Quantcast
View Post
Garcian Smith said:

Ah, I guess I misunderstood it, then. But my point still remains: Basing advancement in a game off of a completely arbitrary thing, which the player isn't informed about at all, is just plain bad game design - especially when the visual cues placed in the game tell you something completely different.

 

Okay, now I understand your logic. Your basically saying you came into this part without any understanding of what to do. Well that's the whole point of horror games. You do what you want and whatever happens...well it happens. It triggered the guards to come at you well thats when the game starts off. It's not poor design.