snatcher Posted June 25, 2022 Report Share Posted June 25, 2022 (edited) Hi! Allow me to start by saying I played this mission a few months back in Normal mode and it left a lasting impression on me. The new items, the models, the scripts, the textures, the architecture... one of my favorite missions. I am here however, to review and provide feedback about the save room mechanic. I kind of remember the areas, the main goals and the story but I will try to pretend I don't. Spoiler Objectives screen. I don't personally like that I am forced to have over powered AI to give the save room mechanics a go, much less that gear gets reduced as part of the whole deal. That's the reason, I think, I opted for Normal on my first run. I would probably advise at this point players not to take ghosting too seriously, something like: this mission is about survival and it is perfectly fine if you are discovered, just run for your life! The Mission. I start with no save gears, and have to make my way through my first zombie "saveless". Masterfully crafted intro. The Zombie stays behind and I can calmly explore the next area. Meeting the first gramophone: good on screen messages. Mechanic well explained. I grab the first two gears and since I am in no danger I move ahead without saving. The only way forward is through the silo, apparently. I am given two fire arrows and hesitate. Do I save? Do I sneak through those guys below? Do I fire? I sneak, frob the silo door and get discovered. Run! I go through the door and luckily made a left turn, otherwise the mission would have ended. Ok, I need to save now but I am not sure I can make it back. Let's move ahead. Large storage room leading to an open world, no sight of gramophones but pesky zombies. Many zombies. I progressed much without saving and I am getting nervous. It is at this point that I would have added another Gramophone and a couple of gears. Better to have plenty of it at the beginning, let players experiment with the feature and gain some confidence. I think every time I approach a new large or challenging area a new save room is required. Even if I don't use it. Knowing it is there gives confidence: I can peek around and go back if required. I propose: 1) Test (first zombie) - save 2) Challenge (three zombies) - save I move forward, and since I remember the area, I go and meet the guy. A gramophone, good. This should have been the third though, not the second. And here things get complicated because I go down the quarry and I couldn't find any save point! I keep accumulating loot and going back and forth, up and down, and no checkpoints. Am I supposed to backtrack that much if I want to save? That elevator isn't precisely fast. What do I do now? This area is quite complex and I am not sure I explored it all already. Ok, let's go for that cabin, there must be something valuable inside. I can see a gap up there and it looks like my way around the detectors. I find my way and land on the roof. Steady... steady... steady... Now! Didn't land right, the door is closed, I hear a beep shortly followed by an unsettling game-over sound. Food is on the table. RUN! I seek heights and darkness. I haven't saved for around 25 mins. I stay quiet and meditate. Here are the main points I want to make: 1) I come to realize at this point that a big difference between Resident Evil and TDM is that in in RE you could not die from a bad move (fall) while in TDM you can, and the idea terrifies me more than the zombies. That's something to take into account in the future, I believe. See, I have fond memories of RE and kind of remember I got to trust the save mechanic and at some point I felt kind of in control. Here thought I know I can out run zombies but a bad move could have disastrous consequences. 2) Another point to keep in mind, I think, is that you can have a few gramophones but plenty of gears; or plenty of gramophones but few gears; but not few gramophones and few gears. One restriction, not two. Actually, plenty of gramophones and plenty of gears is a win-win. The introduction of this mechanic alone forces you to explore "naked" and the experience greatly improves but this doesn't necessarily mean players cannot save more often than not. The idea is that in order to save you have to backtrack to that "close by" location instead of simply pressing a key. I would have added at least one more gramophone at the center of the quarry. The stairs leading to the top of the temple is an excellent candidate, since the stairs are a prominent part of the area that players won't miss, and a good point of reference you can backtrack to easily. Perhaps a working table in the shadows, on the path zombies patrol for an extra challenge. I go for a voluntary run, I outrun zombies easily and somehow I end up in water and shortly after, a gramophone, Lord be praised. The whole area feels save but I save without hesitation nevertheless. I clearly remember what's ahead now and I Henry Jones Junior through the treasure room, get the required loot and get to the end of the mission. At this point I noclip to check the map and found the "Supply room". I didn't recall it was there and didn't find it this time around. Congratulations, @kingsal for a great mission and the new ideas. And thanks for sharing your work. Edited June 25, 2022 by snatcher 2 Quote Link to comment Share on other sites More sharing options...
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