- Joined
- Dec 14, 2024
》weebslop game
》no katana weapon
Literally unplayable
》no katana weapon
Literally unplayable
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Be careful what you wish for. You could end up with Shattered Memories 2.I don't understand why every horror game needs to have combat. Even in Soma I felt it played better in safe mode. The dodge and hit combat just seems like retard bait. "Oh no, the adhd retard that bought the game needs his dopamine fix. Quick, jingle some keys."
You say it like thats a bad thingShattered Memories 2.
Haven't played that one but people seem to think it was decent even if it didn't have combat.Be careful what you wish for. You could end up with Shattered Memories 2.
Not a difficult task considering it went free to play 2 days before release.tomorrow im going to play and enjoy this game
The problem with Shattered Memories is that outside of piss easy nightmare sequences there is literally no danger at all. It is barely a game, despite being solidly atmospheric and kinda cool. It is far closer to a walking sim.Haven't played that one but people seem to think it was decent even if it didn't have combat.
I give Shattered Memories a pass mainly because of how honest it was about not trying to supplant the original Silent Hill. From day one, they were calling it “not a remake or a port” and emphasising how things will differ beyond the basic plot (that being “Harry Mason is searching Silent Hill for his daughter Cheryl”). Had it just been called “Silent Hill” like Bloober’s SH2 or the Resident Evil REmakes, then that would have opened it up to far more scrutiny and comparisons with the original in my opinion.The problem with Shattered Memories is that outside of piss easy nightmare sequences there is literally no danger at all. It is barely a game, despite being solidly atmospheric and kinda cool. It is far closer to a walking sim.
There's a lot to admire about Shattered Memories. (Not as a reimagining of SH1, but as its own thing.) But the "other world" sequences were straight ass. And there's nothing frightening about the game at all.You say it like thats a bad thing
That was a dishonest marketing tactic for gullible retards. "Nonono our game where we literally recreate SH1 scenes like Lisa bleeding is just uh a reimaginationinging or something! Look, we call it ShatMe! Anyway, enjoy Harry trying to find his daugthter Cheryl!"not trying to supplant the original Silent Hill. From day one, they were calling it “not a remake or a port”
What? Generic OTS walking around + retarded minigames where you shake the wiimote? Or maybe you mean a horror game that makes it obvious that nothing scary will ever happen outside of the crappy chases.focusing instead on what unique gameplay can be introduced using the Wii.
Really?, if there is one thing I could give the game points on, is that it runs rather well for my outdated system, it doesn't run perfectly but for my 2060 and i5 10400 it runs better than expected.>people are complaining about performance issues
little red and white pills
Hilariously, Lisa: The Painful is the better Silent Hill game because every fight there forces the player to really buckle down and win at the skin of their teeth. Obviously, once you reach a point where you can start steamrolling enemies, it still forces you into that survivor mindset as some of the later enemies can still instakill you. That and the mess that is Brad Armstrong and his trauma.I just think combat has to be more thought out in a horror game. If it's too hard you get frustrated and stop fearing for the character. If it's too easy it's not scary since you can just walk through the enemies.
I wish the souls series never existed, everyone and their mother trying to copy the format.Soulslike
And the damned stamina bar that every other game seems to love nowadays. Back then, the only stamina bar you had was your own attention. I get the point. Its to make you stop attacking relentlessly and trivializing the fights. But the damn thing works against the player all the damned time which is why so many devs love it.I wish the souls series never existed, everyone and their mother trying to copy the format.
The main issue is QoL in regards to saving. At the very least you need to have a higher cost of failure than simply loading a save from 5 minutes before. Even making the game a Roguelike would be an improvement.I just think combat has to be more thought out in a horror game. If it's too hard you get frustrated and stop fearing for the character. If it's too easy it's not scary since you can just walk through the enemies.
I know Outward has a mechanic were you wake up somewhere close by if you die, but only once. With the logic that some npc saved you while you were unconscious. Far cry 2 also did something similar with a partner npc that would come and save you if you died.What's the deal with the Red Capsules in the game? Reminds me of the drugs in Higurashi.
The main issue is QoL in regards to saving. At the very least you need to have a higher cost of failure than simply loading a save from 5 minutes before. Even making the game a Roguelike would be an improvement.
The devs lied to Konami about what they were making though. The devs wants to make Cold Heart or whatever instead of the remake Konami wanted, making a weird mish mash of the two. The only good part about that game is the joke/alien ending.I give Shattered Memories a pass mainly because of how honest it was about not trying to supplant the original Silent Hill. From day one, they were calling it “not a remake or a port” and emphasising how things will differ beyond the basic plot (that being “Harry Mason is searching Silent Hill for his daughter Cheryl”). Had it just been called “Silent Hill” like Bloober’s SH2 or the Resident Evil REmakes, then that would have opened it up to far more scrutiny and comparisons with the original in my opinion.
You would think this should be obvious to anyone making a HORROR game, but we do not live in a sane world.One of the developers of Silent Hill 2 (I forget which, Sato I think), said, to paraphrase, that horror and tension are more about the in-between moments, where your mind runs wild filling in all of the blanks. Since what is scary is different from person to person, this is really effective. This quote has always stuck with me as to why the first four Team Silent games were so effective.