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The Leyak needs work. An early-warning system or means to know it's nearby than just hearing it's gasping and trying to figure out where it is. Or even a more semi-permanent solution to keeping it contained.
I would love to see the Leyak gain a few more intestinal features and a pulsating heart or a lung. Not both lungs... just one.
Would a slow and viscous slime coming out of a random faucet, switching to different lavatories and kitchens, be possible?
What about a Pest hiding in a toilet bowl? Place Carbuncles over a few toilets and configure it not to attack until the player goes to relieve themselves.
Having some horror elements does not make a game horror. This is a survival crafting game with light horror elements. This is not a horror game with survival crafting elements. If you want to say it is a horror game because it was dark and you saw a weird dude crawling around on the ground... then go for it, but this is not a horror game.
If I could add my two cents here, I think you could make an argument for aspects of psychological horror, But it's a hard maybe. It's definitely not outright "Horror" horror, but stuff like the Leyak really kept me on edge for the first few hours of it being active. Further on, I feel the Composers aren't that scary on their own, But the general idea of them is pretty spooky, and anywhere silent hills-esque, that being just a foggy town that's abandoned, Can tug at certain folk in a way it can't for others.
So I don't think it's so much that the game is scary on it's own, I think it's moreso the fact that there are elements that can pick at your brain as you play. For me it was the furniture store, the idea of a building slowly being overrun by unflinching entities always gets to me alot. For others it may be anteverse 3, Or the train. There's something otherworldly about most of the game that'll eventually make most people scared, While also maintaining a pretty clear non-Horror theme. Idk tho, That's just my opinion.
I think it should just be louder. Your scientist knows when portal storms are going to happen, you should have a Nethack-esque clue of when the Leyak invades. I haven't been surprised once by it myself but the lack of feedback about its presence could cause UX problems.
Anything more would just take away from its purpose in terms of the threat it poses which is very meager to begin with.
I suppose reducing the frequency might be alright, it's not frequent enough that it bothered me personally but I can see how it might bother others and if they tuned in to be less frequent by just a bit more that'd be fine because there are already recipes that cause it to spawn much more frequently after you ingest them so there are methods for people trying to farm essence or for those that maybe like being stalked by it in general.
Maybe a potential permanent solution to containing it again comes later, I'm fine with that but dynamic elements such as the Leyak that can throw a spanner in the works are excellent additions. In terms of "containing" it currently, once you get the portable x-ray gun it becomes a complete joke of an enemy, hell nothing really changes I suppose because even then I'd preemptively hunt it to stare at it the second I heard it at any given moment.
All in all I think it's currently at a sweet enough spot. It's dangerous but only to those who aren't paying attention and that is indeed, as they say, a skill issue.
Except for the last few examples that are more self inflected, it could see Leyak being an unfair monster to them, since the audio cue is easier to miss. With no sound warning, it drastically increases the chances of blindly running face first into it, or just sneaking up and clawing them to death.
Regardless, I'm still of the mind it's perfect where it's at in that it's subtle but in my opinion easily discernible due to how...odd the noises are; they just don't belong which makes them stand out more to me and the best part about it being as subtle as it is that, as much of a joke of an enemy that it is, any time you're not hearing it, it makes you somewhat schizo so not only is it dangerous if it gets close, it also imposes a level of psychological warfare on players as well by its mere nature and I think that's just as fantastic.
For hearing impaired though, absolutely needs some form of accessibility option if there isn't already. I didn't glance too closely at those options outside of turning the crouch and sprint toggle options on.
Granted, it does offer a way for friends to troll each other to do soft and timid moans, utterances, and sighs to freak out others.
Besides that, I wasn't expecting the stifled breathing sounds akin to a stressed out introvert at a party to be tied to a shy, but murderous, transdimensional floating lung monster from 'The Flesh Dimension' out to rip me apart with clawed tracheal tentacles while I wasn't looking.
Personally I feel stuff like that and STALKER stick with me more as interesting "horror" experiences than "blaaargh the bloodskullman just teleported in front of you!!!"
Tension Horror vs Jumpscare Horror, I guess.
Although I do agree the game could do with a horror tag just to advise potential buyers. There is no way to tone down the "horror" elements, the whole point of the game is to face your fears and conquer them, many of the "scary things" in the game later become ways to farm rare resources. There are even sectors designed around specific fears like nyctophobia (security sector) and thalassophobia (the dam).
I would advise for anxiety players to play it with friends (if they can of course), since having a buddy with you always helps to ligthen up the mood and relieve some of the tension.
When I first got this game and saw the goofy scientists fleeing from aliens on the store page, I could see the dev's respect for half life. I didn't expect the level of visual storytelling , playing with the lighting and distant sounds, but that stuff comes very early in the game and the introduction sets the tone for the rest of the game. It's clearly cosmic horror, also like half life.
I don't think there's a way to cut any of that and not end up with a completely different game. You are in a facility created to study and (somewhat) contain otherworldly horrors, the game's main themes are centered around unforeseen consequences, hubris and the limits of rationality. There are forces outside the facility meddling with everything that goes on, on top of the politics inside GATE itself. Nobody in the facility fundamentally understands what they are doing, and it shows.
It's a well done throwback to those fps light rpg's like system shock, deus ex , arx fatalis , etc where you find some spooky stuff while exploring, and end up with more than you bargained for. The devs managed to marry all that with crafting, base building, fishing and multiplayer and still have a cohesive experience.