ShockingAlberto
Member
Last sale I saw dropped it to $30, don't know if it stuck around at that price.Mael said:At what price is it selling on Wii?
Last sale I saw dropped it to $30, don't know if it stuck around at that price.Mael said:At what price is it selling on Wii?
ShockingAlberto said:Last sale I saw dropped it to $30, don't know if it stuck around at that price.
ivysaur12 said:Do we have any info on how it's doing sales wise?
Roger Ebert said:"Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control."
It depends on genre, gameplay, control scheme and implementation, but essentially he's right. Didn't Will Wright say something along the lines of "only a game can make you feel guilty, or proud – no other medium can do that."? I couldn't find a source.Roger Ebert said:How do I know this? How many games have I played? I know it by the definition of the vast majority of games. They tend to involve (1) point and shoot in many variations and plotlines, (2) treasure or scavenger hunts, as in "Myst," and (3) player control of the outcome. I don't think these attributes have much to do with art; they have more in common with sports.
Players, and sometime even designers, cannot always put into words what they feel is wrong with a particular game's controls. Often they will try to do something that requires some synchronization, but will fail, and they won't be able to tell you "the event happened 0.10 seconds after my input," but will instead say the game felt "slow" or "not tight" or "difficult."
Or they might not be able to tell you anything concrete, and simply say the game sucks, without really understanding why it sucks.
Designers and programmers need to be aware of response lag and the negative effect it has on a game, even if test players do not directly report it as a factor.
ShockingAlberto said:Tapped out at 50k in America, last I heard.
Don't imagine it did better anywhere else.
The PS2and PSPversions may have brought the whole thing up to 65k at best.
itsinmyveins said:Despite me having a ton of games I'm in the middle of playing or haven't even started yet, I'm gonna go out and buy this during my lunch today. I feel like I gotta support the game and it seems like a decent one at that.
I Push Fat Kids said:Those playing it for the first time, try dialing 911/411
Baiano19 said:BTW, after "dying" a few times by a bunch of monster, I reallized they were cuddling him, when he was on the floor... is that becausethose monsters are actually Cheryl's defense mechanism trying to keep her dad, or better, herself from reaching the truth?
Combichristoffersen said:I took it more asCheryl clinging on to the memory of the father she barely knew
I Push Fat Kids said:My take as well. The fact they develop boobs over time helps support this theory :lol
magicalsoundshower said:Got this yesterday, I'm at the school and I think it's pretty brilliant overall and I'm loving the psychotherapy angle of the game. It seems like a great effort to "un-clutter" Silent Hill and make more of an adventure game out of it that is also more accessible to people who wouldn't touch a game that forces you to micromanage ammo and health drinks.
The chase sequences are also a lot less annoying than I expected as you get unlimited tries but they're still intense as hell. I know I should probably be checking my GPS to see if I'm on the right track but I still keep bolting around like a huge idiot so the monsters won't get me. :lol
The graphics are also really impressive in places (particularly the texture work and lighting), too bad about the frame rate drops when opening doors but I guess this is because the Wii has to de-compress the data of the next room. The motion controls when operating levers and such are sometimes bad though.
Plus, is it wrong that I don't seem to care that much about Cheryl but would prefer to know what the hell happened to Harry, though, because there's no way he can be all that sane?
My biggest gripe with the game is that I'd like to see a bit more interaction and actual gameplay other than exploring the environments and finding my way to the next goal, no matter how atmospheric doing so may feel, though. While the small motion control puzzles are neat, there don't really seem to be a lot of them. My guess is that anyone consulting a FAQ or forum because they think they're stuck is doing themselves an especially huge disservice in this game.
OK, that was my two cents, time to blow this popsicle stand to escape the nigh-inevitable spoilers.
itsinmyveins said:Seriously, what the fuck? There's so much thought put into some of the things in this game yet that damn ice world is there. It's not fun, it's annoying and it's bad -- they should just have made those whole parts QTE instead. How am I supposed to be able to find my way when there's constantely four guys on my tail? How the hell am I supposed to get them off me when there are four guys hanging on me like I was made of glue -- nothing seems to happen no matter how much I waggle the controller?
