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Outlast 2 marta
Outlast 2 marta








outlast 2 marta

OUTLAST 2 MARTA PATCH

They had to avoid that AO rating and, while they were able to patch some changes in, there’s a point where if they patched too much in to the PC version it would diverge significantly from the console editions.Ī DLC where you play as a cult defector who becomes a heretic, at the beginning when Val is initially splitting off, would’ve been so cool, and a good way to develop both Val and Knoth.This might have made it a little too easy if you were only being chased by one frightening opponent, which is why Outlast 2 throws most of the cast of Resident Evil 4 at you. I wonder if some of the choices they made were because of the sexual nature and proclivities of Val and the Heretics. At the very least, some more collectibles like letters between Val and Knoth, or some more from heretics or other defectors (like the one you find from the atheist who had his tongue but out). But I expected there to be more about the schism between the cultists and the heretics, and more development of the heretics and Val.

outlast 2 marta

For whatever reason they opted not to go in that direction. According to the wiki there are voice files that suggest Marta and Val were supposed to have an altercation m that ended in Val’s death, which I would have loved to see. Or, like how Jessica at the very end’s condition depends on how quickly you run to help her when Loutermilch kills her, if there’s choices you can make that determine whether you see a normal human child and a demonic apocalypse baby, that would’ve been cool, too.ġ00% agree about Val. Even though it’s all a hallucination, you’d think that all the gospels he’s picked up would seep into his psyche and make him see the (nonexistent) child as a spider-eyed abomination - even if it only flashed on the screen for a second. When Blake holds his baby, she’s just a regular baby. And even if you take your time examining whatever there is to examine it takes, what, 15 minutes? It felt anti-climactic.Īnd finally, a design choice I may have made differently: throughout the story, the Gospel of Knoth refers to the Antichrist as “the spider-eyed lamb”. Genesis goes on forever, and then Revelation is literally run, cut scene, run, cut scene, run, baby + Knoth, walk, cut scene. The divisions among the actual chapters feel pretty haphazard, which bothered me a bit. The final encounter with Marta also felt a bit quick and cheap. Actually, the whole final chapter felt incredibly rushed. But the way you get there felt so rushed. It absolutely made sense, the ending, I think.

outlast 2 marta

I’m not sure if this fully addresses your question, because I suppose it’s a plot issue rather than a mechanical element, but I was pretty bummed by the fact that you never actually confront or closely encounter Knoth himself, and when you finally see him, he just kills himself in front of you. Some developers are just a bit more clever in masking them. Its all part of the mechanics behind the curtain. The game needs to throw a challenge at you so it gives the Alien a bit of unfair awareness of your location. You could easily keep silent and never see the Alien if it worked like its presented. However if you play the game, it feels pretty obvious that the developers coded the Alien to have a general understanding of where you are so it keeps the tension high and stop the game from becoming boring. It isnt supposed to know where you are and act upon sounds you make etc. Human players can easily outpace the AI of the game because its less intelligent, therefore they have to give the AI boosters here and there so it plays out as desired.Īnother example is the Alien in "Alien Isolation". Its incredibly obvious that the game is fabricating the situation but if it didn't happen, there would be no tension in the chase. One example of this was I noticed it in uncharted 4 when the truck is chasing you, you can get far ahead of it but then it will suddenly speed up then slow down to where it should be instead of just running drake over. Its basically a playable cut scene so it keeps the player more immersed in the game. Many games to do this to keep the tension high and ensure the story plays out as scripted.










Outlast 2 marta