Tatoforever, Thank you very much for this game and your answers here. I like this kind of game very much. Especially for old school style but amazing graphics and dynamic shadows. Did you mean you have uploaded a new version on this monday? You can find how long it will take for review in app store at this site: http://appreviewtimes.com Now average time is 8 days...
I hate to lay it out to you, but mobile gaming spoiled you hard. Which, of course, i cant blame you for. Even console games have become too hand-holding. Gaming in general, in this era, is just generally easier compared to the old days. I guess that's just evolution, but yeah, tis generally easier nowadays, but looking pretty darn prettier and prettier.
I suggest getting it, if you understand the nature of the save system and are ok with it. Still, Psychoz is going to tame i down a bit, so no reason not to get it. If there's anything wrong with the game, is that we are only seeing a part of it, being episodic. Nothing wrong with that at all, but the episodes need to come in a timely manner.
Graphics are top notch on my iPad Air. Just started playing today, and it's EPIC. Still holding onto my final verdict, but so far, it's awesome.
Overall brilliant game, certainly in my top 5 on iOS in terms of the experience it offers. I'm not sure if it's been suggested but I think the best change you could make to the save system would be to remove the floppy discs, and just have save points that you can use whenever you like. This means you still have the challenge of finding a save point but at least you can make your way there when you want to stop playing, and not lose all progress. The current save system is awkward. One of the main issues I found was that I saved the game at a point when I was very nearly dead, with no healthpacks. This meant whenever I played, I died very quickly as every enemy killed me instantly and it reached a point where I didn't want to play because I knew I wouldn't progress.
Awesome guys, glad you are enjoying it! @Exact-Psience, No problem with that! Forgotten Memories is meant to be challenging by borrowing tons of old school gameplay mechanics! There's also other factors (demographics, sector, market, etc), for instance in China, we only get 5 stars overall rating (few them where only 4 stars)! But in some other places we are getting 4. It's true that hardcore gaming (specially such kind of game) will take some time (if ever) to penetrate mobile sector, where most of the gamers are casual. We where aware of that, same for Apple but they loved the game and decided to support us in all possible way. So far we r still being featured over 140 countries around the world in the Home Page (despite having huge competition in last week premium releases). Apple support have been
Glad you like it! Thursday update will include two new game modes. Here is the completle list of changes/additions: New stuff: - Normal and Easy modes - MFI Controller support - New combat tutorial with images - Faster camera rotations (default) - Enemies push after grabs takes less shake and effort - Ability to invert Camera Y Axis (through options menu) - More rendering speed and visual quality - MotionBlur is back (new dreamy/dizzy/crazy post effect) - MensToilets room black shader fixed - Game run total time is also fixed (I had to wipe current time from GameCenter as it was inaccurate) - Background crashes improvements. You can now put the game on hold and continue later on without losing your current progress, as log as the game stay in background mode. This is an ongoing optimization we are doing and will improve over the next update. Easy Mode: - Unlimited flashlight (flashlight recharge stations disabled) - Unlimited saves (floppy disks disabled, just interact with any computer to save your progress) - Easier enemies (slower, less responsible, less tougher) - More stamina (less fatigue) - More ammo scattered around (you need to search it) - More health packs Note: I just got a message from Apple folks, they told me Monday update will be merged with Thursday update. In other words, you'll get all the latest's fixes and additions in one download (instead of two), next Thursday! We are also working out a major update that will include completely new game modes and extra goodies, coming next month! Regards,
This is great! So the update that was supposed to come out Monday April 27 is now merged with the patch coming Thursday May 7?
No, is merged into the April 30rd patch. May 7 will have another update different from the one i just posted. Cheers,
I could have worded that much better. 1.) I meant the lighting from lit areas doesn't extend as far as they would realistically, in my opinion, and sometimes you don't notice a lit area until you're on top of it. Could be a small-screen issue (I'm playing on my 5C and not my 6) 2.) The flashlight's beam, cone, etc., I thought was narrow. 3.) Apologies. Specifically, I found that in mobs of enemies (which there are often) it was difficult to pick one out of the herd using the system. 4.) The controls are much less precise than I was hoping, even with the sensitivity adjusted it felt off. Movement in terms of running/walking was odd to me too. The protagonist runs, in my opinion, very slowly, and her run is more of a light jog. That said, most enemies move at this pace too. 5. & 6.) I know and read that there was no checkpoint system... that was just me complaining and butthurt after dying and having to start over. While we're talking about it, I'm still in the early stages of the game. Can you provide any suggestions in regards to combat? Using the bar, I found that I was unable to kill enemies - is it just for knocking them back? So far my experience with the recently acquired pistol has been similar. I do plan on spending more time with the game. Maybe I am spoiled, but I do feel that the controls and flashlight, for example, could have been better implemented. (I know there are changes coming in an update.) I don't game very much on iOS, I play primarily on PC, although I see your point, and you're probably right. But simply because a game is hard doesn't make it good...in my case I felt some of the more basic gameplay elements (controls, flashlight, camera, etc.) could have been implemented better, so that when you die, you know it's your fault.
@coderkid, Controls and flashlight are unique and It's normal to feel a little disoriented at first. It's a matter of getting used to. For combats, you must time your hits, it's a 3 hits combo system (each one being stronger and longer than the previous hit). If you try to deliberately hit enemies (by tapping really quick) you'll miss your target or your blows will be weaker and be punished by enemies. We have a combat tutorial and an easy mode in Thursday update. I believe it will serve you better. Regards,
A museum, it's an art gallery where you collect stuff you find while playing and then you can visit with your character and get info about the stuff you unlock. And a new "Survival" mode (a sort of marriage of intense horror and action). The later will fit all range of players (from casual to hardcore) and it offers almost endless gameplay possibilities, including new GameCenter challenges and leaderboards. More of that soon! Regards,
If you do this, can you please add iCloud support? If you're adding a reason to come back to the game once completing it, it would be great if you could delete the game without losing your progress (considering how much trouble some of us are having making that progress in the first place. ).
I just have to mention, I felt a huge sense of accomplishment when I overcame an extremely tough section, found a floppy disc, and saved my progress on a computer. Never before had I felt so relieved in an iOS game...awesome.