|El Duderino said:
|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.
So your point is that its not poor design since frustration is the point of the game ??? ...nice...
You're a guy that just wandered into town without much idea of what's going on, save that he has to find a kidnapped girl that's somewhere around here. All of a sudden, the gates lock and the entire freakin' village attacks you. Are you thinking 'ok, I just need to kill 20 of them and a bell will ring.'?
You're thinking "WHAT THE F*CK IS GOING ON, WHAT ARE THESE FREAKS, WHAT CAN I DO WHEN WILL IT END--"(*pitchfork to the face)
Could I trouble you for some maple syrup to go with the plate of roffles you just served up?
Tag, courtesy of fkusumot: "Why do most of the PS3 fanboys have avatars that looks totally pissed?"
"Ok, girl's trapped in the elevator, and the power's off. I swear, if a zombie comes around the next corner..."