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Save-scumming is something most people do in these kinda games, even Resident Evil for example.
My first playthrough took me as long as it did because I never did that. I never reloaded because I wasted resources so at the end of my playthrough I barely had anything left. The only thing I did have were bandages and fuel. I had zero bullets, zero shotgun shells, zero grenades.
But that only happened because I limited myself.
They could also add more stakes that way. Or just make it so that when you die you lose resources and either have to get them back by going to the chapel or have the monster lose them all around the bunker. Idk, just a few ideas to play around with.
I love these.
Find and use matches to light the lamp. Having the beastie steal ur ♥♥♥♥ is a hilarious thought.
Really, how much of the experience is scary is up to you. I mean, people have compared this game to Alien Isolation, and anyone who's played that game will tell you, that having a gun or the flamethrower just to scare off the Xenomorph did little to actually reduce their fear of him.
Granted, after a while, it gets more annoying than scary, but that's only because of how long that game is. Point is, you could "save scum" in that one too if you constantly ran back to a save point. I don't think any game can make people continue to be scared once they've been exposed enough times or the tension broken up.
In fact, this is why I feel like what TDD did better than the future Amnesia games was the focus on the environment. It wasn't so much the monsters that scared you, but the darkness and ambient noises and sounds that made it SEEM like there was a threat just around the corner, but wasn't really there. You let the gamer's imagination run wild, and they'll scare themselves better than any actual monster could.
Yeah, but TDD dragged on for just a bit too long though, in my opinion.
You can clearly tell when something scripted is happening and that enemies have a set path they follow before they, mostly, despawn anyway.
Don't get me wrong, TDD was amazing and it is one of the best horror games in my opinion but it stopped being truly scary fairly early on. This one got the length down even though at the end I actively wanted more and the monster had no set path. There were no scripted encounters (except for the final one of course). I died quite a lot (on hard) and I always did something different when I reloaded. Sometimes it rarely showed up, sometimes it stalked my ass all around the bunker, sometimes it crawled around right next to me all the time, sometimes it was just dead silent.
TDD was very predictable and replaying it is more of a hasstle since all the magic is gone.
I can already see myself replaying this one at least twice.
Limited saves make no sense, when there are unlimited rats. You can't ever clear them meaning ever time you want to walk from Point a to point B you have to use a bullet, a nade, a health kit or a bandage so you have a finite amount of times you can walk from point a to point b.
It's like the old resident evil games. If you don't manage your resources well enough you are ♥♥♥♥♥♥. Since this game isn't all that long it's not that big of a deal.
Burning corpses = No Rats
Not true, even after burning a corpse the rats come back.
Unless you are mistaken and somehow missed the corpse, sounds to me like a bug.
In my play throughs I haven't experienced that. Burnt corpse = No rats.