MiamiWesker
Member
There has to be some pattern to where she appears right? At least now she turns around and leaves rather than coming at me.
I'm still missing the same piece. ALL of my doors are locked and I can't loop. WTF.
I will hate it if the full game is like this. Not because it's scary, but because this design pisses me off. I don't care about the pedigree of the creators. You can't just have the audience inspecting every inch of an area without providing a contextual reason for them to do so. I'm not asking for neon signs that say, "look here", but you cannot suddenly introduce mechanics without context.
When the radio says ominously to look behind you after hearing it a hundred times, that makes sense. If I'm allowed to investigate EVERYTHING in the environment (like LA Noir, this allows for feedback on items of value and items that aren't). EVERY time i go to a door in this game, pushing forward creates either a rattling sound which means it's locked, or it will push open.
What these games CANNOT do is have a half open door which by all rights you should be able to open, but cannot until you push L3 - which is a new mechanic. Okay, even if you let that slide, the next time you pass by the door, it should do the same thing when you enter the same prompt. What it absolutely shouldn't do is still be propped halfway open, but not allow you to interact with it. The inconsistency and lack of context in this game is insane.
Tell me ANYTHING. Tell me on the radio when that when they found the dad sitting in the car that he was obsessive compulsive and began to show signs of madness by inspecting cracks in the walls and all over the house. Set up some rules! This inspecting EVERY TEXTURE bull is crazy.
I love how I found the teddy bear, the picture changed a little. I thought i was a little crazy. Found another piece, saw the picture again, another subtle change. THAT's an awesome way to introduce elements into the story without spelling it out!
I *hate* how I had to go to NeoGaf to find elements because i'm locked in a design loop. Now, it seems like I cannot progress until I inspect the bottom of some stairs behind a door that I can NO LONGER OPEN?? what??
PLEASE don't let this be the design philosophy behind the new Silent Hill. PLEASE.
Can't find the final top right corner picture piece, no doors open, halp?
I don't know whether to be hyped for this or not. It looks absolutely gorgeous and when I was progressing, it was tense as fuck. Problem is, my progression was constantly hampered by obscure bollocks and ultimately I just gave up in frustration after an hour or so.
I need to hear that this demo was deliberately obscure and that the full game won't involve spamming any old shit to see what works.
Can't find the final top right corner picture piece, no doors open, halp?
I certainly hope so because that gave me flashbacks to bullshit 'use catfish on broomstick' adventure game puzzles.As said before, the teaser is just an obscure as fuck teaser that reveals a new Silent Hill game, it's probably designed that way on purpose, to deepen the mystery and make the final payoff that much more rewarding![]()
Why is everyone having a hard time? Is it just hard to figure out?
Why is everyone having a hard time? Is it just hard to figure out?
FUCKFUXKFUXKFUXKUDKXUFKC
Ok something turns off the clock, not sure what. After the bell rings you get a sighting, then a little bit later a baby cry, again no clue what it means. She has been appearing a lot at the two doors that lead to the loop.
I have found all the picture pieces, now what?
Hahaha..haha......ha.....FUCKFUXKFUXKFUXKUDKXUFKC
Hahaha..haha......ha.....![]()
Well I'm completely lost with this. I just entered a few doors and got to a part with a door that opens just a bit and hear a baby crying but I can't seem to go anywhere or do anything?
The whole thing lolWhat exactly is the part that everyone's finding so scary?
Why is everyone having a hard time? Is it just hard to figure out?
You can stare with r3.
Stare at the door.
I've been watching MiamiWesker go through the same three halls for the past 20 minutes, lol. Definitely no hand-holding in this game. It seems you trigger different phases by examining all of the different details in the surroundings. The game clearly wants you to observe many, many different things to form its environmental narrative.
Hey MiamiWesker, if you're reading this, try observing certain details like the baby in the sink and the hole in the bathroom wall for a few seconds. You look at them so quickly... Maybe the game wants you to stare at them at length before something will happen.