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Resident Evil Code Madman & RE 3.5 look absolutely AWESOME beyond words to me! Something exactly like this should be the next RE game after RE2 Remake. actively choosing to go the opposite direction to somewhere the game wants him to go due to his fear. He shouldn't get that feeling of "where should I be going?", he should find himself naturally going where the game wants him to or in many cases. Yes horror games shouldn't throw enemy after enemy at you, that isn't my complaint, my complaint is there isn't enough elements happening to ease up that tension, there are big gap where nothing is happening and points where he found himself wondering around trying to work out where he should be going, for me personally I find that takes you out of the game and removes tension. My issue with this demo is there is a lack of direction early on and there is actually a lot of emptiness within it as well. Lines and "arrows" blended in the environment also work quite well as well as sound queues. Most games guide the player subconsciously, they do it here in places too with the use of lighting, which is the most obvious way to guide a player.
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SuperJohnsmith 3 жыл Horror games still need to guide the player. Having good ebbs and flows within your game design make it much more engaging. This same sentiment extends to music, you can just use spoopy music constantly but it loses it's value if you do, it all ties in to the concept of quiet time. RE7 on the other hand used a lot of restraint and just let the visuals catch you out of left field. you jumped but that just takes you out of it). I have a big issue with modern day horror movies and games abusing the crap out of musical audio queues to get a cheap jump out of you, it releases too much tension (sure. Something RE7 does quite well is knowing when to not use musical queues for "Jump scares" and when to use it. The older resident evil games made use of this quite a bit, there were often areas you'd go out to (usually outside areas) where the music stops and all you have is ambience and barking in the distance, this sudden change can be unsettling for a player. There needs to be a nice balance so there is contrast. Music can create an atmosphere yes, but silence has great value too.