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Call it what you want, be it punishment for not playing the game right, or whatever else, the jumpscares just simply aren't truly scary. It's like saying a candy bar is worthy desert after a fancy meal. Is it really? I mean, it works, yeah, sure, but to say it compares to, I don't know, a slice of freshly baked cake is a joke. Some people will accept the candy bar anyway. I guess i'm just one of those people who don't.
This game offers everything great otherwise, but the jumpscares ruin it for me. I actually can see why the game is so well praised, that was just me being harsh in the OP, but damn. All this creativity in a game yet something so generic at the end is something that really pisses me off.
Stopped reading here. I saw the same kind of posts on the OlliOlli forum. Watching someone else play and playing it yourself are two completely different things. For me, this is not only one of the best horror games I've ever played, but one of the best Indie games as well.
Yes, because not having actually played the game IMMEDIATELY discredits absolutely all likes and dislikes about a game. You're an idiot. I don't need to play the game to say that everything about the game is amazing up until the point where they end your game with a jumpscare every single time. There was a lot more they could have done, and I personally don't like the use of having something pop out and play an unearthly loud abnoxious sound in what is more or less a great horror game. Also, if you can't read, try the TL;DR next time.
OlliOlli isn't even remotely a similar game. You can judge a game without playing it. I can say a game has bad graphics without playing it. You can understand the mechanics of the game without playing it. You can see what a game has to offer without playing it. This is a simple game. If you have any experience with horror games, you can tell what makes a horror game (at least, to you) scary or not without having to experience it.
This guy has it spot on, I applaud you. Mind if I quote you to show some people why these jumpscares are so good?
The thing is in the end the game still relies on the jumpscare, or more precisely sensory overload. Why I call it sensory overload would be because while watching gameplay footage the jumpscares got to me only when I had the sound above a certain percentage, if the sound was low enough I didn't experience a jump scare. The terror you experience when playing this game comes from the desire to avoid said sensory overload. The game is very mechanical in that manner, and that itself causes paranoia. "Did I check pirate cove enough? I looked at Freddy for 2 times, I can't see where he is and when I do I'm dead. Oh god, my power is running out. Where is Bonnie?" The terror and the paranoia are the things that make this game what it is, however the only way to instigate that terror and paranoia is a powerfull backlask if you fail, however getting a powerfull backlash in a game is hard, especially when you don't have anything to lose. However a jumpscare(sensory overload) is one of the few things that directly affect a player without the need of something ingame to facilitate the backlash.
Also the art style works in the favor of the game, the characters are made in such a way that they fall right in the uncanny valley, not even taking in account some of the more disturbing things you might find if you look a bit closer(basically looking at the backstory, which you can find on the wiki) or at the right times.
What the hell would the game be like if losing wasn't scary? Would you prefer they DIDNT attack you if they catch you? What should happen instead? A black screen? Something that ISNT scary?
Try reading and thinking about what I said instead of putting words in my mouth and resorting to insults. You actually do need to play a horror game, rather than watch someone else's playthrough, to truly know how scary it is. I'm not saying watching others can't be scary, but you aren't getting the full experience. So obviously the jumpscare that you've devalued entirely isn't going to have the same effect on you since you're only watching. The fact that you didn't even consider my point and had to hide behind insults just shows how weak your argument is.
I never said OlliOlli was similar in any way other than that it was simply another case of people who had never played something, and yet acted as if they had because they'd watched someone else's gameplay.
And let me finish by asking a simple question: Do you think professional game reviewers play the games they review, or do they merely watch someone else play instead? And why do you think that is?
Anyways, if jumpscares don't do it for you, EVER, then this game is not for you, but as far as horror games go, this has managed to scare me more than Amnesia and Outlast ever did. After only 20 minutes, it had become an instant classic for me.
Alright, spot out where I put words into your mouth. Because that was nowhere. You dismissed everything I had to say and
because I hadn't played the game myself.
