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devil hunter

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The more I play Downpour...

Post by devil hunter on Wed May 02, 2012 3:37 pm

I think that "weird Otherworld" is what they were going for. The design and radio music you can hear sometimes really add to the special atmosphere.

It may not be everyone's cup of tea, but other people (including myself) appreciate it and like it. I can understand why some may think that it's not Silent Hillish enough, but that's just a personal opinion, plus the devs tried something new, some new Otherworld that does not feel like some Otherworld from earlier games, in both the design and atmosphere.

It seems that some people don't like the sidequests because it screws up the narrative, that it doesn't feel like the town is guiding you. The only game where it feels like the town is guiding you is 2.
In other games characters were either going around and weren't guided by anyone, also later games were more linear.
Was it really necessary for the narrative that Heather goes in the sewers and ends up in the office building? Like someone in one thread wrote, it feels more like a filler, there was no other reason for her to go home like that (not bashing the game or anything, just making an example).

Also, have you noticed that Murphy just wants to escape? The reason why he even visits Centennial building is because of all those messages sent by Ricks, so he decides to see what he wants and could he help him, he even wants him to get to the point because he doesn't have time to waste.

The part of the game where the town makes him face his past is when he gets a letter and checks out the Monastery. You can say that the town guided him, hell the town probably guided Anne more than Murphy, she had to find him so many times somehow. She even says that the town showed her some things.
Last edited by devil hunter on Wed May 02, 2012 3:46 pm.
 
 
 
 
 
 

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Post by captain crowbar on Wed May 02, 2012 3:44 pm

^ all true, all true. I mean, Anne literally seemed to appear out of thin air once or twice (dat boat? Lulz were had by me)

Overall it's a really good game, but like so many have said (and I hate using cliche dialogue like this) it had some major untapped potential that made aspects dissapointing.

I made a super short review vid: http://www.youtube.com/watch?v=LJJ8JsN2sdk
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astro

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The more I play Downpour...

Post by astro on Thu May 03, 2012 1:19 pm

devil hunter wrote:I think that "weird Otherworld" is what they were going for. The design and radio music you can hear sometimes really add to the special atmosphere.

It may not be everyone's cup of tea, but other people (including myself) appreciate it and like it. I can understand why some may think that it's not Silent Hillish enough, but that's just a personal opinion, plus the devs tried something new, some new Otherworld that does not feel like some Otherworld from earlier games, in both the design and atmosphere.

It seems that some people don't like the sidequests because it screws up the narrative, that it doesn't feel like the town is guiding you. The only game where it feels like the town is guiding you is 2.
In other games characters were either going around and weren't guided by anyone, also later games were more linear.
Was it really necessary for the narrative that Heather goes in the sewers and ends up in the office building? Like someone in one thread wrote, it feels more like a filler, there was no other reason for her to go home like that (not bashing the game or anything, just making an example).

Also, have you noticed that Murphy just wants to escape? The reason why he even visits Centennial building is because of all those messages sent by Ricks, so he decides to see what he wants and could he help him, he even wants him to get to the point because he doesn't have time to waste.

The part of the game where the town makes him face his past is when he gets a letter and checks out the Monastery. You can say that the town guided him, hell the town probably guided Anne more than Murphy, she had to find him so many times somehow. She even says that the town showed her some things.


I don't mind new directions, pretty much every game in the original 4 did something new and interesting except for Silent Hill 3, and they all elicited a different emotional response from the player. The thing I was touching on about Downpour is that it doesn't make you feel much of anything, like you said, Murphy just wants to escape and Otherworld segments of the game, at least for me, didn't evoke any emotion except "that's weird" (I'm reminded of the room turning room part at the start of the game).