Eww...itsinmyveins said:It's not fun, it's annoying and it's bad -- they should just have made those whole parts QTE instead.
You're not supposed to know exactly where to go. You're supposed to pick a direction and gun it.How am I supposed to be able to find my way when there's constantely four guys on my tail?
Well, if there four monsters on you, you're pretty much fucked. Make succinct, pushing movements with the controllers to throw the monsters off of you. Something is wrong with your motion if you're not throwing off the monsters (also, waggle in the direction they've grabbed on to you).How the hell am I supposed to get them off me when there are four guys hanging on me like I was made of glue -- nothing seems to happen no matter how much I waggle the controller?
All of this changes, of course, in the "nightmare" segments of the game, where the town freezes over so that everything turns blue except the army of monsters that appear out of nowhere. Harry cannot defeat these monsters, or even fight them in any real way. The best the player can do when he gets cornered is to throw them off using a Wiimote gesture that, for me, worked almost four out of five times.
The real nightmare, of course, is that these areas are almost impossible to navigate. The reduced palette and repeating artwork have a tendency to make every part of a given nightmare look roughly the same. If the player chooses to walk rather than run, making himself more vulnerable to the monsters, Harry can open his phone's map feature, but it doesn't contain any useful detail. The resulting disorientation is appropriately dreamlike and frightening, but this pervasive sameness will likely result in the player running around in circles for a good long while before getting killed and having to start over again again. Frustration quickly wins out over fear in such circumstances.
This is not to say the design doesn't have potential. One of the last nightmare segments, one that essentially abandons the literal world of Silent Hill completely, shows off what might have been. The key feature here is a repeating-room maze. It's something of a cliché, of course, but the repeating room has the advantages of being both nightmarish and self-resetting so that the player never gets too lost.
Simple and obvious actions rendered awkward and difficult by obtuse motion control might have passed for gameplay in December 2006, but three years into the Wii's life cycle we should be well past the point where tech-demo crap like this is viewed as praiseworthy, or even acceptable. Motion control offers no intrinsic intrigue or gameplay value ...
I was really enjoying th atmosphere of the game and the subtle psychological horror it was playing on right until the second nightmare. But after dying several times and eventually cranking up the brightness on my TV to get past them I feel like the atmosphere has been shot to pieces. Are all the nightmares like this, was that a difficulty spike or do they just get even harder. To me repeatedly killing the player is just about the worst sin a survival horror game can do other than making the player feel invulnerable, and Nightmare 2 basically just did both.
Does the game let up after this or is it just constant "Do It Again Stupid" throughout?
*sigh*.........Does anyone else find this segment extremely frustrating? I just died about 5 times in a row...keep going in circles near the house. I........I'm so pissed off right now..
Ugh I hate these chase sequences. I'm at the high school one and I keep dying cuz I don't know where I'm going. An on screen mini map would have helped.
I played 20-30 minutes of this on a break from another little game and I got to the part where I had to do the full body waggle and I died three times.
Can't get past the second nightmare sequence. Fuck this game and series along with it.
Sure, that first time I had to flee from the enemies was a bit confusing since I just ran around and couldn't find my way out to the correct street.
Haunted said:Another tip for the chase sequences is to look back with D-Pad down - when there's one of those things close behind Harry, he'll freak out and run a bit faster for the next couple seconds. Works even if his health is down and he's limping. It's a real life-saver in some situations.
Couple that with the very useful knocking shit over mechanic and the map pausing whenever you go fullscreen (which takes about half a second)... yeah, the chase sequences aren't that hard from a gameplay perspective."
itsinmyveins said:Seriously, what the fuck? There's so much thought put into some of the things in this game yet that damn ice world is there. It's not fun, it's annoying and it's bad -- they should just have made those whole parts QTE instead. How am I supposed to be able to find my way when there's constantely four guys on my tail? How the hell am I supposed to get them off me when there are four guys hanging on me like I was made of glue -- nothing seems to happen no matter how much I waggle the controller?
itsinmyveins said:So, according to your post a lot of people are having troubles with a segment of the game and to you that's unbelievable because you only died three times? Great for you!
