Re: Alpha 0.3 Discussion [SPOILERS]
Posted: Fri Apr 11, 2014 9:54 pm
Left my feedback on the survey form, quite impressed. Much longer than I expected. Personally, not a fan of the dead end rooms because while they're cool to just look at, am hoping for them to be save screens or respite areas from chases, just some functionality to them. If they're just there to flesh out the story, hope more environmental storytelling because right now I just noticed a lot of repeating doll stuff.
The bird smashing on the window was the biggest jump scare that worked on me!
For some reason, really love the 3D-ish head turn on the inmates. I love that even though by walking, they can't tell where you are, if you're too close they'll still know you're there. I only wish that if you got chased, there was a way to hide in the many asylum rooms for a quick respite.
They were creepier foes than the monster. That bit where you have to step on the glass to distract a patient away from the body pile was quite clever. That bit in the hallway where I heard a dog roar or something near the end of the screen, I booked it to open the door even though there probably was nothing there, so that was effective.
Super interested in all the new story stuff. Didn't realise the game was set in the late 19th century. Was kinda cute to see Alexander Bruce (Antichamber) on a gravestone.
Matt's voice has a certain innocence to it, actually, if there is a voice actor being brought in, I hope he's as nervous sounding ^_^
Scariness:
Not even the scariest game is scary all the time, so there's a good balance here of scares and constant dread as you're waiting for something to happen but nothing does as you reach the end of the screen. I like that the beds are basically save screens which fit with the neverending nightmares/groundhog day motif. I was waiting for the family portrait to do something freaky with the eyes. If there's too much of the stealth, it could make the game more of a puzzle rather than tense. I really liked the failure state where you couldn't get past the patient which led to the next story bit with Mrs Smith/Gabby.
The bird smashing on the window was the biggest jump scare that worked on me!

For some reason, really love the 3D-ish head turn on the inmates. I love that even though by walking, they can't tell where you are, if you're too close they'll still know you're there. I only wish that if you got chased, there was a way to hide in the many asylum rooms for a quick respite.
They were creepier foes than the monster. That bit where you have to step on the glass to distract a patient away from the body pile was quite clever. That bit in the hallway where I heard a dog roar or something near the end of the screen, I booked it to open the door even though there probably was nothing there, so that was effective.
Super interested in all the new story stuff. Didn't realise the game was set in the late 19th century. Was kinda cute to see Alexander Bruce (Antichamber) on a gravestone.
Matt's voice has a certain innocence to it, actually, if there is a voice actor being brought in, I hope he's as nervous sounding ^_^
Scariness:
Not even the scariest game is scary all the time, so there's a good balance here of scares and constant dread as you're waiting for something to happen but nothing does as you reach the end of the screen. I like that the beds are basically save screens which fit with the neverending nightmares/groundhog day motif. I was waiting for the family portrait to do something freaky with the eyes. If there's too much of the stealth, it could make the game more of a puzzle rather than tense. I really liked the failure state where you couldn't get past the patient which led to the next story bit with Mrs Smith/Gabby.