destroying the myth ..... AW IS a linear game.

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HavocV3

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#151 HavocV3
Member since 2009 • 8068 Posts

[QUOTE="-Snooze-"]

[QUOTE="2mrw"] this has to be the worst explaination ever !!!!! background is a back ground ......... what does " the backgrounds in AW are real and fully detailed" mean ???? they can't be reached, that's why they are backgrounds. U2 could make the same thing .. i mean, making all the events in Napal, making you visit the same locations over and over .... does this make it open world ????? 2mrw

Fact of the matter is. AW is less linear then UC2, by some margin.

If you've played both you will agree, if you haven't don't bother responding.

if you bothered reading some of the posts, you would know i already said that . but the game shares with linear games alot more than it shares with open world games. i am using some common sense here.

how does one determine that?

it being closer to open-world or being closer to linear?

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-Snooze-

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#152 -Snooze-
Member since 2009 • 7304 Posts

[QUOTE="-Snooze-"]

[QUOTE="2mrw"] this has to be the worst explaination ever !!!!! background is a back ground ......... what does " the backgrounds in AW are real and fully detailed" mean ???? they can't be reached, that's why they are backgrounds. U2 could make the same thing .. i mean, making all the events in Napal, making you visit the same locations over and over .... does this make it open world ????? 2mrw

Fact of the matter is. AW is less linear then UC2, by some margin.

If you've played both you will agree, if you haven't don't bother responding.

if you bothered reading some of the posts, you would know i already said that . but the game shares with linear games alot more than it shares with open world games. i am using some common sense here.

You're not using common sense ... You haven't even played AW

The main plot line is linear, as in from point A to point B to complete C. However the world offers more freedom to explore. Unlike UC2 which is Point A to be to C to D, etc.

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2mrw

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#153 2mrw
Member since 2008 • 6206 Posts
[QUOTE="HavocV3"]

[QUOTE="2mrw"][QUOTE="-Snooze-"]

Fact of the matter is. AW is less linear then UC2, by some margin.

If you've played both you will agree, if you haven't don't bother responding.

if you bothered reading some of the posts, you would know i already said that . but the game shares with linear games alot more than it shares with open world games. i am using some common sense here.

how does one determine that?

it being closer to open-world or being closer to linear?

read OP and the some posts in this thread..... you are too late for the party.
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HavocV3

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#154 HavocV3
Member since 2009 • 8068 Posts

[QUOTE="HavocV3"]

[QUOTE="2mrw"] if you bothered reading some of the posts, you would know i already said that . but the game shares with linear games alot more than it shares with open world games. i am using some common sense here.2mrw

how does one determine that?

it being closer to open-world or being closer to linear?

read OP and the some posts in this thread..... you are too late for the party.

trying to measure that is bogus, what I'm trying to say.

there is no official scale, do we just nitpick elements and whichever measures closest?

it doesn't work that way.

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theseekar

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#155 theseekar
Member since 2010 • 1537 Posts

[QUOTE="theseekar"]

Watch

http://www.youtube.com/watch?v=DAM_gx5qH8g&feature=related
http://www.youtube.com/watch?v=sOBN04saU4I&feature=related

/thread

asylumni

Might help if you state what, exactly, that's supposed to prove.

Vast, open, non linear areas in AW

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Phazevariance

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#156 Phazevariance
Member since 2003 • 12356 Posts
Well yea.. The game is out, we've played it, what's with these arguments? GeneralShowzer
Cows feel offended by the game, its a threat to them, so they have popped up in many threads to kick down Alan Wake. But no matter what they say, its still a really great game.
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mitu123

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#157 mitu123
Member since 2006 • 155290 Posts

A bigger myth is no girls on teh internetz, there's tons of females on this site's OT.

Though Adobe Artist is right.

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2mrw

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#158 2mrw
Member since 2008 • 6206 Posts
[QUOTE="-Snooze-"]

[QUOTE="2mrw"][QUOTE="-Snooze-"]

Fact of the matter is. AW is less linear then UC2, by some margin.

If you've played both you will agree, if you haven't don't bother responding.

if you bothered reading some of the posts, you would know i already said that . but the game shares with linear games alot more than it shares with open world games. i am using some common sense here.

You're not using common sense ... You haven't even played AW

The main plot line is linear, as in from point A to point B to complete C. However the world offers more freedom to explore. Unlike UC2 which is Point A to be to C to D, etc.

you know what ...... i will watch a full walkthro on youtube as soon as possible ..... i wished i can play it myself .............. anyway, from what i have seen, the game exploration is limited to some branching paths with some ammo or file to collect..... hardly called exploration.
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kramer_inc

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#159 kramer_inc
Member since 2008 • 1303 Posts

I have seen a lot written about this game Good & Bad. In the end when it hits the $20 mark i'm getting it to play. I want to try it for myself

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Kahuna_1

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#160 Kahuna_1
Member since 2006 • 7948 Posts

[QUOTE="GeneralShowzer"]Well yea.. The game is out, we've played it, what's with these arguments? Phazevariance
Cows feel offended by the game, its a threat to them, so they have popped up in many threads to kick down Alan Wake. But no matter what they say, its still a really great game.

Tell that to the master of foliage...I dont think he actually played the game to enjoy the atmosphere and story, he spent all his time looking at trees and plants interacting with lighting. I hate when good games end up getting trashed for things that are not even relevant to the game.

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Some-Mist

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#161 Some-Mist
Member since 2009 • 5631 Posts

[QUOTE="asylumni"]

[QUOTE="theseekar"]

Watch

http://www.youtube.com/watch?v=DAM_gx5qH8g&feature=related
http://www.youtube.com/watch?v=sOBN04saU4I&feature=related

/thread

theseekar

Might help if you state what, exactly, that's supposed to prove.

Vast, open, non linear areas in AW

in the first video, he walks down a bunch of small planks, gets in a car, takes a short drive down in the only direction the road allows him to (one way). Gets to the coal mine area, finds 2 items, walks up another set of stairs (pretty much the only place you can go to advance), then it turns night and he goes between the narrow paths between the train cars

2nd video, everything is caged in, there's only one direction to go to start with, he tries to open the door but it's not even a real door, hops in the car, cutscene, hops in the car again. Drives down the single road in the same direction, gets out, detours around, starts running around up a hill provided that everything is still pushing you forward (but hey you can look around!), narrow path between the moutains, gets to the cliff, runs back around etc.

point being, is there anything you can do outside of collecting items and being pushed through the story line? is there sidequesting? or anything to do outside of progressing through the story line?