Also, what WAS your point? That you saw similar posts like this on OlliOlli and so you completely dismissed my points and that you thought it was the best horror/indie game without even stating a reason why? Not even one thing you liked about it? Sorry but there was no arguement there. You were merely expression your opinion and all the while explaining how I have no credit because I didn't play the game.
Let me explain something to you. I've experienced jumpscares before. On videos, in the middle of games, it doesn't matter. You don't have to be a rocket scientist to know that a jumpscare isn't actually scary. A jumpscare is, and always has been, in every game, including this one, loud and obnoxious. It's an exploit of your natural reaction to something appearing in front of you suddenly, or a random loud noise. Sure, you feel fear, but was it true fear? Not really. It doesn't take you playing the game to figure this out, yet you apparently just can't accept this. You still think this is me saying the game isn't scary because I watched videos and didn't get scared, or something like that. I honestly don't know what you think, but I can't be too far off.
And I never said you said it was a similar game. I was just stating that the two games were completely different. You don't look at two different genres the same way. This game has very simple though effective mechanics and doesn't focus on gameplay aspects. You can't judge gameplay aspects that much until you actually experience them. Good thing I never judged those elements, just the rest of the game. It's actually really, really easy to not have played the game yet understand it well enough after seeing and learning how it works whether or not it is at least POTENTIALLY effective. Everything in this game does work, and those who have played it agree, in fact I never said the jumpscares didn't work. They're just not that creative.
To answer your last question - This isn't a professional review. This really isn't a review at all, it's more just a rant on jumpscares by someone deprived of sleep. Obviously if I was reviewing the game I would put it in the reccomendation section on the store page after I played it.
Yeah, I don't buy the whole "Punishment for failure" deal. Is going back to the start of the day not enough? The threat of losing could still be there if you very much wanted it. It doesn't have to jump in your face and screech like a banshee to get the point across though.
Oh, and who said make the game not scary? There's such a thing as being scary while also subtle. Imagine if the doors stayed closed when the power went off, and you heard something knocking at that door. You then hear what sounds like scratching, and the door seems to jitter ever so slightly, before lifting but an inch off the ground and sliding up. Then sliding up more. A fuzzy looking arm reaches underneath the door, and then lifts it up. You can use your imagination from there i'm sure.
It can be considered refeshing after all the slender clones that were oversaturating the horror scene for a bit there.
Your one mistake was associating jump "scares" to fear. Jump scares aren't scary, they're startling (you describe this extensively, yet insist on calling it fear). Fear is the tense anxiety that grips you when you *think* something awful might happen. Whether that something is a jump scare or the dogs from Resident Evil (which is just another jump scare btw, being able to fight them changes nothing) is irrelevant, because fear is everything that preceded that moment.
This is why this game is so effective, much like a kid who lies awake all night *thinking* there's a boogeyman in the closet, the game is just as scary without ever seeing a single jump scare.
Somebody described it pretty well in an earlier post, lemme dig it up...
...oh wait, that was you. ;)
It's a mix of Containment Breach, Chuckee Cheeses, and the Weeping Angels back when they weren't beaten to death by Stephen Moffat.
The animatronic animals do a pretty good job at being creepy because they are basically a walking juxtaposition: something we normally associate with positive memories is out trying to kill us while looking hella creeptastic.
The resource management and camera approach is cool, because you don't have any direct control over your fate, like you do in something like Amnesia. To clarify a bit, you are forced to sit - you cannot run, you can't hide, you have to watch as they get closer, and hope that you can create a barrier to keep them out.
The reason it reminds me of Containment Breach is the power management mechanics - Containtment Breach had a blinking mechanic that would force your character to close its eyes after a set period of time, thus letting the monster advance towards you. In this, it's the same set up: you have a bar that ticks down/up until you cannot protect yourself anymore. The tension that comes with managing a resource that is the only thing that lets you survive is pretty tense.
When it comes down to it, I don't find this game very scary or frightening. But I love the animatronic goonies, the simple, yet hilariously stupid, explanation for why you die when you get caught, and the throw back to child hood imagery (I never frequented Chuckee Cheeses, but I went once or twice)