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post games that would be better without the monsters

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Thread replies: 56
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post games that would be better without the monsters
>>
>literally r.eddit, the video review

monsters added real danger (in other words, you could actually die) otherwise this game would have been just another lame walking simulator with GOAT story and atmosphere I had nightmares for weeks

what is spam about this message?
>>
>>388403630
Pillars of Eternity
Or they should've at least been giving XP
>>
>>388403778
I thought the monsters only knocked you out if they caught you?
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>>388403913
They kill you if they catch you twice.
>>
>>388403778
that's the problem with the game: it's not a horror, it's not survival - it's a fucking walking simulator with puzzle elements.

Hiding from monsters isn't challenging unless you're five years old and never seen the keyboad/mouse before and the puzzles are so rare and so laughably easy to solve it's unbelievable.

The game should've dropped all the pretence and just be a walking simulator (and it was a good walking simulator, but terrible horror adventure)
>>
>>388403965
Ah. I never actually got far enough into the game to start worrying about monsters. Too afraid. Atmosphere was staggeringly good.
>>
>>388403630
>game where one of the major plot points is AI's failure to understand human psyche and it's floundering at it's primal directive of securing survival due to that
>better without it somehow
Shit opinion.

>>388403983
>isn't challenging
Another non-argument.
Let's remove monsters from all games because 99% of them aren't >le challenging anyway. Imagine Silent Hill without those boring unchallenging monsters. Awesome.
>>
>>388404497
This guy gets it

How the fuck would soma be better without the monsters? It would make no fucking sense
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>>388404497
that would be sensible to remove monsters from all non-scripted moments and boss fights in Silent Hill, yes
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>>388403630
just download the workshop mod so the monsters can't see you you big dummy
>>
>>388404497
here's my biggest gripe with monster design in SOMA (and Amnesia as well) and why the comparison with SH doesn't work: you, as a player, don't have a meaningful choice between progressing at the monster's grace to wait until they get the fuck out from the hallway you need to go through or attempting to confront them or momentarily scare off/distract them in order to run throug the hallway. The game doesn't try your patience and leaves you free of any options but WAITING. Which is exactly why the first Penumbra was objectively the best game Frictional Games ever made (then everything has turned to shit with the second episode)
>>
>>388403630
There is a mod that makes the monsters ignore you. Interestingly enough it adds to the atmosphere, as the monsters are still there, lumbering about as a tragic reminders of how wrong things went.

Of course, it does turn the game into a pure walk-sim. But then again that is not much of a change from original.

>>388404497
>Another non-argument.
HOW is that not an argument you retard? They don't add to the atmosphere, they don't make the game more tense or challenging: if they don't benefit the game, they don't have to be there.
>Imagine Silent Hill without those boring unchallenging monsters.
Not the same case you moron. Monsters in SH, aside from being part of the narrative and actually important in their symbolism, they are actually challenging at least on basic levels. They force resource management, they force fight/or/flee decision making... they game would not be improved by removing them.

SOMA is not the same. You don't make decisions related to them, there is no resource management tied to them, you can't fight them - all they do is force you to take a trip around them or wait for them to past. They are essentially non-interactive.
>>
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>>388405070
thank fuck - another sensible person in the thread
>>
>>388405070
>>388404738
This mod sounds interesting. Would you recommend it?
>>
>>388405070
>They don't add to the atmosphere, they don't make the game more tense or challenging:
They do for me.
You argument is invalid.

>they are actually challenging
Lmoa
kys
>>
<<388405203
>anon posts a suggestion
>"du-u-h, would you recommend it?"
>>
>>388405227
what a thoughtful input. Next time if you don't have anything to add to the argument - be dear and don't post anything. It makes you look like an underage idiot that either can't end conversation without having his last word or grasping desperately for attention, both of which are very pathetic reasons for opening your gob.
>>
>>388405203
>This mod sounds interesting. Would you recommend it?
Yeah, I guess I would. Personally I only used after getting more than half-way through the vanilla version of the game, and figured out the monsters just annoy me.
That said, I'd argue I'm not entirely sure if I'd recommend SOMA to begin with. I mean the story and environments are awesome... but if you IMPROVE GAME by ripping out the only remotely gameplay-resembling aspect of it, you know there is something profoundly wrong with the design.