I've died something like 5-10 times times during the first four nightmares I've played through (although four of those deaths were during one particulary annoying nightmare where I managed to get pinned down by several monsters a whole bunch of times). Granted, I did not know about that last bit in your post nor about the game pausing when you bring the map up -- I wrongly assumed it didn't because it doesn't when you bring the phone up. So yeah, that's probably gonna make it a bit easier not getting lost, which has been one of my main complaints about it so far.
But apart from that there's still the fact that I just don't care for those parts of the game. I find them boring and tedious no matter how well I manage to run through one. Other than that I'm enjoying the game a lot.
You can drop them with the C button, I thinkitsinmyveins said:Yeah, it was the school nightmare that made me post that message you're quoting :lol
The next nightmare I did get through on my first try, surprisingly enough. I generally don't have any trouble shaking one or two monsters off but during the school nightmare I got caught by 3-4 monsters a couple of times and I couldn't get them off me.
And about the flares, can you throw them and if so then how?
itsinmyveins said:Yeah, it was the school nightmare that made me post that message you're quoting :lol
The next nightmare I did get through on my first try, surprisingly enough. I generally don't have any trouble shaking one or two monsters off but during the school nightmare I got caught by 3-4 monsters a couple of times and I couldn't get them off me.
And about the flares, can you throw them and if so then how?
SlipperySlope said:You can't throw the flare, as far as I know. And, why would you? It's better to have the flare on you.
All the flare does is keep them off of you. If you walk up to one with the flare on, you'll see them shielding themselves. They cannot attack you when you are using the flare. So, why throw away your only protection?
The only downside to the flare is you can't bring up your phone. So you'll generally want to know where you want to go before lighting one.
itsinmyveins said:I think a lot of my frustration about the nightmare scenes might come not so much from having to repeat them if I fail -- I've played through far harder games than this -- but that I don't think they fit too well into what I want out of this game.
The environment is bleak and hardly noticable when you're running past it, often it could just be grey wall after grey wall and it wouldn't make a difference. While the idea of having a flight instead of fight based game mechanic may be sound in a horror game I don't know if I'm so fond of how it's used here. I like the rest of the game because of the atmosphere, the slow pacing and the story but then you're suddenly thrown into a mad gauntlet run.
That being said, I like the direction of this game in general compared to some of the recent ones in the series.
Boney said:I believe you throw the flare with the plus button, and it works great, because they stay behind the thrown flare as opposed to following you without grabbing you. This way, you can lose them completely.
SlipperySlope said:Spoiler is safe for you, not for those that haven't passed the 4th nightmare
So, how did you like the drowning part? I loved that part myself.
itsinmyveins said:I was kinda freaking out because I didn't know what to do. I opened windows just to shut them right away and tried to open the doors -- which I guess is impossible until there's enough water inside. Then you got that whole deal where you see one of the monsters outside and writing on the windows which took me a bit by surprise. Then I managed to get out. All in all a well done scene.
By the way, how long is the game?
Well, if you could beat the game just fine, I don't see why you would need it. And sometimes, just like turning the flashlight off, I forgot about throwing the flare.SlipperySlope said:Really?!?!?!
I'll have to try that my next play through. I never even thought of that. And there I was talking about how throwing away the flare would be useless a few posts back
itsinmyveins said:By the way, how long is the game?
pakkit said:Can you die in the car scene?
pakkit said:Can you die in the car scene?
itsinmyveins said:Really, that short? I don't mind that, but I thought it'd be longer. I guess I'm a bit past halfway through it then, at least?
SPOILER:
I just met that nurse in the hospital.
SlipperySlope said:I'm a little confused. How are the graphics under "ugly"? They're some of the best on the system.
Also, where are you in the game?