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HAZE-Unit

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#162 HAZE-Unit
Member since 2007 • 10564 Posts

[QUOTE="TheGrayEye"]

So... the tc is still right? It doesn't matter if the game is fully-rendered or not, if I can't go to those beautiful mountains in the distance, then it is just a background. Alan Wake has a more of an evolved Half-life 2, linear structure, in that there is a path, but there are also tons of little areas to go off and explore, usually for ammo or a coffee thing.

Crysis is more open than Alan, though there is nothing wrong with this, but still, I wonder how the game would have been if it was open-world, as originally planned...

Ninja-Hippo

I dont think he was right, in that he compared it to Killzone and Uncharted which are linear games in all aspects; a series of levels with a beginning and an end. Alan Wake is not like that at all.

With all due respect.

Are you sure you were playing Alan Wake? because the more you post, the more your claims becomes against your point.

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HavocV3

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#163 HavocV3
Member since 2009 • 8068 Posts

[QUOTE="Ninja-Hippo"]

[QUOTE="TheGrayEye"]

So... the tc is still right? It doesn't matter if the game is fully-rendered or not, if I can't go to those beautiful mountains in the distance, then it is just a background. Alan Wake has a more of an evolved Half-life 2, linear structure, in that there is a path, but there are also tons of little areas to go off and explore, usually for ammo or a coffee thing.

Crysis is more open than Alan, though there is nothing wrong with this, but still, I wonder how the game would have been if it was open-world, as originally planned...

HAZE-Unit

I dont think he was right, in that he compared it to Killzone and Uncharted which are linear games in all aspects; a series of levels with a beginning and an end. Alan Wake is not like that at all.

With all due respect.

Are you sure you were playing Alan Wake? because the more you post, the more your claims becomes against your point.

think he meant to say it's not entirely like that. it has many more open-world elements.

he should have thrown Gears of War in there to look less biased.

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HAZE-Unit

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#165 HAZE-Unit
Member since 2007 • 10564 Posts

[QUOTE="HAZE-Unit"]

[QUOTE="Ninja-Hippo"] I dont think he was right, in that he compared it to Killzone and Uncharted which are linear games in all aspects; a series of levels with a beginning and an end. Alan Wake is not like that at all.

HavocV3

With all due respect.

Are you sure you were playing Alan Wake? because the more you post, the more your claims becomes against your point.

think he meant to say it's not entirely like that. it has many more open-world elements.

he should have thrown Gears of War in there to look less biased.

It doesn't have open world elements whatsoever and it certainly is more similar with Uncharted , Kiiizone, gears and all linear games in general, saying Alan Wake isn't like linear games at all is really taking it too far because I know Im not gonna BS somebody who is going to get Alan Wake and wants to know how Alan Wake is like.

Silent Hill is more open-ended than Alan Wake, if you want to compare games, compare the right games with each other.

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Ninja-Hippo

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#167 Ninja-Hippo
Member since 2008 • 23434 Posts
[QUOTE="2mrw"] this has to be the worst explaination ever !!!!! background is a back ground ......... what does " the backgrounds in AW are real and fully detailed" mean ???? they can't be reached, that's why they are backgrounds. U2 could make the same thing .. i mean, making all the events in Napal, making you visit the same locations over and over .... does this make it open world ?????

It's not the worst explanation ever (!!!!) it's just the facts of the case. :? Once again if you'd just play the game you wouldn't be making these comments. You say the backgrounds can't be reached but they CAN be reached, other than impassible land. In most linear games, the backdrop is there for purely aesthetic purposes and often is not made up of actual geometry but is just a 2D image. In Alan Wake, the backdrop is a real open world, fully rendered and detailed and it is NOT just there to look pretty but is in fact the rest of the town which you CAN and WILL visit as the story progresses. Just play the game. :?
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Puckhog04

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#168 Puckhog04
Member since 2003 • 22814 Posts

I don't see the big deal. Games like Uncharted 2 are linear and are great. Same goes for Alan Wake and it's great as well.

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Ninja-Hippo

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#169 Ninja-Hippo
Member since 2008 • 23434 Posts

It doesn't have open world elements whatsoever and it certainly is more similar with Uncharted , Kiiizone, gears and all linear games in general, saying Alan Wake isn't like linear games at all is really taking it too far because I know Im not gonna BS somebody who is going to get Alan Wake and wants to know how Alan Wake is like.

Silent Hill is more open-ended than Alan Wake, if you want to compare games, compare the right games with each other.

HAZE-Unit

I didn't say Alan Wake was not like linear games "at all" but that it doesn't have a rigid set of levels like those linear games do. :| And in fact i've said numerous times that it has linear gameplay and a linear story.

All i've said is that the world in which that story takes place and progresses is one, big, open environment rather than a series of levels. Anyone who has played the game would know this. I don't see the problem.

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Vandalvideo

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#170 Vandalvideo
Member since 2003 • 39655 Posts

[QUOTE="HAZE-Unit"]

It doesn't have open world elements whatsoever and it certainly is more similar with Uncharted , Kiiizone, gears and all linear games in general, saying Alan Wake isn't like linear games at all is really taking it too far because I know Im not gonna BS somebody who is going to get Alan Wake and wants to know how Alan Wake is like.

Silent Hill is more open-ended than Alan Wake, if you want to compare games, compare the right games with each other.

Ninja-Hippo

I didn't say Alan Wake was not like linear games "at all" but that it doesn't have a rigid set of levels like those linear games do. :| And in fact i've said numerous times that it has linear gameplay and a linear story.

All i've said is that the world in which that story takes place and progresses is one, big, open environment rather than a series of levels. Anyone who has played the game would know this. I don't see the problem.

The world is one and big, but I wouldn't necesssarily call it open. Open denotes that you can go to anywhere from anywhere at any time you want. If you can't, then it is closed.
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Ninja-Hippo

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#171 Ninja-Hippo
Member since 2008 • 23434 Posts

The world is one and big, but I wouldn't necesssarily call it open. Open denotes that you can go to anywhere from anywhere at any time you want. If you can't, then it is closed. Vandalvideo
I for one would consider it open in that it's one large area within which the whole game takes place. I don't think you have to be able to traverse an environment anyway you choose at any time for it to be an open world, but that's just me.

My one and only point from the beginning was that Alan Wake takes place in one, very large place rather than via a series of linear levels, missions or corridors, and that the TC appears mistaken in his belief of exactly how linear the game is, if the drawing is anything to go by.

That was all. :)

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asylumni

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#172 asylumni
Member since 2003 • 3304 Posts

[QUOTE="Vandalvideo"] The world is one and big, but I wouldn't necesssarily call it open. Open denotes that you can go to anywhere from anywhere at any time you want. If you can't, then it is closed. Ninja-Hippo

I for one would consider it open in that it's one large area within which the whole game takes place. I don't think you have to be able to traverse an environment anyway you choose at any time for it to be an open world, but that's just me.

