Gvozdika on 13/3/2007 at 18:05
I think I made myself clear enough. Wether you cant understand or dont want to understand Im indifferent now. Lets just realize that I think T3 is more realistic than T1+2 in this regard while you have it the other way round and put this to rest.
New Horizon on 13/3/2007 at 19:02
Quote Posted by Gvozdika
Lets just realize that I think T3 is more realistic than T1+2 in this regard...
It's realistic in execution, but it can't be realistically perceived. When I turn in real life, I don't feel my body lurching clumsily about...it feels fluid, because my body takes everything into account. You're both right, in one way or another, but I agree with Zylon that it's a poor excuse for controlling the player in first person. If I were bobbing and lurching around like that in real life...I would probably be drunk.
ZylonBane on 13/3/2007 at 20:10
Quote Posted by New Horizon
It's realistic in execution, but it can't be realistically perceived.
I'd argue that it's not realistic in execution, and point the blame at a basic failure in the control system.
The goal of most control systems is to accurately interpret the player's input. So if you're walking, then stop, then turn 90 degrees and start walking again, any reasonable control scheme will conclude that you want to walk in the direction you're now facing. TDS, however, does not behave reasonably. It instead leaves your virtual body facing in the last direction you were moving, causing the infamous sideways drift whenever you change directions.
Any arguments that you can't turn in place in real life are of course the flailing wails of stupidity.
New Horizon on 13/3/2007 at 21:12
Quote Posted by ZylonBane
Any arguments that you can't turn in place in real life are of course the flailing wails of stupidity.
Well, yes...you pivot of course. I've got five years of ballroom dancing behind me to prove that. Swing one leg in front of the other and the momentum spins you around in a swift, fluid motion. I would have expected nothing less from Garrett.
Gvozdika on 13/3/2007 at 21:25
Any arguments that you can't turn in place in the game are of course the flailing wails of stupidity. So to speak.
I agree that the movement could (and should) be more fluid, less choppy. But thats a general issue with the game. A minor one I think, though. I find myself going around crouched 97% of the time anyway. If I have to get up and outmanoeuvre the foes I can do that with ease. Allthewhile having the feeling that I actually possess a body and not just being a camera floating around.
R Soul on 13/3/2007 at 21:48
Quote Posted by nicked
for a better example of the bizarre movement in TDS - try turning 180 degrees without moving your legs, just sliding your feet along the floor.
That's what I started doing to prevent the sidestepping. I.e. I'd look at the feet, and turn the camera way beyond my next direction of travel, until the body started to turn. When the body faced the right direction I could then point the camera in that direction and go.
It seems clear that if a player has to do that, there's something wrong.
And it doesn't matter whether or not it's realistic if basic movement diverts one's attention from the game itself. No first person game should be intended as a 'walking and turning round' simulator.
KhAoZ on 14/3/2007 at 10:43
Quote Posted by imperialreign
True . . . first time through The Cradle was . . . unforgetable. But, subsequent visits, though, don't have the same effect, unfortunately. IMO, this is where the Cathedral (and Return to~) still stand above The Cradle, they're as effective as they were the first time (asides, the haunts in T1, IMHO, completely overshadow the puppets in terms of fright capability).
meh. I have to think that the guard qoutes and coversations were used more as a form of comic relief at times, considering the amount of tension that T1/T2 could generate. It helps some players to relax just a bit; similar to comic relief in dramas, movies, stageplays, etc.
As for the T2 outfits . . . I thought they seemed more along the lines of Rennasaince style clothing - except for the mechanists; but it was a big change from T1, I thought.
not just the puppets... the whole idea of the cradle. a PRISON for mental patients basically where they are mistreated etc it actually made thief seem like a horror game for a level because there wasn't really any sneaking around... or stealing
Dia on 14/3/2007 at 13:09
Quote Posted by KhAoZ
because there wasn't really any sneaking around... or stealing
I don't know about you, but I snuck for all I was worth through that damned nursery. Snuck and sweated. Profusely. In fact, I think I tried to make myself damn-near invisible through the whole Cradle level. With all that focusing on being super-stealthy, who had time to think about stealing stuff! ;)
The Woodsie Lord on 18/3/2007 at 00:11
Shalebridge Cradle is by the way also being discussed in a LOT of other topics, yet it's good to...help people remind of the trauma's I experienced from that place (such as waking screaming, in the middle of the night, saying that you do not *want* Ranker's special Lobotomy thingie...:rolleyes: )
It depends on what you define as "scary". I am not entirely impressed by horror movie, with ghastly little girls trying to scare you to death, but psychological thrillers...*shivers*.
Has anyone ever seen "The Hand that Rocks the Cradle"? It totally freaked me out. Didn't trust anyone for, well, say about two weeks?
The Shalebridge Cradle is an excellent way of showing how the human mind works.[SPOILER]When you first enter the level, in it's complete darkness, you do not know what's lurking in the shadows behind you. When you replace the fuse however...ah...you absolutely want your shadows back.[/SPOILER]
If you compare it to the level of the Abysmal Gale, however. It's ambience is different. Because it's a ship, it's more chaotic, things are more closely packed together, bound by a mysterious greenish light.
What makes the Cradle different, is that it's completely ordered. The members of the staff did want everything perfect. And it was pure cruelty.
The Abysmal Gale...that's just zombie-ness. It's without a true history. Without a...sense. It's not able to remind people. The Gale itself was not responsible for the zombies there.
It's just a wooden structure. The Cradle has a mind. It wants to hold you...forever[/clichémode]
Peanuckle on 12/4/2007 at 21:47
For me, I always thought the older zombies were a heck of a lot scarier than the TDS ones. The TDS zombies were pretty much intact, no gaping hole of a midsection, no bloody scars, just pale bodies with no eyes. They could run and were pretty sensitive compared to the old ones, so in effect I saw them as Albino Hunchback Guards.
The original zombies were slow and gave you the ability to outrun them, only to walk face first into them a minute later when they were forgotten. Their obvious decay and the noises they made were alot freakier. The occasional Spirit-thing and Haunt also scared me, and in TDS there were no Spirit-things and the Haunts were barely distinguishable from regular hammerites when it came to fighting capability.
Also, what happened to the burricks? Why are there no burricks in TDS?