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Cause the TLDR is: "Ghosts need to be special".
In what way? Execution and whatnot, should they be 'special' that wont change the premise of the game to much.
To many special 'abilitys' will make ghosts easyer to identify. EA phantom's blinking when it hunts
Demon's 67% random hunt..
Yokai's 80% hunt when talking.
maaybe have it so some certain group of ghosts can teleport to different rooms having you to move location, knock down or throw your equipment, just, something more frightful?
like, some of the journal information you get for some of them you dont ever use or care about or even notice,
I think I understand what you are saying here but there are unique characteristics to ghost that you will learn over time.
For instance if you take a picture of a ghost but there is no ghost image in the journal you have a phantom,
The way ghost affect your sanity, sanity when using the Ouija board, times when they hunt, how fast they blink, etc.
The issue is once you learn their unique characteristics it becomes a lot easier to figure out and less scary over time.
I get what you're saying by keeping it fresh and scary though
They (new phas team) could make better use of the parabolic mic, infrared sensors and some of the other underutilized items on the truck and add a creepy element to them.
For example if using the parabolic mic maybe you can hear ghost whispers, crying or something other players cant pick up as well. (This would be a creepy element, not a dead giveaway to a ghost type or exact location)
Jump scares would be a bad idea because they become annoying over time so the creepiness could be subtle things like scratching sounds, distant whispering, seeing creepy reflections in mirrors, faces outside that look in at you, etc
They could even change the way you are killed by the ghost. Hands are creepy but so would the brief image of a ghost approaching reaching for your face.
What about seeing black eye children in the house? You turn a corner and one is standing there then they vanish? eww. it could be completely random
Ghost on the ceiling maybe?
I would just give it some time and see how things progress, If you come up with ideas by all means put it in the suggestions and they might do something with your feedback. :)
Oh yeah for sure man, I do understand its one guy and hes hiring a few others so i get that its got a long way to go, but hopefully they would add those suggestions as you mentioned!
I wouldnt want jumpscares either, but maaybe different death animations or getting dragged away or something interesting, for sure that parabolic mic idea is something i would want, hearing crying or whispers would make it more exicting and dreading to use!
it's mostly with how empty it feels even with a ghost, i know its an investigation game mostly but just adding more things to make it feel more alive? because even with 4 people the asylum is so boring to walk around and check every room, there isnt much atmosphere, having some distorted music playing or turning on the power to use the elevator to get to the floors quicker would just give some maps some life?
Though i know its not that sort of game but it would be nice to add small details like that if it were possible,
It's a very different type of game but similar in aspect as you are hunting something paranormal.
The equipment should be different, limited a bit more and you would have to do something to them periodically to ''fix'' them or ''correct'' them or see if they are working or not.
Something like if you look at the cameras, there could be one thats following a player or something and if they turn around it cuts off.
That's just a few things.
But I definately think having more equipment and different ''events'' would make the ghosts a bit more special.
Since if yer going in and a room is freezing, congrats you know its one of the 3 possible ghosts.
Now what if those ghosts would throw you off by doing something that would cause you to rethink if it was actually a freezing clue or not.
At least the way that I think about it, getting the ghost type shouldn't be THE objective for the most cash, but rather a tactical one to know how to not die in the session. Because it seems like trying to obscure the type so much that it hinders interaction is really going to just dull finding different types. Right?
Your main objectives should be to interact with that entity in specific ways, like the candle, survive a hunt, find blah in the map, get a good picture.
Because the opposite of that is, if you want good diverse interaction, you'd really need maybe 2-3x the amount of Ghost types we have now.
Seems like keeping all of the ghosts too similar in interaction might hinder the experience itself. :(
You dont simply check every room on Asylim and use microphone for sound location. If you know how to use it, then you will know etxactly if its upper or bottem floor in a wing if you splt up evenly in a 4 man game.
...and I feel like there's already a shell of continuing to explore, given the bone and some of the questions you can ask the ghost. There's no way to tell what direction the devs will take it, but I feel like there's gotta be a "solve the mystery" element that gets introduced later on. I can't even guess at the mechanics - well, I could, but I'd be wrong - but thematically, signs point to using the spirit box and ouija board and who-knows-what-else to figure out What Happened Here. So yeah. Eventually, we'll stick around the house longer.