My one and only point from the beginning was that Alan Wake takes place in one, very large place rather than via a series of linear levels, missions or corridors, and that the TC appears mistaken in his belief of exactly how linear the game is, if the drawing is anything to go by.

That was all. :)

Well, that's the very definition of open. At some point in time, the game must open up and allow you to go wherever you want, otherwise it's not an open environment - it's a series of closed environments put next to each other.

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Delsage

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#173 Delsage
Member since 2004 • 3355 Posts

[QUOTE="asylumni"]

[QUOTE="theseekar"]

Watch

http://www.youtube.com/watch?v=DAM_gx5qH8g&feature=related
http://www.youtube.com/watch?v=sOBN04saU4I&feature=related

/thread

theseekar

Might help if you state what, exactly, that's supposed to prove.

Vast, open, non linear areas in AW

Areas that lead to nowhere, like cliffs and empty houses? Or a game that should of been titled Alan Wake: Car Thief? Seriously, how does he have the keys to every single car in the game?

From those videos it makes the game look a whole lot worse to me. In fact the only thing going for it is the Jacket and lighting, everything else looks like crap. So no it's not an open world game. Unless you could call a wider spaced Resident Evil 4/5 open world?

edit:

Also, why can't he jump over a fallen tree? Minutes went by in that video with that stupid tree. Really is it that hard to climb over? I have done it many of times. So can a tree beat Alan Wake?

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Vandalvideo

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#174 Vandalvideo
Member since 2003 • 39655 Posts

[QUOTE="Vandalvideo"] The world is one and big, but I wouldn't necesssarily call it open. Open denotes that you can go to anywhere from anywhere at any time you want. If you can't, then it is closed. Ninja-Hippo

I for one would consider it open in that it's one large area within which the whole game takes place. I don't think you have to be able to traverse an environment anyway you choose at any time for it to be an open world, but that's just me.

My one and only point from the beginning was that Alan Wake takes place in one, very large place rather than via a series of linear levels, missions or corridors, and that the TC appears mistaken in his belief of exactly how linear the game is, if the drawing is anything to go by.

That was all. :)

When I see an open sign in the window of a business then that means "come on in and enjoy some tasty pie!" It does not mean, "This shop is not allowing people to come in at the moment." That would make it closed. For me, an open world is one in which you can actually enter it when you want to. Not in a strict order. Doesn't matter if it is already rendered or not. If you can't enter, it is closed.
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TheGrayEye

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#175 TheGrayEye
Member since 2006 • 2579 Posts

[QUOTE="TheGrayEye"]Just about the entire atmosphere in the game of Stalker got to me, and the segments with the underground labs, those were damn scary. You mentioned in a post above, you were scared in games like System Shock 2, which personally, never scared me. SS2 also had randomly generating badguys as well.Vandalvideo
Note, I merely said that randomly generated buggers only got you so far. The fact that I was scared by System Shock 2 does not mean it was by those randomly generated buggers. It does not also mean that the inclusion of randomly generated buggers makes a game not scary. They are merely insufficient to make a game scary. The things that haunted me in SS2 were the ghost sequences and Shodan. The randomly generated buggers did absolutely nothing for me.

The thing about Stalker is, is that it's an entire world. There is contrast, there are places where it is sunny and you only fight humans, and then there are places where you go down into a creepy underground tunnel, after having spent much time in a less scary environment, and it does help a lot in terms of scare factor. I would go as far as to say, that open-world horror games, have the potential (after looking at Stalker) to be the very best kind of horror game, because a large unpredictable world, has much more potential than some theme park type ride, that a lot of horror games end up feeling like.

I have absolutely no idea how you could have been frightened by those tunnels in the original STALKER game. (If you are talking about the same ones I have a video up of on this website) It just felt like a dungeon crawl to me. Absolutely nothing special. That has nothing on Prison Monster from Silent Hill 2.

Obviously it wasn't just the "buggers" (wtf?) that made the game scary, it was the atmosphere combined with their presence/existance. Stalker has some of the most haunting atmosphere in a game, the Chernobyl zone setting creeps me out more than any other setting in a game, and I've played my share of horror games.

I obviously wasn't alone in thinking the underground sections were great, considering they added them back into the most recent game, since people loved them so much in the first. Personally SS2 doesn't even come close to Stalker, the zone feels much more real and bleak, it's haunting and mysterious, and best of all, it's hugely explorable, thus giving the atmosphere more room to stretch it's legs.

It's obvious we just a different opinon on what's scary, personally, I just like my scary games to be more geniune than others, which is what Stalker is.

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FrozenLiquid

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#176 FrozenLiquid
Member since 2007 • 13555 Posts

[QUOTE="Vandalvideo"] The world is one and big, but I wouldn't necesssarily call it open. Open denotes that you can go to anywhere from anywhere at any time you want. If you can't, then it is closed. Ninja-Hippo

I for one would consider it open in that it's one large area within which the whole game takes place. I don't think you have to be able to traverse an environment anyway you choose at any time for it to be an open world, but that's just me.

My one and only point from the beginning was that Alan Wake takes place in one, very large place rather than via a series of linear levels, missions or corridors, and that the TC appears mistaken in his belief of exactly how linear the game is, if the drawing is anything to go by.

That was all. :)

Yeah I think you're stretching it. It is a linear game, despite being set in one giant box.

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TheGrayEye

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#177 TheGrayEye
Member since 2006 • 2579 Posts

[QUOTE="Vandalvideo"] The world is one and big, but I wouldn't necesssarily call it open. Open denotes that you can go to anywhere from anywhere at any time you want. If you can't, then it is closed. Ninja-Hippo

I for one would consider it open in that it's one large area within which the whole game takes place. I don't think you have to be able to traverse an environment anyway you choose at any time for it to be an open world, but that's just me.

My one and only point from the beginning was that Alan Wake takes place in one, very large place rather than via a series of linear levels, missions or corridors, and that the TC appears mistaken in his belief of exactly how linear the game is, if the drawing is anything to go by.

That was all. :)

But it is a series of linear levels. Either you're making the game into something it's not, or you somehow have a copy of the original open-world Alan Wake that was in production long ago...

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HAZE-Unit

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#178 HAZE-Unit
Member since 2007 • 10564 Posts

[QUOTE="HAZE-Unit"]

It doesn't have open world elements whatsoever and it certainly is more similar with Uncharted , Kiiizone, gears and all linear games in general, saying Alan Wake isn't like linear games at all is really taking it too far because I know Im not gonna BS somebody who is going to get Alan Wake and wants to know how Alan Wake is like.

