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I'm not asking for big penalties, just a reset to chekpoint without removing the threat would be nice.
Last frictionals game I played was SOMA, and at least there, it reverted to a checkpoint, but kept the "monsters" around, for you to try again.
When Anastasie experiences these things she loses consciousness and wakes up somewhere else. As you progress through the story you understand why this happens. It is not because the game is babysitting you, but rather it is a part of the story.
it's a very deliberate choice the developers made. It says right in the beginning to not "play to win". when you fail to escape a monster you don't die; you just let the monster inside you control you and lose consciousness; that ties up nicely with the story of the game. The devellopers consider that putting you back to a checkpoint and do a thing again and again completely ruins the immersion because you're not living an experience anymore; you're trying to beat the game. And I think he's right; the fear goes completely when you have to do things again and again; but maybe it's not for you. For some of the scripted scenes the monster is despawn; but for some other; specially later in the game; you wake up somewhere where you do have to escape the monster.
If you're really unhappy with that you can reload the last checkpoint and try to get a different outcome.
I don't think it does. unless I'm missing something there are three endings.
Does not make it any less ♥♥♥♥♥♥. Like who cares about achivements? As far as i know, you can still choose between the 3 endings regardless of how many times you get caught, so the story reason is kinda pointnless. actually did a hard restart of the game, and played it as a adventure game, rather than horror, and had a better time. got the achivement for not getting caught once too.
I just played it again and treated it as an adventure game instead of a horror game, and had a better time. I see the story angle, i just don't like it. I'd rather have a game over screen.
I remember they also said that they wanted the player to BELIEVE that such consequences would exist even if it is not necessarily the case. Which is somehow a rather smart idea but in the mean time can only be disappointing in the end.
I think this is the reason why we get hints about Laudanum having bad consequences for pregnancy and stuff like that. They probably intended the player to fear the idea of having to drink Laudanum while it has no real consequences in the end (at least none that I am aware of).