Can even use that to add 100 or so save items to the inventory if it's just the *amount* of saves themselves which is the turnoff. My proposal was to move like 3 or 4 of the tapes from mid-to-endgame back toward the start somewhere, and maybe add another Tape+recorder in the first room with the Priest in the basement.īut yeah as was posted already there is the cheatcode that folk can use if they're still stuck. This is true, from most of the threads around here back when the game launched it was the general consensus that most of us ended the game with 7~10 tapes unused in our inventory. Originally posted by Myztkl©-Kev:there's nothing wrong with the tape system, they just need to balance it better, the first half of the game, tapes are slim, by the end of the game, I had like 7 extra. And if at first it gives tension, later it just irritatesīut still, despite frustration i finally finished demo after many retries, so there is something in this game that attracts people, heh. However, it's combination of all that together that makes experience very tiring. you just get cornered lol.Īlso puzzles have problem with being more Myst-like than survival horror-like so some of them will screw your to agony due to hints being too multi-interpretable etc.Īll of these issues are not critical themselves, especially for someone who played horrors for years. Like sure you can abuse dodge much for i-frames, but you still have so freaking long cooldown frame disadvantage after everythig you do AND your weapons are very weak so enemies feel bulletsponge AND often you cant interrupt their attack so you hit but they also hit you AND the most "fun" when thanks to camera angles etc. It would not be so much an issue if not for combat here being more clunky than 90s games even were, lol. But for those of us who grew up with them.? Well, I think you get my point.Most survival horror games didnt have ♥♥♥♥♥♥♥♥ tape mechanic (as they had just save rooms here and there) and when they had, they gave you 2 or 3 tapes each time, and not one. I think this might end up being one of the major sticking points for those new to the horror gaming scene. In this game though, as with the survival horror games of yore, you have to go into the inventory. Modern day players are used to being able to move smoothly and switch between weapons with just the press of a finger. And then you have the clunky tank controls that only add to that - they take a bit to get used to for sure, and certainly won't be everyone's cup of tea. It felt great, at least for me, to go back to that. Remember that anxiety when playing Resident Evil for the first time back in 1996 - that feeling was a by-product of the hardware limitations of the time but it became synonymous with survival horror. The old school combat, tank controls and camera angles also took me right back to my childhood - it felt so good to be playing a game that made it so you were anxious about what was waiting around each corner. Every so often you come across game music that makes the hairs on your arm stand up - Elden Ring being one of the most recent, but putting this on again? Yep. The difficulty of some of the puzzles astounded me on my first play through of this - anyone remember how difficult the piano puzzle was in Silent Hill 1? Some of these puzzles are on part with THAT! The game itself takes part in a massive mansion turned hospital with trips into the darkest areas of the basement and beyond with an OST that just absolutely SLAPS. The game itself is beautifully atmospheric and a true homage to the old school 90's survival horror - it's a real blend of Silent Hill and Resident Evil, incorporating fixed camera angles with tank controls, exploration and puzzle solving.
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