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Should Soma be more like Penumbra or The Walking Dead? - Printable Version

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RE: Should Soma be more like Penumbra or The Walking Dead? - Traggey - 01-12-2014

Soma is actually just a code name for the new Duke Nukem title.


RE: Should Soma be more like Penumbra or The Walking Dead? - Kman - 01-13-2014

(01-11-2014, 09:56 PM)Googolplex Wrote: Story: 15%



RE: Should Soma be more like Penumbra or The Walking Dead? - Yuhaney - 01-13-2014

(01-11-2014, 09:56 PM)Googolplex Wrote:
(01-11-2014, 07:17 PM)Macgyverthehero Wrote: All I want from SOMA is a balanced mix of horror, story, puzzle solving, and good music.

Horror: 35%
Story: 15%
Puzzles: 40%
Music: 10%

How about a no?

25% - 25% - 25% - 25%


RE: Should Soma be more like Penumbra or The Walking Dead? - GiggleBlizzard - 01-13-2014

The problem with Macgyverthehero's anagram is that those 4 factors alone do not make up the game, you must take so much else into consideration, and even if you do you can't just put percentages on which one should be focused on the most - that's just silly and doesn't mean anything...


RE: Should Soma be more like Penumbra or The Walking Dead? - Damascus Rose - 01-13-2014

I'd probably go with, for a good horror game:

horror>story>music>puzzles

horror because that's the main experience you're taking out of the game, story also goes along with it because to have good horror you need a good story so it's not just a bunch of unconnected jumpscares, music adds atmosphere, and puzzles aren't a priority really


RE: Should Soma be more like Penumbra or The Walking Dead? - Ghieri - 01-13-2014

We could argue about the exact formula, but really there isn't one. I could say go for 40% story+ 30% atmosphere+20% gameplay and 10% mechanics. But such quantifications are really useless. It's how it's presented to the player that really matters. But the general rule I follow is that the underlying mechanics should be invisible, the gameplay is transparent while not feeling "gamey" and the atmosphere and story are the bait to pull the player into the game.


RE: Should Soma be more like Penumbra or The Walking Dead? - Slanderous - 01-13-2014

For me it would be better if they stay with Amnesia type gameplay, without the famous Penumbra examination thing, to force player to think about the environment more, and there should be puzzles on Amnesia difficulty level. The music doesn't bother me, if I recall correctly Mikko Tarmia is making the music so there is no way that he can disappoint us. The story itself I believe is going to be more twisted and weird like in Amnesia, so overall I think no, they will propably make the game more like Amnesia in my opinion.


RE: Should Soma be more like Penumbra or The Walking Dead? - Macgyverthehero - 01-14-2014

(01-13-2014, 06:47 PM)GiggleBlizzard Wrote: The problem with Macgyverthehero's anagram is that those 4 factors alone do not make up the game, you must take so much else into consideration, and even if you do you can't just put percentages on which one should be focused on the most - that's just silly and doesn't mean anything...

Look, to put the post in a nutshell; I simply hope that I will enjoy SOMA as I did with Frictional Games's previous games and that it will be an experience that I might never forget.


RE: Should Soma be more like Penumbra or The Walking Dead? - Cuyir - 01-14-2014

Experimenting would be a welcome gesture.

Everyone and their dog is now aping FG because of ATDD.

I would be overjoyed if they went back to their exploration and puzzle focused past. I felt like I was experiencing a horror adventure game in Penumbra. With ATDD the setpieces and ''puzzles'' were excuses to take players from scare area A to scare area B.


RE: Should Soma be more like Penumbra or The Walking Dead? - Damascus Rose - 01-14-2014

(01-14-2014, 03:56 AM)Cuyir Wrote: Experimenting would be a welcome gesture.

Everyone and their dog is now aping FG because of ATDD.

I would be overjoyed if they went back to their exploration and puzzle focused past. I felt like I was experiencing a horror adventure game in Penumbra. With ATDD the setpieces and ''puzzles'' were excuses to take players from scare area A to scare area B.

what.
the fuck did I just read.

'exploration and puzzle focused past'
Amnesia is the same design as penumbra but improved upon, the 'excuses to take players from scare area A to scare area B' is not only how most horror games work but it was way worse in penumbra, why are you bitching about it in amnesia? even thomas says the puzzles in penumbra were bad.. wtf..

I'm actually not sure if you're trolling with that post or not..