Jill Valentine
Member
Thinking of a better thread title...
So we all remember the Mr.X debacle. He provided lots of fun for monetization prostitutes, but there were quite a number of people frustrated by his presence. I have shifted back and forth.
There is an absolute necessity for his existence, though I think people would preferred a unique A and B route with him in B only. But anyway. In the absence of any easily created alternatives (or you might have some) he is necessary to provide an obstacle as the player has a increase in power. At this point they likely have the Shotgun/GL and will have access to the magnum/Uzi during his pursuit (in A).
Not long after release it was discovered as most people assumed that he moves at increased speed when outside the adjoining rendered rooms
Now for me I think this was the wrong decision, because now you expect him to be there every 2 minutes instead of trying to anticipate avoiding him or being surprised when he shows up. Perhaps having to walk everywhere instead of running would've been a fair alternative in avoiding his attention.
I can see how with the map distribution this might be an issue of course. The walking time between left and right wings of the station would be high, and there's still the question of should he approach when you make sound through gunfire etc. Of course the silencer on the uzi does not attract lickers so I assume it works the same for Mr.X
Now when I say Clock Tower I'm thinking of the last time I played Demento (Haunting Ground). I remember the stalkers being fairly sparse. It genuinely felt like their pathing was under the same constraints as the player character in that they had to explore.
In considering White Day, the janitor characters can be annoying as heck and the areas are quite small, but when off screen they obey all the limits of the player, barring some frustrations with the range in when they see or react to noise on the higher difficulty options. There are also times it seemed like their exploration could magnetize toward the player, but I think it was down to luck. Notably the janitor can open doors the player has unlocked yet.
And that's my showerthought/blog for the day. I'm of the opinion that the stalker should be like the player in terms of exploration, no magical teleports or speed boosts.The worst part for me is the success of Mr.X means games are now going to follow his template. The more encounters, the more videos, the more free promotional material.
I don't know if it's known already if Nemesis can be avoided like Mr.X, but I'll keep my eyes open.
So we all remember the Mr.X debacle. He provided lots of fun for monetization prostitutes, but there were quite a number of people frustrated by his presence. I have shifted back and forth.
There is an absolute necessity for his existence, though I think people would preferred a unique A and B route with him in B only. But anyway. In the absence of any easily created alternatives (or you might have some) he is necessary to provide an obstacle as the player has a increase in power. At this point they likely have the Shotgun/GL and will have access to the magnum/Uzi during his pursuit (in A).
Not long after release it was discovered as most people assumed that he moves at increased speed when outside the adjoining rendered rooms
Now for me I think this was the wrong decision, because now you expect him to be there every 2 minutes instead of trying to anticipate avoiding him or being surprised when he shows up. Perhaps having to walk everywhere instead of running would've been a fair alternative in avoiding his attention.
I can see how with the map distribution this might be an issue of course. The walking time between left and right wings of the station would be high, and there's still the question of should he approach when you make sound through gunfire etc. Of course the silencer on the uzi does not attract lickers so I assume it works the same for Mr.X
Now when I say Clock Tower I'm thinking of the last time I played Demento (Haunting Ground). I remember the stalkers being fairly sparse. It genuinely felt like their pathing was under the same constraints as the player character in that they had to explore.
In considering White Day, the janitor characters can be annoying as heck and the areas are quite small, but when off screen they obey all the limits of the player, barring some frustrations with the range in when they see or react to noise on the higher difficulty options. There are also times it seemed like their exploration could magnetize toward the player, but I think it was down to luck. Notably the janitor can open doors the player has unlocked yet.
And that's my showerthought/blog for the day. I'm of the opinion that the stalker should be like the player in terms of exploration, no magical teleports or speed boosts.The worst part for me is the success of Mr.X means games are now going to follow his template. The more encounters, the more videos, the more free promotional material.
I don't know if it's known already if Nemesis can be avoided like Mr.X, but I'll keep my eyes open.