(09-10-2010, 08:54 PM)veeria Wrote: I had this idea to record my playing session with fraps. And suddenly I was progressing much faster, moving towards scary noises instead of away from them. It really helped as I felt I had an "audience" that I didn't want to bore, and of course, I don't want to use up all my harddrive.
Not 100% immersive perhaps, but It's not like I enjoyed the game less for it.
Yeah, me and my friend had that idea too, but the purpose was to make a recording with you voice too, so we could laugh at each others reactions after we both completed the game individually
But we did not preform the idea because lack of disc space and would probably lessen the immersion a little bit like you said.
(09-10-2010, 09:11 PM)brrrrainz Wrote: a good thing would be to hide as soon as you hear a spine-chilling grunt. thats a quite reliable warning if the monster approaches, so lock yourself in a room and crouch behind furniture or a barrel (if you can't see it, it can't see you, right?). as in similar games like silent hill and dead space the music can also help you to decide what to do next. if it changes back into a slower, quiter tune, you are safe to venture forth.
and closing doors is a really good hint. this thing following you needs some time to break through doors, time you can use to find a good spot to hide.
The audio is what makes me tense, and this is good information, but I really can't trust the audio entirely. After I played the first 30min I learned that many sounds are imagination, but what if the next sound is the real deal? I noticed when I followed the advice to watch a Let's play of what I already played that some things are random.
When I arrive to a new zone I thread carefully and the same imaginary sound can fool me several times because I think: "what if the developer knew we would think 'ah this is just my imagination' and they make the next creaky sound the real deal".
I have heard no spine-chilling grunt yet though, so I guess those are the real deal. Probably will I find that out in time.