Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That sounds like a bug. Unless there is some other invisible 'trigger' that was missed in the mean time, but not sure what that could be.
Keep in mind that my Vive play area is a 40x40 foot garage with padded floor and ceiling-swivel-mounted cables (to keep the headset cables out of my way at all times), so I don't have to use any trackpad locomotion at all. I just walk around the virtual house with my real body like I'm really there. So, I don't think the problem is my setup.
As soon as I realized that nothing can hurt or kill me (except the lady with the hammer) I start feeling like I'm in a tech demo. It honestly feels like that "Showdown" demo where you just walk around and watch bullets and rockets and bricks fly into your face and nothing hurts you.
Devs, please let me know if I've misunderstood and just got the wrong idea. Is this "horror game" supposed to be like a 360 movie experience or a truly interactive game? The only "interaction" I've had in nearly FOUR HOURS of play is just walking around the house picking up freekin' children's toys off the floor. Is that it? I'm a parent! That's what I do in real life already! I don't need VR to experience collecting kids toys off the floor and hearing the occasional door handle jiggle from some kid trying to 'scare daddy'.
Please devs, let us know if there's going to be more. The scares aren't working at all for me. I've kept my word, since release day, and have not written a review until the game is done. But, honestly, I've been more generous with this game than with others by spending this much of my precious little free-time trying to keep playing and replaying trying to figure out if I've hit a bug or if I just missed something.
Really trying to be understanding here because I want this game to succeed!
Oh go$#amnit. I messed up on the footage. The garage VR playroom is 8 yards x 8 yards so that's 24ft x24ft. Not 40x40. I'm sorry my math was wrong. I have a 2hr commute each way and am sleep deprived. So, you're half right. But still, obviously I have to use the trackpad to go upstairs! C'mon. Cut me some slack!
Here's some video of my co-workers and some neighborhood kids playing in my 24x24 setup:
https://youtu.be/Wc0v75-hfCg
It's no BS, dude.
That said, I only get an hour each night to play in VR and make notes on bugs for the games I really want to help out the developers with and that's kinda why I feel cheated when I run into so many points in games like this (paid Triple A price for Early Access and now I'm bugtesting?) where I have to start hunting around the whole game space testing every nook and cranny to determine if its a bug and I should start over, or if I just missed something. I've lost a lot of game-time to PAVR because of this. A LOT! I've actually compiled a massive list of bugs, notes, and suggestions if the devs here actually want it.
I graduated from an Architecture, Engineering, & Design School with a heavy focus on VR and Motion Rides. I also worked for Acclaim back in the nineties, so I know a bit about game design and bug-testing. When it comes to good AAA immersion there are "rules" now. There was a big talk given at a panel recently (I think the article is at RoadToVR) where things like "always use particles", "everything should be interactive/grab-able", "always use textures or at least noise mapping", etc, are agreed upon now as imperative for good immersion. Look at "The Lab". They follow almost every guideline.
You know, this could really be a scary game if things like those door spikes were a little easier to dodge, but would end your game if the y hit you, forcing you to respawn a short bit backward in your progress. Also, don't you agree that all the scares (the non-lethal ones) feel like that Dinosaur in the DreamDeck demo from last year? You know, the T-Rex is kinda scary but as he's standing over you roaring, you just kinda stand there looking at him, calmly studying him. The scariest thing in this game, to me, was running from that hammer woman. I knew I had to act in order to survive, rather than just gawk at the "scary thing" on screen like a movie. I think, instead of relying on so many jump scares, they could have more threatening things like something dark, big, and clumsy lumbering quickly down the hallway toward you. Doesn't even have to kill/hurt you, but at least it would seem more threatening. Maybe instead of constant door handle sounds (I'm totally desensitized to them now btw) maybe upstairs footsteps or heavy footsteps in another room. "Something might be coming to get you!" kinda sounds, ya know? "Arizona Sunshine", specifically the mines, is ten times scarier because if something jumps out at you in that game you *have* to react to it (kill it) and quickly or you're dead, period.
I've typed waaay too much here so I'm gonna cut it short. Just for now, and I'm being honest in order to be helpful, it feels like a "Go Around The House and Pick Up Things" simulator ...during a thunderstorm. Maybe that's because I'm stuck on a game-ending glitch and can't proceed. Devs haven't responded to my original message in 2 days so I don't know. All I know is I've been stuck walking around the "haunted house" for the last 3 days just walking from room to room with nothing going on except for door handle jiggles to try and scare me. I tried restarting and it always ends up the same. Boring.
As for the scare suggestions, I know that those are creative decisions and your Creative Team are the artists, not me. Your creative vision as artists is the only one that should count because this piece of work is your artistic expression, not mine. So it's cool with me if you never change anything scare-wise.
In that spirit, I only suggest that you possibly add more "scares" that require the user 'react' or do something (run?) because that might help create more stress or a sense of *urgency* for users, ie; more fear! Every time I've played through this thing, the only thing I truly dread is that mother with the hammer. I even sometimes try to see how long I can stand there before I *have* to run! Ha!
I've found that with horror software titles, the most frightening situations (for me of course) are when there is a sense of *urgency* added to the atmosphere of dread and jump scares. You're plodding through this creepy house taking your time inspect everything and all of a sudden the walls are closing in you have to find a way out. Or something is coming directly for you and whatever it is you've got to do something about it now. You know, in film it's the ol' "fumbling the car keys while the monster is chasing you" gag.
Thanks again for a great ride so far! ...and thanks for listening!
Maybe have her head track the user's head (like the inflatable clowns did) or even have the pupils of her eyes focus (narrow down) on the user?
Anyway, thanks again for listening!
I ran into something last night in this game that made my heart beat so fast and hard that I had to rip the headset off and shut the game down. Nevermind all the bull$#!7 I said about not being scary enough above. Its scary enough. No. You know what? As a matter of fact, PLEASE don't make this game any scarier! I've learned my lesson. You guys got me. Holy $#&7! I'll never act tough again and say this isn't scary I was wrong... just so wrong... Oh God, how am I going to finish this game?
The horror... The horror...
Seriously, though. It was so frightening that I was too rattled to continue playing *any* other VR games last night. Even silly ones like "Rick and Morty"!
Not exaggerating. I finally had to just go upstairs and drink straight whiskey and watch Star Wars Rebels to calm my nerves. But, even with the whiskey, I could barely pay attention to the cartoon! Too shook up by what I had encountered in-game.
Excellent work guys. This is my new go-to experience to show new-to-VR guests!