Sorry but yeah. Spoiler it. I played the game and only monsters I've noticed were invisible for now. Being a horror game, encountering an actual monster makes a big deal for me (at least), and probably would have scared the shit out of me if I didn't see it here.
True, Amnesia is totally unique and even the old Penumbra games pale in front of it..
Though (from my previous post):
Quote:
You might also like Call of Cthulhu: Dark Corners of the Earth (2005, an excellent horror adventure in first person perspective), Clive Barker's Undying (2001, a bit dated graphically wise but well done), Condemned: Criminal Origins (2006, a classic FPS with interesting melee combat and tons of scary moments) and the Silent Hill series (a classic)
True, Amnesia is totally unique and even the old Penumbra games pale in front of it..
Though (from my previous post):
Quote:
You might also like Call of Cthulhu: Dark Corners of the Earth (2005, an excellent horror adventure in first person perspective), Clive Barker's Undying (2001, a bit dated graphically wise but well done), Condemned: Criminal Origins (2006, a classic FPS with interesting melee combat and tons of scary moments) and the Silent Hill series (a classic)
I played Condemned back in the day, it was very good, but not as good as Amnesia.
The only Clive Baker game I played was Clive Bakers Jericho, it had some good graphics and that was it.
True, Amnesia is totally unique and even the old Penumbra games pale in front of it..
Though (from my previous post):
Quote:
You might also like Call of Cthulhu: Dark Corners of the Earth (2005, an excellent horror adventure in first person perspective), Clive Barker's Undying (2001, a bit dated graphically wise but well done), Condemned: Criminal Origins (2006, a classic FPS with interesting melee combat and tons of scary moments) and the Silent Hill series (a classic)
I played Condemned back in the day, it was very good, but not as good as Amnesia.
The only Clive Baker game I played was Clive Bakers Jericho, it had some good graphics and that was it.
As for the others, graphics are important
Oh lord Clive Barker's Jericho was really bad , it had almost zero atmosphere, a laughable plot and horrible (but maybe I should say hilarious) English voiceovers.
In my opinion you should try Call of Cthulhu Dark Corners of the Earth: it doesn't look that dated or blocky as it might be Undying, and it still provides an excellent horror experience. Take a look at this footage, just for having an idea:
Jericho is pretty bad. Other clive barker marked games are mighty fine horrors though. I never found condemned to be too scary though.
Some of you might find it funny but I actually found max payne to be pretty fucking creppy and scary. Especially the "dream" sequences and some of the tv shows. Weird shit.
for horror games, i feel i should stand up at this point and say something, i agree totally with ixigia on the games hes listed... but its missing one very good game... SYSTEM SHOCK 2
*waits for the inevitable rush of people to reinstall it... just like alot of us do when someone mentions games like vampire the masquerade-bloodlines
edit... but yea... amnesia scared the shit outta me
when there is no more room in hell, the D34D will walk the earth
They managed to exceed their goal that was to sell 24k copies, since they managed to sell 36k. If they didn't manage to sell 24k copies they would shut down.
42% of the sold copies were actually preorders.
5% are linux copies
8% are Mac copies
Minecraft has sold 10 times more than Amnesia, but the pirated copies of Minecraft on torrent sites are only 2 times more than Amnesia. This means Amnesia's pirate copies/legit copies ratio is way higher than Minecraft's.
They think there are two possible explanations:
- A singleplayer game, means once the pirate has finished it he'll shift+delete it and forget about it.
- No DRM means the only reason the pirate has to buy the game is to get patches.
Then they say they believe there are two ways to reduce piracy:
- Make multiplayer/online games/with DRM, but the team is interested in making great singleplayer games, so it doesn't make sense to them to make a game they don't want to, just because it'll be pirated less.
- Make games for other platforms (read: consoles) too. They are actually already looking into this option.
Their next game will be on a lower budget, because they can't take this kind of risk again. It will take ~2 years to complete and this means that at least for now the team has to be paid with low salaries to be sure that their budget will last. However they note that this will be their first game that won't be rushed through production.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
Amnesia wasn't multiplatform though, albeit that might not account for much.
(Still sales are stronger for console games even if piracy is increasing there as well what with recent X360 and PS3 advancements in game copying and the like, plus for other consoles and handheld devices as well.)
EDIT: I had nothing against the game though, still playing it in shorter bursts as I get easily scared but I really like the game and did buy it. (Had it on pre-order but not long before it was released.)
