure that it could unseat Siren as king of survival horror, but if I ever see AITD for cheap somewhere I'll pick it up!
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Post by Weasel on Feb 12, 2011 21:24:38 GMT -5
Sketcz's point about the ending almost being a deal breaker was certainly the case for me about Heavy Rain. The story up to that point had been pretty good, and I didn't mind the not-quite-great voice acting, but the ending felt like a slap in the face followed by a kick in the nads. Not to mention that despite all the hype about how you can "change the way the story plays out," there never was much of a reason to try to do things differently aside from getting all the trophies (which in this case is more of a checklist for "did I intentionally screw up this scene yet").
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Post by Deleted on Feb 12, 2011 21:49:51 GMT -5
Sketcz's point about the ending almost being a deal breaker was certainly the case for me about Heavy Rain. The story up to that point had been pretty good, and I didn't mind the not-quite-great voice acting, but the ending felt like a slap in the face followed by a kick in the nads. Not to mention that despite all the hype about how you can "change the way the story plays out," there never was much of a reason to try to do things differently aside from getting all the trophies (which in this case is more of a checklist for "did I intentionally screw up this scene yet"). I don't think Heavy Rain's choices were supposed to be about the excitement of seeing how things would play out with different approaches. Rather, I got the impression that it was supposed to show the world that a game could be made where the player can "fail" at essentially every single moment, and the story will continue and branch off as necessary, without giving you a "game over".
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