![]() ![]() In the same way some players are interested in replaying games with branching storylines, I could see people wanting to experience what the other person saw. ![]() Thomsen: I’m usually not interested in playing games more than once, but I think the differences could actually make the game more replayable. But I do have one major concern: will this very scripted, very directed scheme disable players from enjoying Dead Space 3 multiple times? Will the novelty of these illusions wear off on your second run? Or maybe even before the first? I wonder what else Carver’s madness adds to the play experience besides these potential player conflicts. I would love to see how different people react to it. “I wonder if this dynamic would even lead to a few laughs, when your friend attempts to describe toy soldiers in the midst of a science-fiction nightmare. I almost wonder if the inconsistency and communication breakdowns that will inevitably come from Carver’s craziness will drive players into an “enjoyable anger.” An argument that dissolves into shouting that reflects Isaac’s frustration and helplessness trying to protect his partner. ![]() This one-sided madness does kill the scares - or at least mute them - but it opens both players up to a wide range of different emotions. I think moving the game away from being a monster-closet jump-scare experience and making it an incongruent negotiation between players who are seeing and doing fundamentally different things is an outstanding risk to take, and a perfect advancement of the best parts of the series. On your screen I was just scrambling around a cold metal hallway, surrounded by Necromorphs that weren’t visible in my hallucination but you had to kill them to keep me alive. Later in the level, my character Carver went into a full hallucination where it appeared I’d been sucked into a hellish corridor and had to chase a mysterious character to the end. Playing online, neither of us would know what the other is seeing and we’d just have to go on faith we’re seeing the same thing. In my game there were a pile of toy soldiers by the elevator door, but in your game they weren’t there. ![]() “Midway through the demo there’s a cluttered room with an elevator we were supposed to go down. ![]()
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