Silent Hill is more open-ended than Alan Wake, if you want to compare games, compare the right games with each other.

Ninja-Hippo

I didn't say Alan Wake was not like linear games "at all" but that it doesn't have a rigid set of levels like those linear games do. :| And in fact i've said numerous times that it has linear gameplay and a linear story.

All i've said is that the world in which that story takes place and progresses is one, big, open environment rather than a series of levels. Anyone who has played the game would know this. I don't see the problem.

"a series of levels with a beginning and an end. Alan Wake is not like that at all."

These are your own words, I didn't create anything from my own imagination, Alan Wake has a series of levels with a beginning and end they called them episodes instead of chapters or levels.

When you say Alan Wake takes place in one big open environment you are misleading people with this description because the moment I read or hear these words I think of GTA, Castlevania: Symphony of the night, Assassins Creed...etc.

God Of War 3 takes place in one big environment going from level to another level, is it open world? hell to the freaking no.

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Anjunaddict

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#179 Anjunaddict
Member since 2010 • 4178 Posts
So basically, Remedy could easily remove the barriers stopping us from exploring Bright Falls and we could roam around to hearts content as it was originally intended, and built, to be an openworld game. The same can't be said for games such as Uncharted or Gears
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Vandalvideo

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#180 Vandalvideo
Member since 2003 • 39655 Posts
Obviously it wasn't just the "buggers" (wtf?) that made the game scary, it was the atmosphere combined with their presence/existance. Stalker has some of the most haunting atmosphere in a game, the Chernobyl zone setting creeps me out more than any other setting in a game, and I've played my share of horror games.TheGrayEye
From my perspective, thriller games need far more than a gloomy land scape and self-generating, random buggers. The problem with relying on these buggers for your scares is that it gets old really, really fast. Scripting is an extremely important part in thriller games. These games are all about creating suspenseful, wtf moments that you just don't get with this approach. Example, sitting in a cabin in Alan Wake and out of the corner of your eye seeing an axe guy casually stroll past. Or walking through the prison in Silent Hill 2 and hearing the monster that you BLOODY NEVER GET TO SEE! Those moments far surpass anything you can accomplish with randomly generating enemies, enemies with a set attack pattern that you can memorize if you spend enough time. You lose out on a lot of atmosphere when you don't have these distinct set pieces which are hard to do in these types of open world games. Even if I were to accept that STALKER has more atmosphere than SS2 or SH2, that does not meant hat it could not have benefited from a more narrowly tailored experience.

I obviously wasn't alone in thinking the underground sections were great, considering they added them back into the most recent game, since people loved them so much in the first. Personally SS2 doesn't even come close to Stalker, the zone feels much more real and bleak, it's haunting and mysterious, and best of all, it's hugely explorable, thus giving the atmosphere more room to stretch it's legs.

The SS2 is pretty dang mysterious. It is beginning to sound like you just played SS2 in the recent years and didn't play it when it came out. (Like a lot of people) The game back then had far more mystique than Stalker could ever hope to muster nowadays if you compare them as they were for their times. The atmosphere in other thriller games demolishes the brooding, thunder stricken landscape of STALKER.

It's obvious we just a different opinon on what's scary, personally, I just like my scary games to be more geniune than others, which is what Stalker is.

Genuine? No. More varied? Maybe.
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#181 themyth01
Member since 2003 • 13924 Posts
Good for you going through all that trouble to show AW has paths like every other game ever made, kudos.
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#182 oldkingallant
Member since 2010 • 4958 Posts

[QUOTE="2mrw"]

[QUOTE="theseekar"]

There

http://www.youtube.com/watch?v=DAM_gx5qH8g&feature=related
http://www.youtube.com/watch?v=sOBN04saU4I&feature=related

AdobeArtist

be serious,man ... i have 2 of the most credible gaming sites stating that the game is linear .... i have dev saying the game isn't open world ..... the videos shows large area with only one way to go, no side missions or anything to do, only some ammo to collect ........ i can't own you more :P .

I said in my very first statement - the main plot path is linear, but that the environments are subtantially open to offer a layer of free roaming off the main path to explore for collectibles, or maybe just to explore the scenery itself.

To me, graphics are only impressive when there is some sort of content inhabiting them. Once you wander off the main path, there may be a place to roam around, but there's nothing there, so you might as well be moving a single character model through a giant CGI scene. Only bring up graphics because this thread is a direct rebuttal to people calling AW graphics king because it's open world.

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#183 themyth01
Member since 2003 • 13924 Posts
[QUOTE="Anjunaddict"]

Someone else described Alan Wake perfectly in another thread, but I can't remember who said it or what thread it was (yeah, im useless) But anyway, the jist of it was that Alan Wake is a linear game, but despite that it manages to create a sense of freedom and openess. You don't feel trapped while wondering through forests or along paths.

GeneralShowzer
There are various nooks and crannies to explore, but it's never massive or open as a poster put it.

It's not GTA4 but it's not as linear as God Of War 3 or Uncharted 2, it's certainly more open than that.
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Animal-Mother

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#184 Animal-Mother
Member since 2003 • 27362 Posts

Alan wake is a linear game. I don't see why people fight it. Sure there is some open space to explore but it's not OPEN like people wanna think it is.


One set path. Linear with some room for exploration.

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#185 Anjunaddict
Member since 2010 • 4178 Posts

Alan wake is a linear game. I don't see why people fight it. Sure there is some open space to explore but it's not OPEN like people wanna think it is.


One set path. Linear with some room for exploration.

Animal-Mother

I blame theseeker

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#186 FrozenLiquid
Member since 2007 • 13555 Posts

Like I mentioned to the other poster, I don't see STALKER as having the type of thriller assets to even begin to compare to games like Silent Hill; games which due to their linear nature were able to create masterful set pieces which you just simply don't find in games like Stalker. I never once was scared or frightened in Stalker as oppose d to Silent Hill or System Shock 2. Also, I'm not looking forward to Amnesia. The gameplay elements look extremely poor. I just don't see the fun of hiding inside a cupboard. Real time cupboard hiding was attempted in Deadly Premonitions and it was meh at best. Vandalvideo

Sometimes you gotta try be real with yourself aye. Then again, you did run a mile in 4:30 so who am I to know :P

I say that because Stalker and System Shock 2 use very similar tactics to try and scare the player. Both have extensive use of shock moments, but unlike Doom 3 or Dead Space they didn't feel gimmicky, because they were put to very good use. Silent Hill 2 uses a more elaborate dread method to induce the same amount of tension that Stalker and System Shock 2 have. Unlike SS2 and Stalker however, you're less likely to get jumped by a monster. In Silent Hill 2, I felt Team Silent wanted to compel you to walk towards the 'fear' as opposed to the 'fear' coming towards you.