>>388405227
Glad to see that you can't argue for shit, kid. I think we are done.
>>
>>388405203
sure why not. its great for pure exploration so you can find all the collectibles and since you can walk right up to the monsters it makes for good screenshot porn. i played the game twice; with and without it. some of the chase sequences still remain but nothing can hurt you.
>>
I haven't played SOMA, but I know the story.
Should I play through it?
With that passive mod, I have zero tolerance for boring stealth games, but boring walking sims aren't too bad.
>>
>>388405421
try out the vanilla version first - the story is good, but delivery and the atmosphere itself is not bad either in this game
>>
>>388404230
You should do like I did and download the mod that makes monsters passive. It's still hella spooky, but it made me able to complete it.
>>
>>388405421
It's... decent. It has some really cool moment. And as someone actually a bit knowledgable of philosophy of consciousness, I'd say it's easily the best videogame study of this subject. As a game, it's kinda shit, but atmosphere, environment and those few moments of interactions with other characters you'll get are genuinely interesting.
>>
>>388405421
also, stealth is not a must - unlike, say, Alien Isolation, in most cases you can run away from the monster
>>
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New Topic: We post retarded opinions
I'll start
>>
>>388405342
>>388405351
You don't deserve any better argument seeing as how you fail to understand the absolute basic point i brought that what works for you doesn't neccessarily works for everyone and vice versa.
Your angry autistic screeching is further proof you are retards.
>>
>>388405584
ur post
>>
<<388405598
the moment you switched your focus from discussing the subject to discussing others who are discussing a subject - you have failed, kiddo.
>>
>>388405671
> <<
Kek. Fuck off already, assclown.
>>
>>388405598
Now kid, we understand your point perfectly. We just laugh at you for it, because it's stupid and you can't even present it without sounding like a little faggot. You are rambling on about principles, because "games must have gameplay" is a magical mantra that you have been taught to adhere to around here without thinking, or consideration for anything as pesky as "particularities", "context". And you have been taught to worship this mantra more than actually care about the final product.

It's really not difficult to understand you, it's just that people feel sorry for you when they do.
>>
>>388405421
stealth isn't entirely necessary, every proxy has a weakness that lets you get away most people just don't care to discover what they are.
>>
Deadly Premonition
>>
<<388405729
sorry, dear - you have to try harder for earning a (You).
Right now, the only retard in this place is you.
>>
>>388403630
This is probably the only game where it would be better as a walking simulator, the monsters were poorly programmed and there was no consequence to dying to them. They felt shoehorned in because that's what Amnesia did.
>>
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>>388405857
Hope you didn't expect me to read all that assblasted schizophrenic shit about your "we", but here's your you. You redditors seem to value those according to this downie >>388405958
>>
>>388406103
You know you don't have to continue humiliating yourself in public, right?
>>
<<388406103
wow, you just keep digging and digging, and making a fool out of yourself by each post - just gonna sit here and look at your stupid act. Please keep going - i want to see the bottom of this well
>>
>>388406172
Of course, which is why i'm humiliating you. Your obvious discomfort and pathetic attempts to appeal to some imaginary auditory and "we" speaks volume.
>>
oh.. now you just sound boring. Can you more effort into your performance?
>>
>>388406380
Dude, I'm going to be gracious and save what ever of your dignity is left by just ignoring you from now on. Enjoy your "last word".
>>
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>>388406452
do it - he really is not worth any acknowledgment
>>
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>>388406004
Yes, it can't be a SOMA thread without
>Fuck Simon, what a retard
Then again, apparently the people in here have enough brain damage for everyone.
I wish there were good workshop stories to try out.
Or at least one where the main monster is a robotic copy of you.
>>
>>388406452
You were going to bail out of your failed attempt at argument few posts ago already, but you just can't stop jerking yourself off, eh?
>>
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Quite the contrary, SOMA would be better with monsters. What SOMA actually needed were regular monsters with combat. If this game had combat of Dead Space's strategic dismemberment and Alien Isolation's big continuous monster hunting you troughout the game and adapting to your tricks it would be my personal GOAT. The lack of monsters and combat is the only flaw as verything else is perfect.
>>
>>388406935
And also savepoint system instead of checkpoints. Really a shame.
>>
>>388403795
Pillars of Eternity is a real good game, but it would have been better with half the enemies.
>>
>>388403630
You're retarded.

>>388403778
Thank you.

>>388403983
Fuck yourself.
>>
>>388408929
The other fucker got pretty much blowed the fuck out. I'm wondering what makes you think you'll fare any better, especially since you are not even making any points so far.
>>
>>388406935
Fuck, Isolation is seriously one of the most beautiful games I've ever played. The lighting was 11/10 immaculate. Can't believe CA of all studios made it.

SOMA is a fantastic horror game, but the game part is the weakest link. As you said, if it had more gameplay elements to it, it would have been much better. It could even have worked in gameplay with its themes too.
>>
>>388409205
>It could even have worked in gameplay with its themes too.
Like what?
>>
>>388406656

I wish the WAU would have put Dr. Munchies legacy scan in a body so he and Simon could have talked.
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>>388405932
I'm playing this and holy shit you are right.
>>
>>388405351
> I mean the story and environments are awesome... but if you IMPROVE GAME by ripping out the only remotely gameplay-resembling aspect of it, you know there is something profoundly wrong with the design.
I don't see anything wrong in that, some games just work better as walking simulator If the atmosphere is good enough to compensate the minimal gameplay. Do you think that Yume Nikki would have been better as action horror game? It wouldn't even have been Yume Nikki. Walking simulator just have a different approach, and there is nothing intrinsically worse or bad in being a different experience with different priorities.
>>
>>388413212
Yume Nikki is a bad example. It has those bird ladies who chase you and essentially force you to wake up from the dream.
Thread posts: 56
Thread images: 7


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