THIS IS WAAY TOO SCARY!! Wow!the enemies are still creepy even after being taken down (you'll understand) Is this legal?! even the save system is creepy! Compared to to this dead space looks like gameloft's my little poney!! Graphics are even better than what you've all seen here. i can see they tweaked it even more. Combat is pretty dynamic. But exploration is at its best on this game. Its like "explore every room if your heart can handle it" and seriously there are some rooms where the atmosphere screams "get the hell out" so much that even if you know there's an important clue in there you'll get out first, have some rest before going back inside! I dont know the lenght of the episode because i havent conplete the game due to the fact that i need 30 min to cool down after 1 death (natural timer), but i can speed it up using redbull ! Oh by the way YOU WILL DIE....like a lot!!
This is the game I've been waiting for on iOS. There has been a lot of time and thorough effort put forth into this game. The game is awesome so far.
Does it rely on them often or does it do the atmosphere/anticipation of something happening well enough to be properly unsettling/scary?
i think all the tester here already describe how scary the game is, how beautiful the graphics are, well, much the same from me, but the sound effect and the eerie background music is top notch, really high class production from a great sound artist. also let me add something as a graphics whore, the graphics looks like nothing you've ever seen running on mobile device. the levels of detail here are amazing, you're not gonna believe it with your own eyes that you've been playing this on a mobile device. the optimisation effort that tato and his team(team pshycoz) put into this game are simply incredible, with all those fancy effects and high resolution running at the same time, there is no lag at all, no long loading time(I'm using iPad mini retina). last statement from tato that blew me away is that he said that what i and other tester see right now is nothing compared to the final version.W.H.A.T?
The game relies on everything to scare you. Music, sfx, atmosphere, jumpscares, creepy enemies, combats, interaction, progression, etc. All those elements can surprise you in different ways which makes gameplay really scary & stressful.
One thing I really enjoyed about Outlast (PC) was that they set up expectations early on, you had it in your head that you could predict when something was going to jump out or move, that lockers were always safe etc. Then just as you are feeling comfortable in your 'knowledge' of how things work they change it up on you. When something *doesn't* get up and chase you you're left feeling even more uneasy. Why isn't it moving? Is it going to soon? The first time an enemy ripped open a locker I just about died fo realz. I don't know how well such things can translate to a tiny screen, but I sure do hope you've managed to capture at least some of these feelings. Out of curiosity are you able to say if your group of testers have found any bugs yet, or is it looking like you're already sitting on a polished build?
Yes, we play a lot with players anticipation and it works well, makes them feel very stressed. The game is constantly challenging the player and putting him to test his nerves! As for bugs, they have found some minor issues, but overall they found it very polished, we still need to fix some stuff and add some things left te be done but we are almost there. Warm regards,
THIS is exactly what FM does like.... ALL THE TIME!! Seriously its like you were describing FM! You pass an enemy like 5 times and it doesn't wake up and sometimes he's even AT A DIFFERENT SPOT than previously!! And just when you start feeling confident.... Shit happens!!! And the worst part about this is..... IT IS COMPLETELY FREAKIN' RANDOM!! there isn't any kind of pattern. Also i first noticed that the rooms with the creepiest soundtracks were the ones where usually nothing happens and i was starting too feel confident with them and then BAM!!!! *the random effect*!!
I think depending on the success of forgotten memories we'll have the answer to wether or not there's a huge demand for hardcore gaming on the ios platform!
I've been in anticipation for this game for several months now and feel even more excited after reading what the testers say about it. Please make it good, make it the new Silent Hill and I'll be ready to pay whatever you ask for it!!!
Think this is a good point FM will be a new benchmark, if its successful it will spur on developers to start making bigger budget premium games but if its not its going to really make people think twice about risking any investment on premium games. I don't think its overplaying it to say that the amount of money FM makes is going to influence the mobile gaming either way. The future of gaming is in your hands TATO (no pressure)
Not a demo!! a pilot episode! which will be free at launch... and when? well putting a release date here would just bring more pressure to the devs and they're already working really hard! we kept tato busy till 3 a.m. on saturday...or sunday...or both i dont clearly remember but he probalbly does!! trust me more stress is the last thing they need right now. also i think it is coming really soon (i'll say closer than any upcoming big ios game at the moment-my guess-) as i'm playing it at the moment its already more polished than a lot of released games on the appstore and we're not even playing the final build which by the way apparently is almost done so....
They're too busy rolling up their words and sticking them up their Haha good to know Sounds good, mandatory MP/Co-op on every game needs to stop.
Being a game developer it's hard but being an indie game developer its a lot harder (specially when you don't have the financial power and you want to bring out something you really love). You probably know what being indie means. When you work on a big company like most of our guys, you have a nice salary, you usually works with contracts (so no big pressure), lot of advantages, nice vacations but being indie is hard. ^^ To be honest, even with all the difficulties (specially financially) we've been through, I think there's nothing more we can fear. No joke, we've spend lot of time into this framework, we bet everything we have, everyone here invested a crazy amount of money and time, we usually work everyday, anytime, no vacations (even when you are sick => work from home yay!), no real ROI guarantee and the list goes one. Being indie is a constant fight for survival! And I'm not even counting indirect pressure (gamers, press, editors, etc). ^^ Even if FM doesn't sold millions units, we don't care, we are confident and believe that whoever get FM on his hands will love it. Let me make this short, our main focus is high quality no matter how long or short our products will be and we'll keep bringing high quality games the way gamers like! Cheers,
I feel the same way. I never had anything bad to say about Tato personally but I didn't care about the way it got handled on this forum. I don't believe Tato acted disrespectfully but it could have been handled differently. Many people including myself have been following this game for a long time and some people got very frustrated. Some people that said the game didn't exist were out of line but no one on here should be rubbing it in because they are beta testing the game now. I understand why some people got frustrated.