Error_3113 wrote:Here it is: Watch from 0:10 to 2:45 (not recommended if you have epilepsy, fullscreen if you dare)
Here the thing, I watch the full walkthrough of the game long ago, and...I can see why you would like it as both the architecture and location point of view, but as a whole game with that unexplained boss at the end....and it was missing a key element...
A Story/Plot line!!!
I mean, Who is Lisa, how did she get lost down there, is that city her home? And if so, where is everybody? What with that thing that was chasing her at the beginning of the game? Was it one of those things that killed everyone? If so, why did Lisa Live? And why was the Boss at the end destroying everything?
WHERE DO WE COME FROM
WHAT ARE WE
WHERE ARE WEGOING
WIQ wrote:Here the thing, I watch the full walkthrough of the game long ago, and...I can see why you would like it as both the architecture and location point of view, but as a whole game with that unexplained boss at the end....and it was missing a key element...
A Story/Plot line!!!
I mean, Who is Lisa, how did she get lost down there, is that city her home? And if so, where is everybody? What with that thing that was chasing her at the beginning of the game? Was it one of those things that killed everyone? If so, why did Lisa Live? And why was the Boss at the end destroying everything?
Well, I mean it's the same with games like Kairo too. Sometimes people aren't meant to know the answers so they can fill in the holes themselves (kinda like what will probably happen with Submachine)
I don't know about you, but if I finish a game that wraps itself up so nicely that there aren't any questions left, nothing left to see or accomplish, then I'm more likely to forget that game and I won't think it's very good. But if there's a game that leaves questions unanswered, then I'm more likely to go back to it and explore it more.
I treat games very personally, treat each game like a personal adventure, rather than just getting from point A to point B and passing this level and that one (probably sounds too blunt, but I hope you get my point)
Error_3113 wrote:I treat games very personally, treat each game like a personal adventure, rather than just getting from point A to point B and passing this level and that one (probably sounds too blunt, but I hope you get my point)
No, I get your point.
A good story does that.
But...the only thing significant in that whole game was that stuff animal in that apartment room that made you fly momentarily.
WHERE DO WE COME FROM
WHAT ARE WE
WHERE ARE WEGOING
Watching the trailer, it looks like it has something similar to Layer-switching action found in Submachine. I think it looks cool
Finished it yesterday. Has nothing to do with layer-switching or submachine in any way.
It was weird, impressive looking, with few interesting, but not really hard puzzles(Mostly physics related), with few out a place puzzle(?) boss fights, and it kinda lost its magic to the end of the game.
You can say it was interesting experience. Also it's really short, as expected.
Alright, yeah I'd say that game was a far shot from layer-switching (not as convincing as the NaissanceE clip I posted, probably)
I'm trying to look for similar examples in other games, because ever since I made my Interlaced Cube Theory and drew that Subnet room, that concept of layers has really grown on me