![]() It's about 100 issues long so somewhat short for a comic run, but it stays so good throughout and has a lot of cool smaller vignettes. It's a story about a gonzo journalist in a cyber-dystopic future city named Spider Jerusalem. Well if you've never read Transmetropolitan I really can't recommend it enough. In short: the Defenceless-horror-game has different design decisions from most other genres (difficulty and open ended design is actually bad), but it seems some people and devs haven't yet caught up with that yet. The scripted monster events usually tricked you into believing a monster was actually there even when it wasn't, but since they were scripted they intended that people could and would get a genuinely frightening experience which wasn't frustrating and had taken them out of it. See, Amnesia worked because the hide and seek gameplay was very limited, it was also incredibly easy so there was very little metagaming (thinking about the game as a game and its mechanics) so you could easier get into it. Those mechanics ought to have been refined, rather than removed.Īnd what annoyed me about Outlast and SOMA was that the game's hadn't really realised hide-and-seek in first person where you can't see the enemy most of the time isn't really fun, and that making a horror game more challenging ironically makes it less scary, since the moment you die you realise the actual consequences of death, there aren't any, and you're playing a game and is immediatly taken out the experience. Machine for Pigs and SOMA missed that the (albeit annoying) sanity mechanics, inventory and health bar tied you down to the game and made it feel like you had more control over the situation, and there was more to do than jsut walk around clicking stuff, you felt less like someone wondering about a holographic museum looking at interfaces and had a genuine fight for survival. There really isn't any reason to replay the game, but if you do it genuinely comes across as an animatronic spooky mansion, which is exactly what made it work, and other similar horror games seemed to have missed aspects of it. I think one thing many people haven't really understood about the defenceless-horror-game ever since Amnesia kicked it into popularity is what made Amnesia work was how incredibly scripted it was.
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