Anyone who's played both games knows that Stalker's and System Shock 2's horror tactics are quite similar. Incidentally, both are in my top twenty, though SS2 gets a top five spot. Anyone who hasn't played both games would probably bank on System Shock 2 being scarier because it's got the greater legacy ;)

It's cool and all you're trying to downplay The Dark Descent but it's not a monster hiding game. It's a physics-based adventure game like the original Penumbra series. Adventure game teasers usually highlight non-gameplay elements to make their games look exciting.

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#187 Animal-Mother
Member since 2003 • 27362 Posts

[QUOTE="Animal-Mother"]

Alan wake is a linear game. I don't see why people fight it. Sure there is some open space to explore but it's not OPEN like people wanna think it is.


One set path. Linear with some room for exploration.

Anjunaddict

I blame theseeker

Listen if there were multiple points to a destination, I would call it more open but as I said. ONE set path. And people think the minor amount of exploration makes it "open" When in a sense it is nice to discover things and spend extra time probing around the map. I mean it's largest enough to get the job done, but not as large as people are making it out to be;.

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#188 Vandalvideo
Member since 2003 • 39655 Posts

[QUOTE="Vandalvideo"]Like I mentioned to the other poster, I don't see STALKER as having the type of thriller assets to even begin to compare to games like Silent Hill; games which due to their linear nature were able to create masterful set pieces which you just simply don't find in games like Stalker. I never once was scared or frightened in Stalker as oppose d to Silent Hill or System Shock 2. Also, I'm not looking forward to Amnesia. The gameplay elements look extremely poor. I just don't see the fun of hiding inside a cupboard. Real time cupboard hiding was attempted in Deadly Premonitions and it was meh at best. FrozenLiquid

Sometimes you gotta try be real with yourself aye. Then again, you did run a mile in 4:30 so who am I to know :P

I say that because Stalker and System Shock 2 use very similar tactics to try and scare the player. Both have extensive use of shock moments, but unlike Doom 3 or Dead Space they didn't feel gimmicky, because they were put to very good use. Silent Hill 2 uses a more elaborate dread method to induce the same amount of tension that Stalker and System Shock 2 have. Unlike SS2 and Stalker however, you're less likely to get jumped by a monster. In Silent Hill 2, I felt Team Silent wanted to compel you to walk towards the 'fear' as opposed to the 'fear' coming towards you.

Anyone who's played both games knows that Stalker's and System Shock 2's horror tactics are quite similar. Incidentally, both are in my top twenty, though SS2 gets a top five spot. Anyone who hasn't played both games would probably bank on System Shock 2 being scarier because it's got the greater legacy ;)

It's cool and all you're trying to downplay The Dark Descent but it's not a monster hiding game. It's a physics-based adventure game like the original Penumbra series. Adventure game teasers usually highlight non-gameplay elements to make their games look exciting.

Whether or not they employ similar scare tactics is entirely irrelevant. I'm talking about the relative amount of certain types of moments which you don't find very much in STALKER as opposed to SS2. While there are some similar tactics, you miss out on a lot of the moments that you had in SS2 which involved the ghosts and the SHODAN moments. I already admitted, in the discussion with the other poster, that both use a lot of wandering, respawning enemies to supplement the fear. But where the two games diverge are the other horror elements that just aren't in STALKER. There isn't anything like those poltergeist moments in STALKER. Most of what is in stalker is primarily roaming enemies which, after an extended period of time, gets old. I don't see as many major set piece moments in STALKER that a I do SS2. Also, what else am I supposed to think about the Dark Descent? The gameplay they showed was "real time closet hiding". I go off what I see, not what developers hype. Hasn't steered me wrong in the past.
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#189 TheGrayEye
Member since 2006 • 2579 Posts

[QUOTE="TheGrayEye"]Obviously it wasn't just the "buggers" (wtf?) that made the game scary, it was the atmosphere combined with their presence/existance. Stalker has some of the most haunting atmosphere in a game, the Chernobyl zone setting creeps me out more than any other setting in a game, and I've played my share of horror games.Vandalvideo
From my perspective, thriller games need far more than a gloomy land scape and self-generating, random buggers. The problem with relying on these buggers for your scares is that it gets old really, really fast. Scripting is an extremely important part in thriller games. These games are all about creating suspenseful, wtf moments that you just don't get with this approach. Example, sitting in a cabin in Alan Wake and out of the corner of your eye seeing an axe guy casually stroll past. Or walking through the prison in Silent Hill 2 and hearing the monster that you BLOODY NEVER GET TO SEE! Those moments far surpass anything you can accomplish with randomly generating enemies, enemies with a set attack pattern that you can memorize if you spend enough time. You lose out on a lot of atmosphere when you don't have these distinct set pieces which are hard to do in these types of open world games. Even if I were to accept that STALKER has more atmosphere than SS2 or SH2, that does not meant hat it could not have benefited from a more narrowly tailored experience.

I obviously wasn't alone in thinking the underground sections were great, considering they added them back into the most recent game, since people loved them so much in the first. Personally SS2 doesn't even come close to Stalker, the zone feels much more real and bleak, it's haunting and mysterious, and best of all, it's hugely explorable, thus giving the atmosphere more room to stretch it's legs.

The SS2 is pretty dang mysterious. It is beginning to sound like you just played SS2 in the recent years and didn't play it when it came out. (Like a lot of people) The game back then had far more mystique than Stalker could ever hope to muster nowadays if you compare them as they were for their times. The atmosphere in other thriller games demolishes the brooding, thunder stricken landscape of STALKER.

It's obvious we just a different opinon on what's scary, personally, I just like my scary games to be more geniune than others, which is what Stalker is.

Genuine? No. More varied? Maybe.

How is it less genuine? By genuine I'm talking about unscripted events, and you are defending games that use lots of scripted events, so I would say an unscripted scary experience is much more genuine in Stalker, than linear horror games, where they pop out at you after you walk a certain place. For me, scripted events hardly ever work, I feel like I'm just walking through some kind of universal horror house ride or something. With Stalker, I can't predict the enemies, and where they will be. Just the idea that an invisble bloodsucker can be following me to camp at sunset, completely unscripted, and just at it's choosing, creeps me out. To me that is a step forward for horror games.

