Paranormal

Paranormal

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Chrono Dec 3, 2015 @ 11:27pm
What made it fun, and what made it incredibly disappointing.
So, I went into this game completely blind, and played it with my friend. We absolutely loved it because we found it utterly hilarious, calling the spoopy woman 'Bae' and that one time she did the screaming thing in the bed when I wasn't supposed to sleep so it looked like I was .. in an interesting situation to death... anyhow.
Fond memories.
Lots and lots of this sort of stuff, made a few great hours of amusement, but when we finally worked out how to finish the game, it left a lot to be desired.
(warning if you haven't finished the game don't read the below)

When we found the code for the safe the first few times, we didn't know what to do with it, because we could only interact with the safe on a very specific angle at a very specific distance. Once we found this out, we found we could just go into the bathroom, sleep and repeat until the 'don't sleep' appeared, find the code and go and win the game off that.
This left a hollow and disappointed feel, since, well, the spoopy up until this point.. didn't mean anything. There was no message being conveyed, so secret story we thought the manniquins were trying to tell us. All it was was a rude ghost being mildy chaffed.

I can't help but feel that something should be being told.. another perspective, a 'good' ending, just.. something. I mean, I understand that the place was haunted, and that's kind of the entire point, but, repeating myself, I feel that directionless spoopy acts just for the sake of them are out of place. The ghost should want or feel something, rather than, 'hey m8 i wanna get some lolz over here have a manniquin you can't walk past ey?'.

I had great fun trying to get all of the spookiness, I think I've memorized each of the possible acts of spoopy but that damn top floor door that doesn't do a thing gets to me because to this point I still don't know if I didn't chance upon a trigger to open it but once we worked out how to finish it, the game lost its magic.

Instancing what I said earlier, at first we theorized that okay, perhaps the ghost doesn't like being observed, so that's why it threw the can at the camera. Perhaps the ghost is something to do with a religious figure, because the marionette that appears occasionally near the bottom of the screen looks like it's pinned to a cross.. did it know that what it did was against the message of its religion? Did it not want to display its shame of that, so it broke the camera?
No, it's.. just being spoopy after all. Damn.
So I guess this is my suggestion that things should.. mean something; build into something; be part of a bigger, or hidden, something. Have the statue appearing outside the window have some significance, instead of just being neat.. or, have a 'good' ending for someone who has observed things, or worked things out.. or in any way, make that first 4/5ths of the game not totally irrelevant! Also the collectables bugged right out but I'm sure that's being worked on.

And PLEASE balance the kitchen scream audio better!! 5x as loud as the rest of the game and woke my parents up in the next room. Unpleasant, unneeded and puts a damper on an otherwise fun sequence of spooky.