Murphy did feel like he was being guided to me, possibly more directly than even Silent Hill 2 at a couple of intervals throughout the game, it's just that it stops and starts which was the weird thing. Going from running up an infinite staircase until you make the choice to turn around and symbolically face your problems, to just kind of running around town and doing something irrelevant, filled me with a strange feeling, and I suspect it's because the game isn't scary and your unconscious reaction to the monsters are "they're people" which dwarfs "they're symbolic representations of my inner turmoil" or scary ghosts or whatever. I don't remember exactly what I was thinking when I posted about the narrative not being very 'into' Murphy's journey, but I think this is what I was talking about, the feeling that the effort of the town is somewhat divided, like it's getting bored or it needs to take a break or something. I think it would've worked if the side content was more Murphy focused, kind of like Neely's bar or something similar, as well as being more scary so it feels like it's trying to coax something out of you, or rather, Murphy. My favorite part of the game was actually the exploration, right next to the combat, it's just unfortunate about the AI and monster design, but the big problem with both is that the game just doesn't generate the emotional response that transforms Amnesia from 'boring game with simple puzzles and only a few enemies' into 'really good game that keeps you on the edge of your seat for the entirety of gameplay'. I guess what I'm saying is that there's just no butter holding the two pieces of bread together, so the sandwich falls apart when you hold it in a certain way and now you have two previously good pieces of bread on the ground and covered in dirt.

Speaking of which; the mine-cart was the least scary 'intended to be scary' part of the game. I'd really like to see less of that stuff in possible future Silent Hill or any horror titles. Dead Space 2 had the same issue with crawling around in the vents, you knew you had total control because for gameplay reasons nothing can happen to you, ironically because you're deprived of your control at the time. It's the difference between a film horror and a game horror, and games are always going to be a more effective medium for it because you have a measure of control and you can actually fail. It was pretty much the same deal with the sliding sections of The Otherworld, less is more and don't deprive the player of their control in such a way that they feel safe.

Anyway I had this weird dream last night that Silent Hill 2 was faithfully recreated with Downpour combat and exploration, and it was fucking awesome.
Last edited by astro on Thu May 03, 2012 1:57 pm.
 
 
 
 
 
 

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Post by devil hunter on Thu May 03, 2012 1:44 pm

Well, your mileage my wary, I really like the atmosphere of the game.

Also, remember that Murphy was running from his problems until the town made him face them in the Monastery. I wouldn't say that the town was getting bored or something.

Also, your mileage may wary on game being scary. Horror is subjective, some may find Downpour scary, some may not.
I knew even before Downpour was finished that it won't be scary for me but I still really liked the game, like the story, characters, atmosphere etc.
 
 
 
 
 
 

astro

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Post by astro on Thu May 03, 2012 1:52 pm

devil hunter wrote:Well, your mileage my wary, I really like the atmosphere of the game.

Also, remember that Murphy was running from his problems until the town made him face them in the Monastery. I wouldn't say that the town was getting bored or something.


It (the town when you arrive at the Monastery) did, but you could've spent a couple of hours cooking rice in a strange house instead if you wanted. Of course you can say the same thing about previous Silent Hill games, but they're emotionally demanding at the same time, which I'm pretty sure is why it works for me. But because of the lack of horror, the stop-and-go feeling in Downpour doesn't quite do it for me in the same way, it doesn't feel like I'm being challenged by the town half of the time in any way, shape or form, though at the other times it's blatant. It's not so much an issue you can write down on paper, it's an emotional thing.
Last edited by astro on Thu May 03, 2012 4:25 pm.
 
 
 
 
 
 

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The more I play Downpour...

Post by astro on Thu May 03, 2012 1:55 pm

devil hunter wrote:Also, your mileage may wary on game being scary. Horror is subjective, some may find Downpour scary, some may not.
I knew even before Downpour was finished that it won't be scary for me but I still really liked the game, like the story, characters, atmosphere etc.


That's true, but the idea of Downpour not being scary is widespread enough to be considered a genuine design flaw I think.
 
 
 
 
 
 

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Post by devil hunter on Thu May 03, 2012 4:32 pm

Not really, I'm rarely scared by movies and games now, so I don't find a lot of them scary. Don't really find that if something is not scary to me a design flaw. What matters is if I enjoyed what I played/watched. I'm sure that more people feel this way too.
 
 
 
 
 
 

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Post by astro on Thu May 03, 2012 4:47 pm

devil hunter wrote:Not really, I'm rarely scared by movies and games now, so I don't find a lot of them scary. Don't really find that if something is not scary to me a design flaw. What matters is if I enjoyed what I played/watched. I'm sure that more people feel this way too.


