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Like you said you need to dance around every single enemy but there're two problems: A big portion of the game is mazes/corridors and enemies are flashing fast. And since this is a fps game you're gonna stuck everywhere. That's inconvenient.
Every new enemy in new surrounding is like mini-boss, or some puzzle you need to solve. Sure, given enough time you'll have working tactics, but at this moment you'll lose all interest.
helps you with the cannonfodder and a tip for hard and nightmare, you must be quick and get the camera of death before you do nightmare... you'll need it.
I was not talking about the game's art design. Music, locations, textures, themes are all fine. I really like those because it's like 80% of the ideas from classic Silent Hill which is my favorite horror series(the first three games) and 20% of old Resident Evil, another old school survival horror series that I'm very fond of.
I was questioning the gameplay design. for example losing bullets when reloading. Inventory screen doesn't pause the game, enemy behaviour environment relation etc. The old survival horror games' challenge never came from inconvience.
For example, it is a very common practice since Quake 2 (and probably Quake 1) to cover every right angle of walls on the path of player with invisible brush, that allows you to move smoothly without getting stuck on every corner.
Valve used this, ID used this, but not those guys. This is so simple.
Just like real life? You don't behave the same in a video game and real life. In a video game I put my hand in a ♥♥♥♥♥♥♥♥♥♥ toilet to see if there's a bullet or a code or I break walls to see if there's a roast in there. Since every video game creates its own reality we try to follow mechanics that shapes that reality and they have to make sense in some way or another in the contex.
But let's just assume that's not the case. Try it in your your way, 'realism'.
Would you throw out your half loaded magazines in a situation even one bullet could save your life.
Or would you just change that half loaded magazine with a full one and still have that half loaded magazine without wasting anything in a dire survival situation.
Also you can cary more than 3 items, in real life :) your pants probably have 4 pockets.
No they don't pause, buy why I pause then? Because of the inventory screen, right? Yes, and that's the actual problem.
The old survival horror games needed to have inventory screens because it's ridiculous to have Huds on these games. So we check everything in inventory screens. But this game already has all the information I need on the Hud: my bullet, my health, my stamina, everything on screen. That's why many action games, including half-life have quick inventories. But in this mod, what is the purpose of Inventory screen withtout its vital functions? just a throwback to old horror games, just for cosmetics?
If you don't want to pause your game you use quick inventory, not the inventory screen!
No, you're not a jerk, you just don't have enough experience with survival horror and game design, that's all.