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Article #694628The Park (first person horror game)
From: Rin Stowleigh
Date: Wed, 28 Oct 2015 03:36
Date: Wed, 28 Oct 2015 03:36
73 lines
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5615 bytes
This was an impulse buy for me. The two things that drew me to it: 1. It was by Funcom and based on The Secret World... if you've ever played their games you know they are very good at creating the world the game is based in. I wanted to see a first-person attempt. 2. The setting (creepy amusement park) reminded me of an old Dean Koontz novel I read back in the 80's. Or American Horror Story Season IV... Creepy amusement parks can be a lot of fun. I knew it was only 1.5 to 2 hours of gameplay going in, thus the "release day' price of ten bucks. I figured for a first-person "story" game with no action (an interactive movie), the running length of a movie was probably about as long as it would hold my interest. The visuals really are nice, at least on the Ultra setting, they pull you in right away. It's far from an open-world, but the setting of the game (a theme park) is true to a real life theme park, where the entire area is architected to prevent you from walking where you shouldn't, so you don't feel too restrained by the fact you can't "climb those rocks over there" or whatever. After all, in this game you are some chick who is looking for her lost kid. Is it worth 10 bucks? Sort of. If you're the story-oriented type [looks at Spalls and points finger], that's what this game is all about. No combat, no stealth, no action. The protagonist can sprint, walk, look around and yell out for the kid to reveal himself. It wasn't far into the game I was looking for a "beat kids ass with a belt" key, but the controls just aren't that elaborate. The real reason I wanted to write about the game though is that I think there may be an emerging market for these small, 1-2 hour mini-games. The problem with a 12-15 hour game is that if the player does not warm up to the story or the setting, they are going to lament the game and give it bad reviews, because they just paid $40-60 or whatever if they bought at release time.... or maybe they picked it up on sale..... but do they still want to spend 15 hours of their life on a game that is only OK in their mind, and maybe impresses them in some ways, but doesn't blow them away with it's addictiveness? In other words I think a lot of players might appreciate a 1-2 hour game that shows us the best the developer can show us, removes the "grind", etc. It lowers development cost because the overall game world and assets are smaller, testing and debugging is lessened so production costs are lowered, and if done properly the game can be at least as memorable as typical movie. I'm not talking about these "episode" game series like The Walking Dead. No offense to those who like that sort of thing, but to me taking a long story and breaking it up into smaller episodes and charging less for each episode is essentially the same as a long story... It's not the same as taking the best you've got, packing it into 1-2 hours and calling it a wrap -- a complete self contained story, where there is no tie or relation to any previous or future games. To illustrate the difference -- in The Park, the player really needs to pick up paper notes / books etc. along the way and read them to get the most out of it. Reading notes in a game that's designed to provide 10-20, or more hours of gameplay can feel like a chore to some who would rather be playing the game than following a story. However, in a mini-game like this, the player is aware there is a relatively small amount to be read (and given the brevity of the tale, each one must be important), so it removes that pain from the gameplay. It's not that this particular game is the bees knees. And to be honest I would have rather paid $5 for it. But I wouldn't mind at all to see it start a trend of self-contained mini games with immersive worlds and short story lines. Less risk for the developer, and the player doesn't have to decide whether they want to commit to putting in the equivalent of a part-time work week to complete it.
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X-Received: by 10.107.38.141 with SMTP id m135mr38111867iom.18.1446003418505; Tue, 27 Oct 2015 20:36:58 -0700 (PDT) X-BeenThere: comp.sys.ibm.pc.games.action@googlegroups.com Received: by 10.107.36.149 with SMTP id k143ls1405946iok.7.gmail; Tue, 27 Oct 2015 20:36:57 -0700 (PDT) X-Received: by 10.107.169.78 with SMTP id s75mr25202668ioe.31.1446003417650; Tue, 27 Oct 2015 20:36:57 -0700 (PDT) Path: mbox-mo1.pugleaf.net!z4ni38490ign.0!nntp.google.com!Xl.tags.giganews.com!border1.nntp.dca1.giganews.com!nntp.giganews.com!local2.nntp.dca.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Tue, 27 Oct 2015 22:36:56 -0500 From: Rin Stowleigh <rstow...@nevrhadgmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: The Park (first person horror game) Date: Tue, 27 Oct 2015 23:36:59 -0400 Message-ID: <9je03blas90m5bm6c82t2t4gofa9utbpfr@4ax.com> X-Newsreader: Forte Agent 5.00/32.1171 MIME-Version: 1.0 Lines: 75 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-qWYGjtqAG3bw3qD8zFqqvIwydc9q6wi8IogKWu9w1ImMU1cH5Ic3+x8C8rma/lCMoXixMyzaMpZV9/I!Ua3fG3mx7lcYOISOLSa/xzoOBJ8JmdKIbNCLJFmzOuCqELukzkWAt2WEFDv7dNJVSEyq X-Complaints-To: ab...@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 Bytes: 5134 X-Original-Bytes: 5072 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit