davidn: (skull)
[personal profile] davidn
But not, as you'll see, an overactive drawing ability. No game series should make you afraid of the dark all over again.

Date: 2008-03-12 07:18 am (UTC)
From: [identity profile] dr-dos.livejournal.com
Laughing at this.

More importantly as soon as I saw this post my screen turned into:



Hoping that you actually have it memorized. I've always wanted to memorize it.

Date: 2008-03-12 10:59 am (UTC)
From: [identity profile] rakarr.livejournal.com
I find your journal (and, obviously, the things you talk about in it) to be quite interesting, particularly in relation to video games and/or development.
You won't find anything of interest in my journal, I'm sure (I very rarely update it, even), but I hope you don't mind if I add you to my friend list?

Date: 2008-03-12 10:05 pm (UTC)
From: [identity profile] rakarr.livejournal.com
I did indeed. I joined quite some time ago but I haven't seen much activity there, so I dug a little deeper. :)

Also, while this particular comment doesn't seem to be plagued with them yet, please forgive my propensity for errors when I've just woken up. The other one I made has a couple bothersome ones. I'm not really too concerned, but this is a time for first impressions and all that. =P

Date: 2008-03-12 05:29 pm (UTC)
kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (MYSTERIOUS LADY AAAAHHHH)
From: [personal profile] kjorteo
Jason, Scissorman, the Welder, Cabadath, and Michael Howard? I don't like your chances.

(No Mysterious Lady though. :()
Edited Date: 2008-03-12 05:32 pm (UTC)

Date: 2008-03-12 06:31 pm (UTC)
kjorteo: Sprite of the dead "boss" and "Sorry, I'm Dead" speech balloon from Monster Party. (Sorry - I'm dead.)
From: [personal profile] kjorteo
Oh, my. That certainly sounds...special.

So anyway...what's all this about, anyway? I don't think I quite follow.

Date: 2008-03-12 06:35 pm (UTC)
kjorteo: Screenshot from Dragon Warrior, of the ruined town of Hauksness. (Hauksness)
From: [personal profile] kjorteo
The original diagram.

(Also, Cocytusshire is my new favorite location name ever.)

Date: 2008-03-12 07:36 pm (UTC)
kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (Scared)
From: [personal profile] kjorteo
Ah, yes. Well, what can I say? Cabadath is scary!

Date: 2008-03-12 10:01 pm (UTC)
From: [identity profile] rakarr.livejournal.com
Despite its genuine atmosphere of fear (and the scary bad guy) what made the original SNES Clock Tower less thrilling for me than it could have been was the fact that the killer, wasn't completely constant, and most certainly wasn't dynamic. There were definite patterns and, I don't know, spawning points that could be more or less predicted, and rather than having some bit of code determine that he's in a certain room at a certain time and you could run into him anywhere, I think he was, in fact, spawned at various points close to you. Of course, that didn't prevent him from being mostly contant in that he'd show up pretty much all the time and you couldn't get a break in most rooms.
This isn't really the game's fault, I just had a certain image of it built up in my head and it didn't quite match it, despite being excellent of itself.

Clock Tower 4, Haunting Ground, whatever you want to call it, had less atmosphere overall, as far as I was concerned (but it was creepy nonetheless), but it did have the dynamic, organic (whatever you want to call it) chase, with the bad guy as an entity with its own life outside of your own field of vision. While the game had flaws, I loved this aspect.

I sometimes wish I hadn't inured myself to horror games to the point where they don't often scare me.

Date: 2008-03-12 10:45 pm (UTC)
From: [identity profile] rakarr.livejournal.com
I have indeed played the... well, the series, whichever name you prefer to use. In retrospect it's probably a bit judgmental, but I didn't expect a freeware game to have a dynamic chase sequence, just like I don't expect the games them to be very long. Something that would really annoy me in a game I paid money for and developed by supposed professionals doesn't bother me as much (or can in fact impress me) if I encounter it in an amateur game, which is where the judgment comes in, I suppose.

While I didn't have to close my eyes during the final sequence of 7 Days, I did cringe every time I walked towards a doorway, just in case.

But, yeah, Haunting Ground has the enemy patrolling the rooms independently of you, I believe, and for me at least that makes for much more tension. I think there may be times when they'll spawn as an event or somesuch, but that's to be expected. Of course, you're not necessarily going to know where they're going to come from, and if they're nearby at all or you even suspect it, you tend to spend a lot of the game hiding in closets. Oh, and the enemy can find you, too.
But you don't usually find yourself surprised. One of the main gameplay elements is a dog who can help protect you and, perhaps most importantly, growls when the enemy is near. I think the music flares up a little and you hear footsteps too, although I don't quite recall.
It's a fairly decent game, and a pretty good experience if you're a horror fan.

Anyway, I very much enjoyed the John DeFoe (or whatever) series, despite a few very obscure puzzles that I looked up the solutions for. I actually think I enjoyed 7 Days the most, so I'm slightly surprised to find that it's the least enjoyed overall (I think I liked 6 Days the least, although it is still very good).

I read that you've played some other of Yahtzee's games, but have you tried Art of Theft? It is, in my opinion, a very good side-scrolling stealth game, and although the tie-in is miniscule enough that you won't want to play it for this fact alone, it stars Trilby and can be treated as a sort of prequel to 5 Days a Stranger. Or at least it can be treated as a game set earlier in the chronology - I wouldn't really call it a prequel.

Date: 2008-03-14 10:23 am (UTC)
From: [identity profile] rakarr.livejournal.com
I had quite a bit of trouble getting used to the controls in Art of Theft, myself. Most of them were fairly good, but I found a few to be clunky and counterintuitive. You do make a good point that constantly flubbing due to controls rather than skill can be very offputting, and for that matter I am very, very picky about how a game controls. I wasn't too bothered in Art of Theft, though. I guess it's because I find it to be much more vexing in 3D games than in 2D games.

As for Flashback, I don't think I ever mastered those controls despite loving the game. Now you've got me all reminiscent about that, Another World, and Prince of Persia.

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