Well it is a horror game. I understand where you're coming from, and I enjoyed playing it too, but Downpour not having the potential to scare so many people who play it is a design flaw unless it was marketed and categorized incorrectly and the developers didn't intend for it to be scary.
 
 
 
 
 
 

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Post by devil hunter on Thu May 03, 2012 4:53 pm

It wouldn't be the first time that a horror game is not really scary. For example, I never found SH 2 so scary, same with Resident Evil Code Veronica.
 
 
 
 
 
 

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Post by astro on Thu May 03, 2012 5:04 pm

devil hunter wrote:It wouldn't be the first time that a horror game is not really scary. For example, I never found SH 2 so scary, same with Resident Evil Code Veronica.


That's fine, but you're not sensitive to horror, as you previously stated. There's room for subjectivity and everything, but fear being an emotional response that most people can feel in similar ways has a degree of objectivity in it. Some people will find it more scary, some people will find it less scary, but for so many people to not find it scary at all suggests that it isn't designed adequately enough in that area. I could say that Amnesia wasn't scary, but if there's a 1/1000 ratio of people who disagree with me, the game is probably fine.
 
 
 
 
 
 

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Post by Q. Valintyne on Thu May 03, 2012 10:50 pm

I let my friend play Downpour today. He played the first 20 minutes and he got frustrated because he didn't know what to do. He's not used to games like that. He's more of an action gamer, anyway. However, there were moments in the beginning that genuinely scared him. The first otherworld transition and ensuing Void chase really had him excited and terrified. When he entered the first "sliding" sequence, he was frenetically trying to avoid the obstacles. He even commented on the creepy atmosphere of the bedrooms
REVEAL SPOILER
(the "dead dog" in particular)
and he loved the creepiness of the record player and rocking chair scene.

My friend has only played Silent Hill 2 and Shattered Memories (b/c I let him borrow them. Like a good friend. :D). He loved the dreadful feel of Silent Hill 2 and he loved the way it made him feel playing it. He really enjoyed Shattered Memories, too. The only thing he complained about was not being able to fight (which is understandable because like I said... he's an action gamer).

Let me not forget the door slams of Downpour... he jumped out of his seat the first time it happened. :lol:
 
 
 
 
 
 

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Post by clips7 on Fri May 04, 2012 12:40 am

Let me not forget the door slams of Downpour... he jumped out of his seat the first time it happened


I gotta admit...those door slams caught me off guard a few times as well... :lol: ....i also liked how the camera kinda zoomed in on the door right before you opened it (it kinda gave the impression that something horrific or terrifying was hiding behind that door or particular room)....i know SM did this as well, but it seemed like it was handled much better in this game..
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Post by Floodclaw on Fri May 04, 2012 7:06 am

clips7 wrote:
Let me not forget the door slams of Downpour... he jumped out of his seat the first time it happened


I gotta admit...those door slams caught me off guard a few times as well... :lol: ....i also liked how the camera kinda zoomed in on the door right before you opened it (it kinda gave the impression that something horrific or terrifying was hiding behind that door or particular room)....i know SM did this as well, but it seemed like it was handled much better in this game..


Same here. You do know that you can slowly open doors and look around with the right stick, right? The zooming in is so that you can look around the room before you go in if you so please. Very well-handled, though. :D
 
 
 
 
 
 

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Post by Q. Valintyne on Fri May 04, 2012 6:38 pm

I can't forget the "long extending hallway" and the "endless staircase."

My friend was going insane. xD
 
 
 
 
 
 

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Post by Floodclaw on Sat May 05, 2012 7:38 am

Escaping the Void by running up that staircase...I must have been running for a good five minutes before I figured 'wait a minute...maybe this doesn't actually go anywhere :V'
 
 
 
 
 
 

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Post by The Gentleman on Tue May 08, 2012 3:55 am

Floodclaw wrote:Escaping the Void by running up that staircase...I must have been running for a good five minutes before I figured 'wait a minute...maybe this doesn't actually go anywhere :V'


I kinda remembered it from CJ and Whitney's demo so it didn't catch me that, if I hadn't watched that I'm sure it would've caught me way off guard. It was hilarious seeing my dad run up for about 20 minutes and his reaction when he arrived back in the dinner simply can't be bought with money. :lol:
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