Fuuuuuuuuuuuu
DUSK GOLEM GETTING ME SO HYPED
All that shit in the post above me sounds incredible.
Join me in my waiting hype club. The reason I'm so excited is because I loved what I played and it did things I've been wanting a horror game to do for ages and from what I played have executed them well with attention to detail an obvious thought of how these elements would best work with design. But it'll also help make the game replayable but also appealing first time through.
I tweeted to one of the devs yesterday and he basically confirmed they are not done yet, and they are still working on the game. So hope that optimization is coming along.
Doesn't surprise me. The game has apparently been in a state where it's playable from beginning to end since a few months ago, and it was delayed after this was said assumingly to polish the title, so one would expect one big focus of end development crunch time would be to work on its performance.
The part about headshots makes me wary, seeing as so many games introduce artificial difficulty there instead of making headshots feel like they're genuinely hard.
The rest of it sounds fantastic, especially the part about randomization. I love that aspect, and I wish more horror games embraced it.
It might be artificial difficulty, I need to mess more with it to determine. Gunplay is one thing I need to experiment with more, but I had difficulty from getting headshots on five factors.
01.) Where you need to shoot to get a headshot is precisely square in the forehead I think, anywhere else will just chip at their face, their skull, their jaw, etc. Basicaly shoot them square in the brain.
02.) The enemies aren't dumb though and will dodge your aim if you linger too long or have your gun pulled out and move your aim in their general direction.
03.) The enemies can be aggressive and as their coming at you it can be panic-inducing to try and shoot at them as they charge right at you with a knife, for example.
04.) Their heads naturally bob about some.
05.) Sebastian's early level stats would make his aim shakey, his gun recoil some after a shot, and if you had the reticle turned on, the square on the reticle wasn't just a crosshair but generally pointed out, 'the area you will hit somewhere in' when shooting. I know these things can be upgraded, but I don't think all will like this, but need to toy more with it to form my own verdict.
It didn't feel unfair as you could still very well lock onto an enemy's head and hit it, but like a chance if you hit the gold spot for a headshot or not. I'm sure less of a chance if you upgraded things related to aiming, though.