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very good sound effects
Very well made horror atmosphere
And well designed map
Nice way to catch attention on the player with light cues. No time was i really stuck.
Very repetitive scares, that become more annoying than scary every time you die.
Taking out the control from the player to many times. Like turning the camera to the monster when you just wanted to run, (and so be killed) or making you walk reeeeally slow on a situation where you would never do that.
Usage of too many jump scares and monster on your face moments that just make him less scary by the minute.
Not many usage of psychological induced fear.
In the end it was a nice ride but it could have been a fantastic one, the potential is there. I recommend that the developer read the Frictional Games blog about how to design scares in horror games, coming from that guys the advice is gold.
A game that captures perfectly the feeling and gameplay of thief games, improves on said gameplay, implements some innovations of its own and brings the graphics to the next gen look without losing that characteristic steampunk look of the thief world.
Fantastic job guys this brings Blade of Darkness to the next gen ranks.
Eric is a very good coder and has made a very nice engine, the code is clean and professional and the engine is as stable as rock. But unfortunately the tools aren't very artist friendly, they don't support multi screen setups, many developers use more than one screen so this is a major pita for fast work, instead of working almost exclusively on a 3D view it requires you to perform some tasks on the 2D orthographic views more times then what is desirable, the window where you pick and search for your models and game objects (called nodes in C4) is a very complicated and strange hierarchy tree like system, it should be much simpler then that, i will not mention other engines but theres much better implementations of this on other engines.
Eric is also a coder that tries to put too much stuff in the same basket, what do i mean by this, for example he tries to make all himself without using any other 3rd party software on his engine, for example the physics engine, Eric instead of implementing a already made physics engine, like the majority of his concurrents, he made his one, it makes for a better integration and support is true, but unfortunately it slows down the development of other important features, and the physics aren't that good, objects don't behave realistically, for example theres no self rotation when an object is flying from a explosion, and sometimes the character controller becomes stuck at the boundaries of floor geometries. Because of this Eric is slow at implementing more visible stuff, things that could make the engine stand out, HDR that is being promised for a looong time now but is being pushed further and further away, the grass system and the underwater capabilities that could make the engine really stand out are also still to be made, etc, Eric prioritizes stuff that don't really give much exposure to his engine and because of that, a very good engine is being brushed aside for engines imo much worse.
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