Just that marketing and brand-name plus developer/studio name means so much for sales plus what I mentioned about console sales often being greater than PC sales.
(Of course the console version is also often prioritized and even gets exclusive content, though rarely for free, but can include demo and beta tests as well.)
hmm i think the genre matters here too; i mean not too many like this type of game....if it was a fps, surely would have sold many more copies, look at stalker
They go with what the publisher uses for online distribution titles, most often SecuROM but sometimes Tages and even Star-Force from a few games though the light variant of it.
This game uses a cd-key authentication system but it's not exactly SecuROM or similar online verification.
i'm almost angry at them for not making an x360 version
not that i would have played it, but there's nothing in the game that would suffer from the conversion, and it would have brought loads of money in
"I don't know whether it was because most people had already played Zeno Clash on PC, or that the console game launched a year later, but we definitely had much stronger sales on PC than on Xbox 360," Bordeu revealed. "It hasn't sold nearly as well."
"PC players are maybe more open to trying weird games - games that aren't so mass market," he added. "But I don't know that I'd put it as harshly as PC gamers are smart and console gamers are stupid."
Frozenbyte had always wanted to make the move to console platforms and with the bubbling digital distribution market making a splash, Trine felt like a title that would fit the market.
When the game moved from PC-only to PC and PS3, another slew of changes was required. The budget was almost doubled once again
Nevertheless, development was more or less completed by mid-June and the PC version was released shortly after, on July 2, 2009. The PS3 version, however, fell into a QA mess.
For an independent developer, shipping a console game is not like shipping a PC game. This lesson has been repeated over and over by experienced developers, but being stubborn and having confidence in our abilities, we didn't pay much attention to it. The game was done and it was good, we felt comfortable with the console, early builds had met with great success at Sony. How hard could it be to get the final version released on PlayStation Network?
Trine was submitted to SCEE in the beginning of June and we considered it "done". We could not find any more critical bugs or anything that would prevent release. The plan was to release the game first on PSN and then a week or so later on PC, which needed some additional work on the menu system, mainly due to configurable controls.
When the PSN submission was returned with a bunch of bugs, we started to see that the plan would fall apart -- but little did we know that we'd have to pick up the individual pieces from the ground in a very tedious way.
The submission process was shrouded in mystery as all the communication with SCEE was handled by the publisher. Throughout the development, our relationship with the publisher had been difficult, and the submission process probably suffered from this as well.
Relevant information sometimes got lost along the way, despite (or because of) everyone on both sides working hard to get the game out.
Not only were we making our first console title, the publisher too was doing their first PSN title and the doubled inexperience really took its toll on the game. In addition to simple game-related bugs that needed fixing, a number of issues could have been solved by better understanding of the complex TRC document -- in other words, more experience.
Another group of bugs, such as wrong filenames or wrong program version numbers, could have been solved by a more experienced publisher, or by having direct control over the submission process.
We had to keep "supporting" the PS3 version until September. Fixing the bugs in each report was a matter of a couple of hours, but the mental stress started to build up.
Quote:
Trine is making profit, it surpassed the break-even point a while ago. This is in many ways thanks to Steam where we self-published Trine.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
amnesia isn't really a 'weird game', but yea, i guess the nazi publishing environment of sony/microsoft is an issue
introversion had a very similar issue with their darwinia port
Quote:
The first major problem was Microsoft. I want to be clear that in hindsight, we believe Microsoft were absolutely correct in the calls they made, and we were wrong. But at the time, oh my god they were pissing us off. We’d done a massive treatment of the in-game menus for Darwinia and Multiwinia, and the end result is exactly what you see in the PC/Mac versions of Multiwinia now. We were very happy with that and considered the game ready to go through their certification process, but Microsoft did not agree. They requested we go into an extensive period of redesign and polish on the game, covering everything from the menus to the squaddie control method in Darwinia, to the game modes in Multiwinia. It was the first time a massive company had effectively told Introversion what to do, and we didn’t like that at all. It was also months of work, and the concept of open-ended polish and iteration with a company several orders of magnitude larger than our own didn’t hugely appeal. We finally resolved this situation in the only way we could – we separated the PC and Xbox versions of the game, pushed ahead with a PC only version of Multiwinia, and put the Xbox project on a back burner.
i understand there's some guidelines and protection of gameplay quality and image, but what really bothers me about all this is the amount of bullshit they let larger developers get away with - completely horrid gameplay mechanics and controls
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum