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Сообщить о проблеме с переводом
Yeah, Tasi talking is annoying. She's fine in cutscenes, and she's thankfully not a Sassy strong independent woman constantly throwing out one liners while being chased by monsters, but I definitely had many moments in game where I was like SHUT UP SHUT UP SHUT UP.
Oh cmon. It only makes sense this way because the game tells you that it makes sense. If I create a game where shooting marshmallows is normal still doesnt make it a senseful thing, its still just means to an end to play into my agenda of creating a doofus game.
The real problem here is no failure state = no fear = why even bother making a horror game in the first place.
I wish it had a difficulty setting for this kind of stuff to allow players to have as much or as little challenge as they wanted.
There's no time rewinding... what happens is that Tasi becomes crazy mad, in sort of an insane rage and crawls around the area like a harvester. Almost like the Queen is helping her. What you see are just some flashbacks of the path she takes. Sometimes you actually advance or completely pass the obstacle when doing it, placing you ahead, not behind.
It did happen to me in the maze (aka. Hunting Grounds). I didn't solve the maze, instead I got caught, Tasi went crazy and when I woke up I was actually at the other size of the maze as if I had solved it. I also saw on Youtube someone also got past the area of the sleeping harvesters by getting caught.
I think it's a better idea to skip the part rather than repeating it, that way the repetition won't spoil it and you can still give it a try by reloading if you actually want to go through it without getting caught. Like they say at the start of the game, the point of playing is the experience, if you got caught you already kinda had a frustrating enough experience for that section and you are kinda allowed to go forward. I expected the number of times this happens would have some repercussions at some point, but I'm not sure if that's the case. Although at least it does seem to have some effect on the character's skin.
That said, they did say they were trying to do something different. There is nothing wrong with that, it is simply a different game.
PS: less encounters is not necessarily a problem, since I love how they build the atmosphere and leave things for the imagination, but a replay will be much less scary.
4 in total.
- Entrance Hall
- Back Hall
- Cistern Entrance
- Nave
From what i'm hearing this game only really has one location where you can choose your own paths. The fort? Am i right?
Its not.
https://steamcommunity.com/app/999220/discussions/0/4227150602815589546/
https://steamcommunity.com/sharedfiles/filedetails/?id=2269460786
https://steamcommunity.com/sharedfiles/filedetails/?id=2268128347
That said, I still liked the game. It just wasn't as scary as I had hoped, and that's disappointing.
They make walking simulators now and its disappointing because The Dark Decent even though it was flawed in a lot of areas showed real growth of Frictional as devs from the Penumbra series. But instead of improving the aspects of what made TDD work as a horror game they instead have slowly been abandoning them and again exclusively focusing on the narrative and I'm sorry but controversial hot take here If I just wanted a good story I'd watch a ♥♥♥♥♥♥♥ film, tv show or I'd read a ♥♥♥♥♥♥♥♥ book.