Um, what?Blood Brain Barrier said:Does the Escapist have to post spoiler pics of every game they review, and on the damn front page? It seems like I've seen the monsters for every horror game from Amnesia to Silent Hill to CoC, all against my wishes. God help those unwitting visitors to the Escapist who are scared of monsters and scary stuff, and I wouldn't be surprised if you've caused a few heart attacks.
Well I haven't played CoC but the main monster for Amnesia has been displayed on the Escapist main page at least a dozen times.Fanghawk said:Um, what?Blood Brain Barrier said:Does the Escapist have to post spoiler pics of every game they review, and on the damn front page? It seems like I've seen the monsters for every horror game from Amnesia to Silent Hill to CoC, all against my wishes. God help those unwitting visitors to the Escapist who are scared of monsters and scary stuff, and I wouldn't be surprised if you've caused a few heart attacks.
That front page image is the game cover.
I wouldn't consider anything in those images spoilers. But even if they were, there's far more to the game and its monsters than those six screenshots.
The whole Team thing would also be interesting if its multiplayer, and makes use of subjective experience - Who's screen is right? The one that sees the sleeping Shoggoth, or the one that sees a bus?MaddKossack115 said:I guess if another game comes out like "Dark Corners of the Earth", I think it should also take a cue from the the board game Arkham Horror (as in the Lovecraft town of Arkham, Massachusetts, not the Batman Arkham Asylum), where it's a TEAM of investigators trying to solve mysteries related to one of several Lovecraftian entities. The gameplay differences of "weaponless horror" and "horror with weapons" can also apply to different characters - a scientist or librarian may tackle sections more on searching for clues and avoiding monsters, while a hard-boiled detective or Tommy Gun-toting gangster can engage in more gunfights and battles, but have harder sanity penalties when confronting horrific sights. There can even be magicians or shamans who dabble with actual magic spells, and how they can offer both great power in battle BUT also considerable prices for health and sanity. There could be a larger variety of enemies, more plots to unfold related to specific Ancient Ones, (like a cursed Egyptian museum exhibit for the Dark Pharaoh, or the madness-inducing play The King in Yellow), and being able to visit other places in Lovecraft Country like Dunwich or Kingsport.
While "Dark Corners of the Earth" would probably only be a passable prototype of a game by today's standards, its a prototype that can easily lay down a literally cosmic level of survival horror, if a developer is willing to take a complete plunge into the Lovecraft Mythos and all of its madness.
Actually, that may open up a new take on the Sanity effects. Obviously, there are chances that dangerously low-sanity characters start hallucinating monsters that high sanity characters can point out as being normal objects and people, BUT what if some objects or people are disguised monsters, and ones those with low sanity (or a high Lore score, which would be safer but harder to build up over the game) can see. For example, a character suffering from low sanity may see a character in a trenchcoat as a violent, man-hunting ghoul, but a high sanity character won't be able to recognize it until it bursts out and tries to tear their head offScow2 said:The whole Team thing would also be interesting if its multiplayer, and makes use of subjective experience - Who's screen is right? The one that sees the sleeping Shoggoth, or the one that sees a bus?MaddKossack115 said:I guess if another game comes out like "Dark Corners of the Earth", I think it should also take a cue from the the board game Arkham Horror (as in the Lovecraft town of Arkham, Massachusetts, not the Batman Arkham Asylum), where it's a TEAM of investigators trying to solve mysteries related to one of several Lovecraftian entities. The gameplay differences of "weaponless horror" and "horror with weapons" can also apply to different characters - a scientist or librarian may tackle sections more on searching for clues and avoiding monsters, while a hard-boiled detective or Tommy Gun-toting gangster can engage in more gunfights and battles, but have harder sanity penalties when confronting horrific sights. There can even be magicians or shamans who dabble with actual magic spells, and how they can offer both great power in battle BUT also considerable prices for health and sanity. There could be a larger variety of enemies, more plots to unfold related to specific Ancient Ones, (like a cursed Egyptian museum exhibit for the Dark Pharaoh, or the madness-inducing play The King in Yellow), and being able to visit other places in Lovecraft Country like Dunwich or Kingsport.
While "Dark Corners of the Earth" would probably only be a passable prototype of a game by today's standards, its a prototype that can easily lay down a literally cosmic level of survival horror, if a developer is willing to take a complete plunge into the Lovecraft Mythos and all of its madness.
What are you talking about? There WAS a sprint button, but it sapped your ability to aim and it made any wounds bleed out faster.UmberHulk said:I fond this game intensely frustrating. Maybe its a side effect of being raised on more modern shooters but the lack of a sprint button made thins game feel too sluggish to be enjoyable and the scare factor goes away once you realize that almost any enemy can be killed if you wait around a corner and aim for the head.
This was also me, sadly. I never got to finish the damned thing because the save system didn't work. Anything other than autosave automatically got corrupted and even when I got right up to Devil's Reef, even the autosave didn't work - meaning I'd have had to finish the game in one life starting from the ship.albino boo said:The PC version was horrible buggy mess that never got fixed. To this day there are bugs that you have change resolution to get past. I never finished the game because it was too frustrating to get around the bugs.
Please, no. Don't do that. Don't ever do that. FEAR 3 did this and it was the single greatest immersion-breaking element of the whole game. I shit you not:Fanghawk said:The only thing more insidious would be if Call of Cthulhu offered achievements for each horrific piece of knowledge gained.