Also, believe it or not, Stalker also has lots of little clues and effects in it's audio and atmosphere. If you're stuck in the wilderness at night, you'll hear strange noises and creatures at night (weird calls from creatures far away in the darkness)- probably scripted, but just as effective once coupled with the open-world and unpredictable nature of the gameplay.

Also, SS2's atmosphere may have been more effective for it's time, but that was a long time ago, I would say Stalker has beaten it at this point.

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#190 Vandalvideo
Member since 2003 • 39655 Posts
How is it less genuine? By genuine I'm talking about unscripted events, and you are defending games that use lots of scripted events, so I would say an unscripted scary experience is much more genuine in Stalker, than linear horror games, where they pop out at you after you walk a certain place. For me, scripted events hardly ever work, I feel like I'm just walking through some kind of universal horror house ride or something. With Stalker, I can't predict the enemies, and where they will be. Just the idea that an invisble bloodsucker can be following me to camp at sunset, completely unscripted, and just at it's choosing, creeps me out. To me that is a step forward for horror games.TheGrayEye
Whoa now, why on Earth does genuine = non scripted? That doesn't necessarily reflect what the dictionary definition of genuine is. The dictionary definition of genuine is merely that it is sincere or honest. A scripted event can be just as sincere, if not more sincere, than a randomly occuring event. Heck, a randomly occuring event actually has less going for it in terms of being genuine because, if it is random, it wasn't sincerely put there on the part of the artist. It was merely an in determinant event which happened to occur.

Also, believe it or not, Stalker also has lots of little clues and effects in it's audio and atmosphere. If you're stuck in the wilderness at night, you'll hear strange noises and creatures at night (weird calls from creatures far away in the darkness)- probably scripted, but just as effective once coupled with the open-world and unpredictable nature of the gameplay.

It is somewhat effective, but no where near as effective as the poltergeist moments and the other set pieces that you find in other more linear games. Again, the mere fact that you found the atmosphere more intriguing does not necessitate that it was because it was open. For all you know, had the STALKER developers taken the time to make a scripted horror game the atmosphere could have been ten million times better.

Also, SS2's atmosphere may have been more effective for it's time, but that was a long time ago, I would say Stalker has beaten it at this point.

STALKER is a game coming out far into the future with advanced tech. There is a reason why many people would more drawn to it if they played the games side by side today. However, that does not necessarily mean STALKER could have beaten SS2 in its prime back in the day were they on the same level in terms of technology.
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#191 pis3rch
Member since 2006 • 1695 Posts
Just got the game today, and it's linear. Granted i'm only on episode 3, so maybe things will open up a bit later. I don't know why people expected a fully open world like RDR or a Bethesda Game, they told us it wouldn't have one because it doesn't really fit with the episodic, tv-series presentation of the story. I also don't know why linearity is necessarily a bad thing, so far I'm having a ton of fun with the game.
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#192 TheGrayEye
Member since 2006 • 2579 Posts

[QUOTE="TheGrayEye"]How is it less genuine? By genuine I'm talking about unscripted events, and you are defending games that use lots of scripted events, so I would say an unscripted scary experience is much more genuine in Stalker, than linear horror games, where they pop out at you after you walk a certain place. For me, scripted events hardly ever work, I feel like I'm just walking through some kind of universal horror house ride or something. With Stalker, I can't predict the enemies, and where they will be. Just the idea that an invisble bloodsucker can be following me to camp at sunset, completely unscripted, and just at it's choosing, creeps me out. To me that is a step forward for horror games.Vandalvideo
Whoa now, why on Earth does genuine = non scripted? That doesn't necessarily reflect what the dictionary definition of genuine is. The dictionary definition of genuine is merely that it is sincere or honest. A scripted event can be just as sincere, if not more sincere, than a randomly occuring event. Heck, a randomly occuring event actually has less going for it in terms of being genuine because, if it is random, it wasn't sincerely put there on the part of the artist. It was merely an in determinant event which happened to occur.

Also, believe it or not, Stalker also has lots of little clues and effects in it's audio and atmosphere. If you're stuck in the wilderness at night, you'll hear strange noises and creatures at night (weird calls from creatures far away in the darkness)- probably scripted, but just as effective once coupled with the open-world and unpredictable nature of the gameplay.

It is somewhat effective, but no where near as effective as the poltergeist moments and the other set pieces that you find in other more linear games. Again, the mere fact that you found the atmosphere more intriguing does not necessitate that it was because it was open. For all you know, had the STALKER developers taken the time to make a scripted horror game the atmosphere could have been ten million times better.

Also, SS2's atmosphere may have been more effective for it's time, but that was a long time ago, I would say Stalker has beaten it at this point.

STALKER is a game coming out far into the future with advanced tech. There is a reason why many people would more drawn to it if they played the games side by side today. However, that does not necessarily mean STALKER could have beaten SS2 in its prime back in the day were they on the same level in terms of technology.

Yes, but sincere stresses the abscene of feigning or exaggeration, and a unscipted monster following me, sounds a lot less "fake" to me, at least from a gameplay perspective, than a monster jumping out at me because I crossed an invisble line in the level, then dissappearing a second later. The creatures in Stalker, for the most part, approach you in the way they were born to do, and not just because you crossed that line.

You're right that the atmosphere could may also been effective if the game were linear, but I still believe the reason it works so well, is because the game drops you into it's world, and does NOT hold your hand, it creates the creatures of the world, and doesn't really control them either. Also, the reason I grade SS2's atmosphere on the same level as Stalkers, is because lots of old school fans still say the game is scarier than most out today, which I personally don't agree with. This brings me to a point I haven't expressed yet, but it is the main reason I believe most horror games of today are uneffective- it is because they over power the player.

The atmosphere is augmented to the stratosphere if the enemies that occupy that world can actually cause you harm. So many horror games today give the player the coolest weapons and powers to fight these enemies, and they don't even have a chance. The scare factor in Bioshock 2 was horrible for example, because you bascially were Iron Man, and you could shoot fire out of your ****ing hands. I think SS2 was a bit scary in the beginning, but then I gradually became powerful, and understand how to master the gameplay, and the enemies didn't have a chance either. With Stalker, I get the feeling these creatures can destroy me, and that if I'm not careful, they will. This is actually the biggest factor for me, in determining whether a game can scary me or not, and so many games get it wrong.

