(01-18-2012, 10:13 PM)Cryaotic Wrote: (01-18-2012, 09:54 PM)Chronogyros Wrote: (01-18-2012, 02:15 AM)NyteMyre Wrote: heh heh, i liked how Cry was totally unaffected by any scare in the entire story
haha I know, I watched his play-through. I think Cry has played wayyy too many CS and is just bored now .. Either that or he didn't like it. Who knows!
I enjoyed the story, it's just I didn't feel much connection with the scares. Scares that rely only on monster encounters or things like the knights don't do much for me anymore - but there was still ways to utilize the engine in an original fashion that can invoke fear, you just gotta try a bit harder.
It's not a bad story, though if I had to give some advice it would be to polish out a map in its entirety before moving on to another. I saw many cases of missing welders and I believe a few overlapping textures - things like this can take a person out of any immersion they were attempting to get involved in. Also upping the volume on dialogue wouldn't hurt either. :]
However I do look forward to the next part in seeing where you take this. Try to look at the story and implement ideas that are unique to the Amnesia engine. Don't rely on monsters to do the scares for you, and this is totally a pet peeve: Don't have text telling the player to hide or the like - it breaks the player's sense of 'well maybe I will be okay if...' and makes them thing 'okaaaaaay fine /hide'.
Good luck with the next part!
Some very good advice, sir. Speaking of welders, I lol'd when you said, "What the F*** are welders?" I paused the video and went into the level editor and realized I could put those in lol. It's all a learning experience.
Anyway, thanks for the review. Aren't you working on a custom story of your own? I'd love to get a chance to play it