Yeah, I think that the control scheme for it is one of the best for ios and one of the easier ones to use also, glad to see it implemented in other games as well such as ShaDow guN
Do you guys like the way Silent Hill Origins put out their camera system? I mean something more free-roaming and less dynamic than Dead Space-like mind you. Just to know your pov about that.
Definitely yes!! BTW, to help with getting much better feedback, you would get much broader response if you ask this kind of question in general game boards like gametrailers, gamespot, or gamedev forum. As many gamers and game designers tend to hang out in those forums and can give you much better insights and feedback.
If i ask you guys, what would be the perfect control/camera system for a survival horror (using touchscreen devices) what would you say?
maybe u should let other ppl see your youtube video , so ign/gamespot and other famous sites write something about your game
Definitely agree on the camera and i think u should use the deadspace controls. I like the aiming technique of it and the half screens feels natural to me.
Can I have a say in this? Why not try to have 3 modes or choices to play. like you could have a trailer showing what interesting like the classic camera angles to modern ones surely you would get quite amount feedback from viewers saying they want that it. for me, I'm more into the dead space camera angles because its got that feel where you only focus on the character and not whats coming after you. So say if you were working thru a hallway and out the corner a monster comes at u out of nowhere.
Yea! the deadspace controls were great. It would be nice to be able to aim at different parts of the body. Wish someone created a Resident evil kinda game with deadspace controls.
I'd actually love a more Silent Hill like control/camera scheme. First of all, the game is evidently inspired by Silent Hill more than say, Resident Evil. Second, Silent Hill's camera scheme is very effective in how it directs your attention to crucial components in the game. This not only makes the game much easier to follow but the camera scheme is also able to manipulate you to see the monsters at the last second. One of the reasons Silent Hill is so horrifying is that your radio clicks on but you will often not see the monster, thus you are in a state of tension and anxiety (and horror). Third and final point: I'm the biggest Silent Hill fanboy
We've recently implemented something similar to Silent Hill Origins camera/control system (rails, static and dynamic all mixed together). We going to show up a video soon and see how you guys react.
I really appreciate the effort of the Studio/Developers that invest so much time in a hardcore game, it's weird when the developers take the time to do the game really original and valuable, it sure will be a great game, and i am really excited by the out of the game, just like The Shadow Sun, with 2+ years of development. For games like these, it really worth the wait, i rather wait 2 years for a game that i will play another 2 year, that a game with ... 6 months of development, and that it would pass away really soon
As a bonus Forgotten Memories offers different difficulty levels (eg: riddles and enemies) plus lots of extra elements and alternate endings which adds quite a lot to the re-playability.
I just love the old Resident Evil feeling, the sounds, the music... really well done, the atmosphere is perfect. I hope the story is cool, it seems a little cliche, but we have to wait to actually play it.