Appollowexx
Member
It looks so atmospheric and hostile. You can tell this is by some of the original Resident Evil team, definitely seeing Naoki Katakai's touch all over these environments, along with the colour scheme.
Limited saves? Lol sorry this is 2013
Yup, Psycho Break is the superior name.
I hope this game won't be 5-6 hours long... otherwise it'll be quickly forgotten as Vanquish was.
Said this in the other thread but this game really reminds me of Resident Evil 1.
Psycho Break is only the title in Japan. Internationally it is still The Evil Within.
Looks great. One thing I'm hoping for though is more doors and exploration instead of just being guided down unrealistically long corridoors to reach the obvious next door to reach the next area to progress and trigger the next scripted event so that you can leg it down another ridiculously long corridoor to reach the next obvious door/elevator to reach an open area, stock up on supplies, kill some enemies, and then proceed to enter another building solely designed for triggering even more scripted events rather than for exploration. This will be a game killer for me.
And on the topic of corridoors, why would a corridoor be built that long to serve just one door? I can understand that it serves for the scripted event, but architecturally, it's unrealistic and makes it obvious to me that instead of crafting well designed areas/rooms, the developers have subconsciously sacrificed that and instead, have decided to plant their focus on flashy ostentatious scripted events.
Another thing that bothered me: We notice during when Sebastian is walking towards the Asylum, there are a good amount of windows allocated around it. These have to be rooms, right? I can't wait to explore them. What bothered me was the fact that there wasn't a single door I could see, no staircase, no elevator, no nothing to lead to these other areas inside the Asylum, just a dead end security room. This has got me feeling incredibly skeptical that the game will be a one way ticket to a linear rollercoaster ride. And I hope that's not the case. (No pun intended)
Looks great. One thing I'm hoping for though is more doors and exploration instead of just being guided down unrealistically long corridoors to reach the obvious next door to reach the next area to progress and trigger the next scripted event so that you can leg it down another ridiculously long corridoor to reach the next obvious door/elevator to reach an open area, stock up on supplies, kill some enemies, and then proceed to enter another building solely designed for triggering even more scripted events rather than for exploration. This will be a game killer for me.
And on the topic of corridoors, why would a corridoor be built that long to serve just one door? I can understand that it serves for the scripted event, but architecturally, it's unrealistic and makes it obvious to me that instead of crafting well designed areas/rooms, the developers have subconsciously sacrificed that and instead, have decided to plant their focus on flashy ostentatious scripted events.
Another thing that bothered me: We notice during when Sebastian is walking towards the Asylum, there are a good amount of windows allocated around it. These have to be rooms, right? I can't wait to explore them. What bothered me was the fact that there wasn't a single door I could see, no staircase, no elevator, no nothing to lead to these other areas inside the Asylum, just a dead end security room. This has got me feeling incredibly skeptical that the game will be a one way ticket to a linear rollercoaster ride. And I hope that's not the case. (No pun intended)
Limited saves? Lol sorry this is 2013
This is how I feel.
I get the impression it's doing the whole TLoU/Uncharted thing of going through scripted sequences in pretty linear environments, and settling on the 'creepy factor' on the art design, rather than the gameplay.
I'm pretty dubious about it, and I think people might be seeing what they want to see, in regards to it being a return to classic survival horror.
Looks interesting, didn't realize it was a Bethesda game though. I'll have to wait and see how people react when it releases. Their games are always so buggy,
In interviews at E3 Bethesda said they couldn't comment on an exact length, but as the game is single player only they are looking for a length of around 14+ HRS.
EDIT - http://www.youtube.com/watch?v=_PhYh36H6-U
Th interview in question starts at 5 mins. He says it's maybe 12-18 hours, definitely a fair length.
Bethesda is the publisher on this or they bought Tango or something.
Hopefully they arent doing a quality check by their in house standards
any of you'll play Resident Evil 4, where TLOU and Uncharted got there inspiration from?
The Evil Within/Psycho Break director, directed RE4.
Im sure it will have everything.
It's also is no longer 2008, back before Demon's Souls when we all thought challenge was bad game design.
It's a brave new world. Tighten your jimmies!
I want it renamed to Psycho Break in the US. At least a reversible cover
In Demons' Souls you can save literally anywhere at almost any time. Limited saves are not the kind of challenge that should be brought back. It's arbitrary bullshit that hampers playability and makes no sense given that the player has no information about when they should save during their first playthrough. Which just means repeating shit for no good reason if you somehow fuck it up.
Limited ammo is part of a game experience, limited saves occupy a shared space between game experience and real life. If I need to save, I need to fucking save, and I shouldn't have to deal with it as a game mechanic. That potentially adds massive frustration and anxiety while providing little value.
There's only one thing I'd change so far...Trent Reznor should be doing the OST for this for maximum mind fuck overloadHoly shit. I want this so bad.
Lol, you can't save at any time in Demon's. You can't save ever. It's all automated.
But needless to say, that wasn't my point.
My point is in 2008 if I brought up Demon's feature to take away your souls after double death, they'd be making a similarly snarky comment[and probably did].
Game design is for game designer's. Could this be annoying? It sure could, but to say it couldn't work is exactly the same, assumption.
Personally, this intruiges me. I think it could work, and work very well. Saves become another resource you have to carefully manage, it changes the game.
Then again, maybe it's just like typewriter ink ribbons from the dev's earlier games, and the fear of running out is completely fake, since there's more than you ever could use.
Who knows.
I'm super pumped for the game, I'm hoping there's tons of stuff that provides the tension and the scares in a way that trailers can't.
I hope there's some exploration and millions of readable files in the game, Mikami pls.
It's saves whenever you do anything though. Power goes it in your house? You'll be reload nearly exactly where you were when it did. The Souls series secretly has the most intensive autosave checkpoint system in all gaming.Just nobody knows it cause it doesn't let you use it, lol.For some reason I was thinking of saves strictly in terms of allowing the player to stop playing and resume later. And I think that alone justifies my distaste for a limited save system. However, you're right that the Souls games don't have a save that lets you manually manipulate and manage your progress.
That said, I still don't want a limited manual save system where dying sets you back to your last save. That's a waste of the player's time.
And how does the designer implement it effectively? They can either provide too many "ink ribbons" or whatever and make it trivial, or they can provide not enough, and make it shitty.
And the first-time player can't even judge for themselves how many ink ribbons was a good design choice because they don't have the information necessary to make wise decisions about when to use them. Basically, play as long as you can before you need to save. Or play for as long as you can tolerate the risk of having to repeat it all, then save. I just don't see any fun in that.