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Enola
DarthMagnolia  [developer] Nov 18, 2013 @ 9:41pm
Game ideas: 'guard impact' for Enola?
Hello all.

Please note this is just me thinking out loud, and this blog post doesn’t mean in any way that I’d implement any new feature into Enola.

You know how modern horror games have turned into these “hide and seek” or “hit me until I die” things because devs take away all means of defense because “that’s where real horror comes from”?

Now my question is: why should you care, specially if the entire game turns into some “hide and seek” because your perfectly capable protagonist doesn’t even seem able to pick up a pipe to hit bad guys (or kick them in the balls, for that matter). At the end, at least to me, the entire “run or be killed” is a source of frustration because it only reminds me how useless my character is sometimes.

On my personal blog post I wrote my impressions on Outlast (generally I liked it, but there were a few things I didn't. If you want a longer explanation, read my blog post http://nemirc.wordpress.com/2013/11/11/outlast-into-the-madness-and-the-hunt-for-father-martin/ ). I found the whole “don’t defend yourself” to be insulting, specially when compared to games like Fatal Frame, where a 14 year old girl is able to defend herself from ghosts. Miles only defends himself “when the plot demands it,” but the rest of the time he’s perfectly fine with being clubbed to death.

After that rather long introduction, let’s move on to the actual subject. A while ago I posted this screenshot on Twitter, and someone told me “I can think of two ways that could end, and none of them is looking good for Enola.”

http://nemirc.files.wordpress.com/2013/11/enola_hw_screenshot2.jpg

I then told him that was not quite accurate because she can always kick the guy, push him and run away. All because she can actually do something to defend herself, even if that something is not karate-punching/kicking or crushing bones. Every time an enemy grabs you, you enter in some sort of “survive mode” where you have to frenetically press all the buttons to escape. However I was thinking how this could be taken to the next level, hence the title of the post.

A “guard impact” is a technique in Soul Calibur (for those who don’t know, it’s a fighting game) that lets you “parry” a blow. If you have never played Soul Calibur, then a video will make things easier to understand:

http://www.youtube.com/watch?v=GUOetjmUk0M

A guard impact is a technique that lets you stop the enemy’s attack, and it must be timed correctly. I was thinking what if I could add some sort of “guard impact” into Enola, so that she can stop the enemies before they grab her. The technique would need perfect timing and would allow her a window to escape. However, if not timed correctly, it could cause a penalty to the player (like making it harder to escape the enemy grab, allowing him to freely hit her, or even making it easier for him to kill her).

As I was saying, this blog post doesn’t mean I would add such a feature. Actually I’m not even working or testing this at the moment (I am prototyping the final level of the game), so this may or may not make it to the final game. However, I’m still putting this out there because I’m curious to know what you think of this idea.

Peace!