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I like the concept in general but it just feels awful to control in either K+M or controller mode, and the HUD icon is so tiny that it's hard to tell when it's shaking or when it's still. I really hope the devs tweak this one - all the others are fine and fun for me. Like, the Requiem in episode 4 has killed me multiple times, but it feels like those deaths were my fault; not so for the Silence, which as far as I can tell I was doing perfectly.
all the minigame sucks in this game
Overall though, I thought the mini-games blend in well enough with the rest of the game and don't seem impossible, at least not to me. My only complaint there would be, after finishing all four episodes so far, that some of the tension is starting to get lost, the more gamer instincts kick in. The game makes it far too easy to distinguish between those random events that are just there to scare you and those who are actually dangerous. I'm starting to get annoyed by the earthquake event for example. Uncertainty often can make some great horror, especially in a game like this that pretty much conditions you to put an ear on every door you come across.
I guess I would wish for some more lethal, not mini-game related, random events, to spice things up. The 'crying friend' one would be a good example for that.
I think it would help a lot of if the non-lethal events couldn't repeat in the same episode or even in the same playthrough (although the latter would require significantly more devtime to make new events). Earthquake event especially became a major annoyance in episode 4, I was unlucky enough to have it occur 6 times during the playthrough of the episode and rather than experiencing any uncertainty or fear of the unknown - it was simply "Oh great, this again... I guess I need to wait a minute or two while all the doors are blocked again and nothing happens besides screen shaking"
Silence mini game in current state is what I'm not good at. I ended up using the keyboard and mouse after episode two just to overcome this mini game, and still not really good at it.
I had a theory that if you playing this with mouse, you are only allowed to move the mouse vertically, moving it diagnostically will cause the circle shaking as well and eventually make the character coughing. But since I still failing this mini game, so I think it's a wrong assumptions. Other things I came about is maybe I accidentally twisted the mouse so the circle started to shake, but I'm too tired to try this theory out.
And for controller, I do think if you didn't sync the LT and RT button with the same pressing level, the circle will starting to shake as well. To compensate that, quickly full release/pressing both button and readjust the size of the circle icon should help, at least I managed to pass several Silence mini game with this method after I try to use the controller again...
Yeesh, that's quiet a lot. My experience in the episode was more "balanced" but still not so thrilling. I got earthquakes two times, freezing two times and that black mist thingie two times in one (admittedly long ~5 hour) playthrough. So you got my vote when it comes to not making those events repeatable in an episode.
I wonder if your character is always suppose to cough and you doing the circle thing only slows it down or if you can prevent the coughing altogether. I only managed to not cough once, during the tutorial segment in episode 2.
I believed you can prevent the character from coughing during the Silence mini game, at least I have few really successful Silence mini game back before episode 3 released, and some YouTuber also have footage of beating the mini game without coughing once.
I may try to use input overlay to monitor what actually happened when the character coughed, but first I need to finish episode 4, without dying...
So far this is the one minigame that I repeatedly fail on (using a controller). There's no room for practice without potentially sacrificing a character. I'm not asking for the minigame to be easier or to have my hand held, I just think that with permadeath as a consequence, we could use a better setup on exactly how to survive correctly.
I also think the placement at the bottom of the screen is a bad idea, it should be in the middle or next to the creature. At the moment it seems kind of a waste cause you're not even looking at the monster coming towards you, you're too focused on the small circle thus destroying any potential tension. But that may simply be an engine limitation I know nothing of game development.
These are all great ideas that would help make the minigame clearer and more tense since failure would seem less arbitrary, without having to redesign it entirely. I hope the devs consider these suggestions.