who is giger
Yeah. Those who defend the game tend to compare it to Myst from what I saw but I think the better comparison would be HL2 (and HL2 inspired shooters like you Are Empty) with a bit more involved albeit still easy Myst style puzzles. HL2 with sparser combat, just as much focus on ambiance and setpieces, and more involved puzzle side. People who play Source mods likely played content for HL2 and episodes that is in that vein...This game is nowhere near as bad as Agony dawg.
Oh,he's just the guy who designed the Alien from a little indie film called "Alien" released in 1979.who is giger
Never seen it.Oh,he's just the guy who designed the Alien from a little indie film called "Alien" released in 1979.who is giger
Even a month of being around here should be enough for you to guess the answer.Legit or just usual trolling?
Lust from Beyond?So how many of those art fag psuedo-games do we have now? I remember Agony, and i think there was another one too (no, not Succubus, another from a different company that also had knewl art but non-existent gameplay).
Exactly! All the architecture in this game is soylent green. The artbook literally says that if you broke open the statues in the Polis, you’d find living flesh inside. I don’t understand why Ebb didn’t show this off.Dropping the Tower for Crater was horrible idea indeed. The areas prior to Crater actually say something and are visually interesting. For example there was a complaint here in relation to the game's critique of technology that the first area, the factory, doesn't look "efficient". But the idea of is horribly efficient, when you figure out that it is even built out recycled workers that serve as spare material hence the curved organic designs and the retrofuturist feel to the tech (bc stuff would be always operated and pushed by the workers). Except maybe that part wasn't as clearly communicated in game as in the artbook, most people seemingly only got that the workers are being produced and disposed there and not the full extent of the horror.
The exterior desert area also has its point, the facility looks like some giant overfeed parasite on top of landscape that was completely drained of life.
The descent into the Crater by comparison is p visually forgettable and you have a hard time seeing wtf it is being said. And so much of the game is spent on it and it will be the most tedious part of the game for most people due to all the combat encounters. Compare the Tower section that was thrown out bc of it and it looks considerably more striking and would've communicated some p strong stuff.
I don’t understand why these devs insist on including combat mechanics. That’s always the worst part of these games. They would be genuinely better off producing non-combat Myst-style adventure games to show off the art direction.
But they've been lumped in with it anyways because that's what the game is.I don’t understand why these devs insist on including combat mechanics. That’s always the worst part of these games. They would be genuinely better off producing non-combat Myst-style adventure games to show off the art direction.
Because then they would be lumped in with the walking sim crowd
That’s stupid. If weren’t for all the braindead elitist dudebros whining about “walking simulators” we could’ve gotten a Giger/Beksinski version of Myst. Instead, the combat is the single most criticized aspect of the game. Worse, the devs blew their budget on that bloated bullshit when they could’ve spent it on the more interesting sounding cut locations.Combat is necessary to show how dangerous the world is, as otherwise it's quite empty, being devoid of traps, environmental hazards, people to interact, etc.
That’s stupid. If weren’t for all the braindead elitist dudebros whining about “walking simulators” we could’ve gotten a Giger/Beksinski version of Myst.Combat is necessary to show how dangerous the world is, as otherwise it's quite empty, being devoid of traps, environmental hazards, people to interact, etc.
If you look at the central puzzle in the opening area, it is actually well integrated in the world and gradually reveals its functioning to you. It also p strongly shows the philosophical critique of technology they are drawing on, they explicitly mention people like Heidegger in the artbook and elsewhere. You saw how the workers are framed on a rack in the pod puzzle? And you then slowly figure out how they are used... Humans p much becoming what Heidegger calls standing reserve. Most of the game should have, could have been like that.
whatever else was tacked on it would always feel superfluous and off.
Which is exactly why everyone is criticizing the combat and puzzles. These elements weren't made in service of the game
That's more or less it, yeah. I'd check out the artbook if I was you, it's definitely worth a look.I will probably be thinking of the world of Scorn and what it all means for quite some time. It's like that civilization transformed into a tumour that fed on its former self.