ITT: Games that objectively have SOUL
ITT: Games that objectively have SOUL
AND NOW TO SEE YOUR LOVE SET FREEEE
That game sucks pretty heavy dick. Apes Twin Peaks poorly and is an utter failure of a horror game because of the mechanics.
2/10
It was good until the shit ending
The game still drips with atmosphere that makes up for repeating enemies. The second chapter is similar to the Ishimura in Dead Space 2, where you know you're just walking deeper and deeper into the shit while nothing is happening but taking in the scenery. It may imitate TP but Remedy did a really good job with it.
was the Control DLC any good?
souls don't exist
no
Remedy are pretty good at that. Control had soul.
The first third is pretty good. The psych ward is pretty good.
Everything else is trash, especially when you consider it is supposed to be horror. It just fundamentally misunderstands how horror works in games.
When is the last time you replayed it?
I don't remember much about this game I was a zoomer back when I rented this from blockbuster, it was cool I think, lighting the guys and then shooting em was fun but I don't remember the story, just some guy with writers block that goes to an island to get rid of it or something.
Gonna play it once I finish the game I'm playing on the game pass.
explain undertale
Alot of games to try to be different have alot of soul,
I personally really like alan wake just to watch the background and the scenery, because it's really pleasant, plus the gameplay itself isn't too bad. Abit too easy tho.
Control felt soulless and soulful at the same time. It's hard to explain.
>Remedy purchased the rights to Alan Wake in 2019
We're going home Alan Wakebros
Yeah it had soul but not much else
The story made little sense and the gameplay was nothing to write home about, either
Bright Falls itself was just about the only thing that really stood out about the game
Gwyn Apologist
Just imagine how much more amazing the original vision for Alan Wake would have been. Open world setting, cars with gas meters that can break down, side quests...
I think I prefer the linear nature of it
It's the building, its soulfully representing a soulless government bureau
this
>I think I prefer the linear nature of it
Hard cringe. I mean I loved Alan Wake, but the linear nature was a huge impediment. Some of the best moments of the game were when it was semi-open and you were just wandering around exploring the town.
I only recently played it for the first time, but it really suffers from repeating enemies, and the game is just infuriating on the higher difficulties because the repeating enemies just turn into bullet sponges
>have to shine a light on enemies to break their darkness shield or whatever it's called
>then they tank several headshots each for common enemies, and stronger ones can tank fucking 6 or more headshots
>Repeat for every fucking enemy in the game
I was incredibly tempted to lower the difficulty because of how much of a slog it was
You should honestly read about their original vision for the game. It sounded soo much better than what they presented. Super sad the original Alan Wake never saw release.
That sounds genuinely fucking awful.
I played it at release and that was definitely my problem then.
Also how your inventory reset at the start of each chapter.
Alan, you're being hunted by evil shadow-demons... Maybe you should hold onto some of those d-cell batteries and high powered mag light.
how do the finns do it huh? their every game is dripping with soul - even the shitty quantum break has it in droves
open world sucks dicks.
Well besides the fact that the game possibly wouldn't have come out, I think the plot would've ended up as a disjointed mess without the linear narrative propelling it.
>sidequests
>kill 15 taken for 100xp
God, this. Alan just left shotguns and hunting rifles all over Bright Falls. Infuriating.
>To further distance this next game from the linear style of Max Payne, Remedy planned Bright Falls as a free-roaming, sandbox-style open world city, similar to those seen in the Grand Theft Auto series.[11] They developed a semi-automatic system to help generate this open world using biomes and other features based on their research on the Pacific Northwest where Bright Falls was set. For example, this tool allowed them to path a road across the game world, upon which the tool would make sure no vegetation would appear near the road though added sprout of grass near its edges, and would add approach ditches and other features along the sides of the roads to simplify the world creation.[12] Remedy also wanted cinematic action, so light and darkness was to play a significant factor in the game, which was first built into a dynamic day-and-night cycle. The game would have been more like a survival game; during daylight hours the player would collect resources, such as gasoline to run portable generators to run lights, as to protect and defend the player-character at night.[11] According to Remedy's creative director Sam Lake, this approach created numerous difficulties in establishing a story and narrative for the thriller to explain how the gameplay elements tied together with the supernatural events. For example, Lake said one idea was based on the supernatural events tied to the no-longer dormant volcano under Cauldron Lake, which would have led to the evacuation of Bright Falls and left Alan dealing only with the supernatural forces.
That was obnoxious too, especially when I was conserving items to save during more difficult/annoying fights.
Open world only works if the world is small. Otherwise you end up with worlds like GTA, where there's fucking entire miles in game with absolutely nothing to do and no reason to visit them ever.
The "world" is literally designed with a few hot spot areas of interest, and then miles of nothing between them
Could've been cool if Remedy had twice the time and money. Maybe their next game will revisit`these ideas.
comfy
started playing it about 2 days ago