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#193 FrozenLiquid
Member since 2007 • 13555 Posts

Whether or not they employ similar scare tactics is entirely irrelevant. I'm talking about the relative amount of certain types of moments which you don't find very much in STALKER as opposed to SS2. While there are some similar tactics, you miss out on a lot of the moments that you had in SS2 which involved the ghosts and the SHODAN moments. I already admitted, in the discussion with the other poster, that both use a lot of wandering, respawning enemies to supplement the fear. But where the two games diverge are the other horror elements that just aren't in STALKER. There isn't anything like those poltergeist moments in STALKER. Most of what is in stalker is primarily roaming enemies which, after an extended period of time, gets old. I don't see as many major set piece moments in STALKER that a I do SS2. Also, what else am I supposed to think about the Dark Descent? The gameplay they showed was "real time closet hiding". I go off what I see, not what developers hype. Hasn't steered me wrong in the past. Vandalvideo

No, not entirely irrelevant. Just vandal irrelevant.

Stalker may not have "ghosts", but it has quests. And logs. It does have poltergeists though.

SS2's scare tactics are not the ghosts or Shodan. Thoseare the supplementations. No vandal, I don't believe you went out going "Oh wow, I want these ghosts to be scary. Here comes my fear!". It didn't happen like that. You only found those ghosts and Shodan disturbing simply because the security cameras were whirring, the ship was making funny noises, and a monkey was screaming in the distance. That's what induced the fear. Shodan and the ghosts weren't the scare tactics. They were the context.

Stalker also has its context. You read the diary logs, quests, backstory etc. Like SS2, you're given enough information to know what's in store, but you really don't know what's coming. That's the trick. The fear comes from the audio-visual department just like any other horror game e.g Dead Space.The reason Dead Space isn't as scary is that it gave all the audio-visual scares without much context. So there was a barrage of shock without time to really let it sink in.

It's good that you go by what you can see and not by what the developers hype. Because then you wouldn't base your assumptions on a video teaser, and instead have been well versed in the Penumbra games, noted to be one of the better horror themed games to come out in a while. Of course though, you didn't find those scary as well, so therefore The Dark Descent still looks like crap and not scary lol.

You been doing this for years man, you still haven't changed.

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#194 Vandalvideo
Member since 2003 • 39655 Posts
Yes, but sincere stresses the abscene of feigning or exaggeration, and a unscipted monster following me, sounds a lot less "fake" to me, at least from a gameplay perspective, than a monster jumping out at me because I crossed an invisble line in the level, then dissappearing a second later. The creatures in Stalker, for the most part, approach you in the way they were born to do, and not just because you crossed that line.TheGrayEye
A scripted event need not necessarily be feigning or exaggeration. If anything, it may be the case that a non linear event may be more fake due to an uncanny valley effect created by the lackadaisical approach taken to how the character interacts with the environment. It does not follow that merely because something is linear or scripted that it is less sincere.

You're right that the atmosphere could may also been effective if the game were linear, but I still believe the reason it works so well, is because the game drops you into it's world, and does NOT hold your hand, it creates the creatures of the world, and doesn't really control them either. Also, the reason I grade SS2's atmosphere on the same level as Stalkers, is because lots of old school fans still say the game is scarier than most out today, which I personally don't agree with. This brings me to a point I haven't expressed yet, but it is the main reason I believe most horror games of today are uneffective- it is because they over power the player.

A game can be linear and yet not hold you hand. Does not necessarily follow that merely because something is linear that it holds your hand. Nor does it follow that because something is open it does not hold your hand. Also, SS2 doesn't hold your hand either. You're plopped down into a ship and allowed to free-roam. The only thing guiding you are comms and poltergeists, which you may choose to ignore.

The atmosphere is augmented to the stratosphere if the enemies that occupy that world can actually cause you harm. So many horror games today give the player the coolest weapons and powers to fight these enemies, and they don't even have a chance. The scare factor in Bioshock 2 was horrible for example, because you bascially were Iron Man, and you could shoot fire out of your ****ing hands. I think SS2 was a bit scary in the beginning, but then I gradually became powerful, and understand how to master the gameplay, and the enemies didn't have a chance either. With Stalker, I get the feeling these creatures can destroy me, and that if I'm not careful, they will. This is actually the biggest factor for me, in determining whether a game can scary me or not, and so many games get it wrong.

Which may have more to do with the really crappy gunplay in STALKER than it does with any genuine attempt to create a suspenseful environment. There are extreme balancing issues in STALKER and the bullet registry is meh at best. I wouldn't classify shoddy gunplay design as a plus for a game. Also, maybe the reason why you're finding SS2 so easy is that you're playing it so late in the cycle. Going back and playing games like Frogger make them look far easier than they were at the time. That doesn't speak to the relative difficulty of the games but the fact that we have experienced most of what they have had to offer and are jaded when we go back and play them.
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#195 Vandalvideo
Member since 2003 • 39655 Posts
No, not entirely irrelevant. Just vandal irrelevant.FrozenLiquid
They are entirely irrelevant to the argument which I am advancing at this moment in time. The mere fact that they employ similar mechanics is irrelevant, because I am discussing the relative amount of how many times each mechanic is used, and the relative effect that has on the overall atmosphere. I already admitted they employ some of the same mechanics.

Stalker may not have "ghosts", but it has quests. And logs. It does have poltergeists though.

It has things which throw stuff around, but those are not the same type of poltergeist encounters that you find in System Shock 2, where you see people living out their last moments and interacting with their stories. That is most assuredly not in STALKER.

SS2's scare tactics are not the ghosts or Shodan. Those are the supplementations. No vandal, I don't believe you went out going "Oh wow, I want these ghosts to be scary. Here comes my fear!". It didn't happen like that. You only found those ghosts and Shodan disturbing simply because the security cameras were whirring, the ship was making funny noises, and a monkey was screaming in the distance. That's what induced the fear. Shodan and the ghosts weren't the scare tactics. They were the context.

You have absolutely no idea what induced mine own fear. You are not me. What induced mine fear were the poltergeist encounters and SHODAN. You have insufficient evidence to begin to psycho-analyze me. Merely because you may have found those things to scare you does not mean you can project and pretend that is what scared me.

Stalker also has its context. You read the diary logs, quests, backstory etc. Like SS2, you're given enough information to know what's in store, but you really don't know what's coming. That's the trick. The fear comes from the audio-visual department just like any other horror game e.g Dead Space.The reason Dead Space isn't as scary is that it gave all the audio-visual scares without much context. So there was a barrage of shock without time to really let it sink in.

The context in STALKER wasn't delivered in as compelling a manner as SS2. The vehicle was far weaker, with too sparse voice over. The poltergeist encounters and SHODAN are far superior to the datalog entries of STALKER.

It's good that you go by what you can see and not by what the developers hype. Because then you wouldn't base your assumptions on a video teaser, and instead have been well versed in the Penumbra games, noted to be one of the better horror themed games to come out in a while. Of course though, you didn't find those scary as well, so therefore The Dark Descent still looks like crap and not scary lol.

