09-16-2013, 05:39 AM
This game was magical. I love games with a deeper meaning and emotional attachment and this achieved it in such a recognizable and real way I'd argue it's as powerful a link to that unknown, yet so familiar feeling as "High Hopes" to nostalgia.
The fact that it was far less repetitive and more diverse and original in everything than it's predecessor makes me wonder what game development expertise comes around people's minds to say at some point that the previous game was better. I find it as fascinating as Dear Esther, although better achieved for it's unique "self-enchanting" feel. It's certainly an horror game, but it trades scariness for attachment and that gives it a much more real feeling. Something you can actually connect to as a real being.
I don't think I need to mention the soundtrack, since it's pretty obvious by now that it did it's job quite well.
Also, I believe it's quite pleasurable to see that the ideas of Thomas as seen in his blog have been implemented in a somewhat effective manner in order to increase relevance to storytelling in such way that it feels absolutely natural. The game is as immersive as your imagination and experience allows it to be. You broke the actual system barriers.
I also find it quite intelligent removing the inventory since it was clearly breaking immersion. With the kind of interaction that's built in this engine there is no need for it and freeing the user from an actual Pause-Game interface improved immersion.
The artwork was also amazing and much better in the artist's perspective. I dare say it was beautiful in it's own perverse way.
As for downside I believe the engine in itself could be far more optimized, since it while holding up to itself, clearly gives you development limits that could be fixed by small engine implementations(or huge depending on how versatile your current engine is coded to be). I also disagree with the inability to create custom stories. I'm hoping it can be tweaked to be used in full conversions.
Regards and thank you for an unforgettable experience.
The fact that it was far less repetitive and more diverse and original in everything than it's predecessor makes me wonder what game development expertise comes around people's minds to say at some point that the previous game was better. I find it as fascinating as Dear Esther, although better achieved for it's unique "self-enchanting" feel. It's certainly an horror game, but it trades scariness for attachment and that gives it a much more real feeling. Something you can actually connect to as a real being.
I don't think I need to mention the soundtrack, since it's pretty obvious by now that it did it's job quite well.
Also, I believe it's quite pleasurable to see that the ideas of Thomas as seen in his blog have been implemented in a somewhat effective manner in order to increase relevance to storytelling in such way that it feels absolutely natural. The game is as immersive as your imagination and experience allows it to be. You broke the actual system barriers.
I also find it quite intelligent removing the inventory since it was clearly breaking immersion. With the kind of interaction that's built in this engine there is no need for it and freeing the user from an actual Pause-Game interface improved immersion.
The artwork was also amazing and much better in the artist's perspective. I dare say it was beautiful in it's own perverse way.
As for downside I believe the engine in itself could be far more optimized, since it while holding up to itself, clearly gives you development limits that could be fixed by small engine implementations(or huge depending on how versatile your current engine is coded to be). I also disagree with the inability to create custom stories. I'm hoping it can be tweaked to be used in full conversions.
Regards and thank you for an unforgettable experience.