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I still wonder why Phasmo does not implement any kind of banish-mechanics?!
But then, Ghost Watchers option to simply drop all tools together into a "identification zones" is a pretty poor game mechanic implementation.
For Ghost Watchers it remains to be seen, how much effort they want to put into the game. The devs have quite a suspicious history with some cash grabs and this game seems to be made like one as well (like they bought assets from the unity store and just used the Demo Maps 1:1 without changing a single thing). So they need to show, that they're willing to further develop the game beyond just copy pasting maps into the game, until then i wouldn't recommend to buy it.
Ultimately it's your decision though. Given that Ghost Watchers got tons of money they at least now have the time to do better.
In this game we can already see bits of it. Players who know the ghost overly well and know they're safe openly taunt the ghost. Especially if they use exploits.
An example of a game where this has already happened is Dead By Daylight. It's horror genre themed, but not really a horror game. I have the tools to bully the crap out of a killer until they rage quit, and boy do I and many other players do so.
On top of those, the decisions made by the devs about concerns have been suspicious. "We can't see anything while using tools, let us have a flashlight in the offhand/shoulder." is responded with "buy a drone with a light that costs you at least 5 hours of in-game play time to get anywhere near buying." Feels more like "how can we get people to play past refund time" instead of an actual quality of life decision.
All this really made me feel like the game was made by a dozen developers being given one part each, and they all created their part independently of each other. There's no real interaction between mechanics.
It kind of feels like a "practical Example" made as a demo for a stakeholder meeting. "Here's what the atmosphere will sound like" type of audio effects. "Here's what some maps can be like" demo maps. "Here's how investigations can work" with basic tools and logical issues.
The problem being... this is what they then released. If this was a pitch for money to spend a year developing, great, but this is their "near finished product"... don't expect sweeping development changes.
The game needs A LOT of development to make it into an interesting game beyond the maybe 2 hours of jumpscares. Once you get past that, the gameplay falls COMPLETELY flat.
And we are fast approaching the what... 3 months of development time promised? I'd originally heard 2 years but then someone said it was MUCH lower in a dev quote.
With a track record of abandoning development on games that have critical gameplay issues? Games that were all made to be very similar to an existing game that was doing well?
The company's history is VERY concerning when it comes to fixing these fundamental issues presented. I don't expect them to be fixed, and I have resigned to the fact that I purchased too early and wasted my 20$.
Ghost Exile, Ghost Exorcism Inc., Obsideo... they all have "Phasmo + Banishment" SOOO much better in gameplay than Ghost Watchers. Forewarned has very similar genre feel (investigation + tomb raiding) and is another great example of a good gameplay implementation (they just need to flesh out Banishment more, imo).
Look past a handful of nice models and a couple jumpscare animations, and you will find Ghost Watchers is not worth it.
phasmo has solid gameplay but not a lot interactivity
i hope they fix that , having ghost interact with you more rather then kill you would be amazing
and no other game made me realise this then ghost watchers...
imagine some ghosts would kidnap you instead of killing you
or placed things on map adding more and more(you have to remove it) growing in power
etc etc
but personaly i think solid game base is more important as developer can expand from it
all fun gimicks wont matter if gameplay is not solid (hello starbound ,did you kill terraria yet?)
ghost watchers looks like fun but it does not have solid gameplay yet , tho it has some fun ideas id like to see eventualy expanded in phasmo eventualy
Many of these things sound great on paper, but might not feel good after being implemented.
The kidnap-mechanic of Ghost Watchers is a great example for this. At first glance it seems to be scary and fun, but the more you play it, the more annoying it gets without any real benefit gameplaywise and on top of that it's always a very bad idea to take control away from someone with motion sickness problems and if its even a VR-Player on top of that, then it gets even worse.
And Ghost Exile shows, that the portal closing mechanic also might not be that great, because it constantly pulls you away from the core mechanics, pretty much like an annoying side quest, which isn't skipable.
Obviously it is up to everybodies preferences in the end, but it is no surprise, that Phasmo is still the most played ghost hunting game and the one with the best user rating. It might not to as much as others, but the things it does it definitely excels in, making it hard for others to keep up, when they need to divide their attention over more features.
my sugestions is just bag of ideas , devs might implement it in diffrent way , not at all , or cherrypick
i just want a bit more interactivity as even on hardest dificulty there is not that much stuff to spice gameplay , game gets harder but you already know all mechanics and ghosts eventualy inside out.
made post on sugestion sub-forum
That's pretty much it. It would not be difficult at all to cherry-pick "cool" features from other games, but what Phasmophobia actually does well IMO is connecting all the features almost seamlessly together. Take a look at the new challenges for example, they utilize existing features instead of incorporating something otherwise out-of-place into the game. Any person, player or developer, can choose and point out "cool" or "exciting" features, but only truly skilled developers know how to put the whole thing together properly for a smooth and memorable experience (aside from the unintended things like bugs of course).
It's randomly done, random duration, and has several different versions from short pulls or pushes to full blown dragged across the building.
You are still able to act, too. I was able to click a tool on the ground as I passed it and saw EMF, lol..
I don't know for sure, but I feel like the child ghost does more push/pulls (playing), while the poltergeist does more grab and drag.. though that could just be my experience, no idea if that's actually a behavior thing.
Regardless, it feels the most organic implementation of the feature, and I don't feel tired of the mechanic after 50 hours of playing it.
At least randomisation from prefab room layouts with furniture/item populators.
That would be the logical next step?!