I didn't say Dark Descent looks like crap. I merely said it looks like real time closet hiding and, if Deadly Premonitions is any indication, that will be boring. That is not calling Dark Descent boring, but merely if it takes after DP it will be, atleast in the thrills department. It also doesn't matter what the original Penumbra games were like. The fact of the matter is that the gameplay footage, the only gameplay footage, that we've seen of Dark Descent is closet hiding. If you want to claim it will be an adventure puzzle game, then I demand more footage. Insufficient evidence.
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FrozenLiquid

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#196 FrozenLiquid
Member since 2007 • 13555 Posts

Yes, but sincere stresses the abscene of feigning or exaggeration, and a unscipted monster following me, sounds a lot less "fake" to me, at least from a gameplay perspective, than a monster jumping out at me because I crossed an invisble line in the level, then dissappearing a second later. The creatures in Stalker, for the most part, approach you in the way they were born to do, and not just because you crossed that line.

You're right that the atmosphere could may also been effective if the game were linear, but I still believe the reason it works so well, is because the game drops you into it's world, and does NOT hold your hand, it creates the creatures of the world, and doesn't really control them either. Also, the reason I grade SS2's atmosphere on the same level as Stalkers, is because lots of old school fans still say the game is scarier than most out today, which I personally don't agree with. This brings me to a point I haven't expressed yet, but it is the main reason I believe most horror games of today are uneffective- it is because they over power the player.

The atmosphere is augmented to the stratosphere if the enemies that occupy that world can actually cause you harm. So many horror games today give the player the coolest weapons and powers to fight these enemies, and they don't even have a chance. The scare factor in Bioshock 2 was horrible for example, because you bascially were Iron Man, and you could shoot fire out of your ****ing hands. I think SS2 was a bit scary in the beginning, but then I gradually became powerful, and understand how to master the gameplay, and the enemies didn't have a chance either. With Stalker, I get the feeling these creatures can destroy me, and that if I'm not careful, they will. This is actually the biggest factor for me, in determining whether a game can scary me or not, and so many games get it wrong.

TheGrayEye

Here's a tip, you don't 'win' with vandal :P

It's an exercise in futility. Not because he's right, but because he won't back down from what he said lol.

It took 15 pages of argumentation back in '07 for him to run out of ideas and simply state he didn't mean anything of what he previously said, he likes Halo as much as you do. Then you find out later that he hasn't played Halo in his life :P

So I'm wary he's actually played System Shock 2 or Stalker.

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FrozenLiquid

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#197 FrozenLiquid
Member since 2007 • 13555 Posts

Just two things:

They are entirely irrelevant to the argument which I am advancing at this moment in time.Vandalvideo

That's your problem. You're gallivanting by yourself as usual. See me here? In the ring? That's where you gotta be. Why you always make a silly statement and try to back it up instead of just saying 'you may just be correct' will forever elude me.

You have absolutely no idea what induced mine own fear. You are not me. What induced mine fear were the poltergeist encounters and SHODAN. You have insufficient evidence to begin to psycho-analyze me. Merely because you may have found those things to scare you does not mean you can project and pretend that is what scared me.

..... :lol:

And the cracks in your armour start to show. I have every single idea of what scares you. I, like Team Silent, know exactly what creates fear. I, like every person taking a first stage psych paper, knows exactly what induces fear. The only time I wouldn't know what scared you was if you had a phobia. That's why the term phobia exists; it's an irrational fear. Sorry bud, I don't need to psycho-analyze you to know what freaks you out. Psycho-analyze is a 60's term anyway. You're way behind.

Unless of course, you're not human. Then again, you did run a mile in 4:30 and knew everything there was to know about Halo: CE without playing it.

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FrozenLiquid

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#198 FrozenLiquid
Member since 2007 • 13555 Posts

The fact of the matter is that the gameplay footage, the only gameplay footage, that we've seen of Dark Descent is closet hiding. If you want to claim it will be an adventure puzzle game, then I demand more footage. Insufficient evidence.Vandalvideo

.... I revert to what I said previously.

You're gallivanting by yourself as usual. See me here? In the ring? That's where you gotta be. Why you always make a silly statement and try to back it up instead of just saying 'you may just be correct' will forever elude me.FrozenLiquid

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Zero_epyon

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#199 Zero_epyon
Member since 2004 • 20501 Posts

[QUOTE="Anjunaddict"]

[QUOTE="Animal-Mother"]

Alan wake is a linear game. I don't see why people fight it. Sure there is some open space to explore but it's not OPEN like people wanna think it is.


One set path. Linear with some room for exploration.

Animal-Mother

I blame theseeker

Listen if there were multiple points to a destination, I would call it more open but as I said. ONE set path. And people think the minor amount of exploration makes it "open" When in a sense it is nice to discover things and spend extra time probing around the map. I mean it's largest enough to get the job done, but not as large as people are making it out to be;.

I wonder if theseekar is going to have the nerve to tell you to play the game first like he's told everybody that disagrees with him.

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Vandalvideo

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#200 Vandalvideo
Member since 2003 • 39655 Posts
That's your problem. You're gallivanting by yourself as usual. See me here? In the ring? That's where you gotta be. Why you always make a silly statement and try to back it up instead of just saying 'you may just be correct' will forever elude me.FrozenLiquid
Maybe you shouldn't respond to my arguments if you're not ready to work within the confines of the argument itself. I recognized from the beginning that they share similar styles. Your pointing that out served no purpose, as I had already recognized that point. Heck, the point played some role in mine own argument. I recognized that they had similar styles, but varied greatly in the employ of those styles over the course of the entire game. Stalker lacks many of the set piece moments that SS2 has. These are in far more quantity in SS2 than they are in STALKER. Stalker is an open world game. It is at least reasonable to see a correlation between the two.

I have every single idea of what scares you. I, like Team Silent, know exactly what creates fear. I, like every person taking a first stage psych paper, knows exactly what induces fear. The only time I wouldn't know what scared you was if you had a phobia. That's why the term phobia exists; it's an irrational fear. Sorry bud, I don't need to psycho-analyze you to know what freaks you out. Psycho-analyze is a 60's term anyway. You're way behind.

You don't know what induces fear so much as you've seen certain stimuli happen to be accompanied by a certain reaction in the subject 9 times out of 10. That, however, does not necessitate it was that specific stimuli which created the reaction. Correlation does not equal causation. Nor does it mean that your sample is representative of the entire populus. Nor does it mean that, even if it is representative, that I am not that 1/10 which reacts to different stimuli than yourself. You have no proof that I am not within that tiny minority.