The fog is so thicc and yummy and thicc and its so very derivative of resi remakes and yet i want to eat it. The acting is great, the cutscenes are great, the twist on all the puzzles and areas are great, the combat is actually pretty solid AND IT LOOKS SO DAMN GOOD. The best fog thats ever been in a game alongside some of the coolest lighting with dim bulbs that barely cast a glow across the room.

Rip fixed camera angles tho that part will be missed sorely.

  • anarcho_blinkenist [none/use name]@hexbear.net
    link
    fedilink
    English
    arrow-up
    6
    ·
    edit-2
    3 days ago

    Mechanics are inseparable from, and an integral part of the rest of a game experience, narrative, mood, and all. And in a game like this with what it was trying to do, fixed camera angles are a significant mechanic that can and do affect specific mechanical experiences and functions on the player and how they engage with the game world which reinforce core narrative experiences and moods in ways that, though I didn’t play this remake and see how it changed things, feel and seem pretty fundamental to the experience.

    Forcing you to move through the game world, and even feel claustrophobically stuck, within the confines of the oppressive clutches of fixed cameras, restricted vision, and commitment to meaningful actions and movements among the set design and especially sound design, are objectively powerful design choices which are significant in the ways they mechanically capture and reinforce the oppressive aspects of the story and environments, and of the horror, disorientation, mistrust, mental illness, trauma, repression, fear, lack of control and agency in one’s torments and constructs, etc. of the world and narrative; that I feel like would be significantly lessened and undermined with options and movement and vision being made freer and turned more into an “action hero game.”

    Like I said I never played this remake and don’t keep up with modern games much so can’t speak specifically to how they managed to account for this and restructure things to reconstruct or “fill-in” some of these aspects or if they did (maybe they expertly did it), but not only do I strongly disagree that fixed camera angles are “objectively bad”— even just hearing there’s no fixed camera angles in this remake sounds actually really weird to me; like if you were to make a 007 Goldeneye remake that’s isometric view game, but much more extreme because Goldeneye isn’t a serious artistic game trying to say and do something real other than “be fun.” Or similarly if Fatal Frame didn’t make you have to use the camera to see the spirits etc. The mechanics are inseparable from the point of the game. And the more serious the game’s narrative is the more the mechanics matter in how that narrative is experienced and so the story “told” (or lived, via the player through the characters mechanically)

    • buckykat [none/use name]@hexbear.net
      link
      fedilink
      English
      arrow-up
      1
      ·
      3 days ago

      It’s more like if you were to make a goldeneye remake that was a dual stick shooter because the n64 controller was an early fumbling attempt at 3d controls. Fixed camera angles were a necessary technical strategy to save polygons for the character models for like a generation and a half. All the justifications of them as Actually Art are cope and nostalgia.

      • Gorb [they/them]@hexbear.netOP
        link
        fedilink
        English
        arrow-up
        5
        ·
        3 days ago

        This take is so ridiculously stupid it falls apart under its own logic. If fixed camera angles were supposedly a technical limitation to “sAvE poLgyOns” why do they not feature in 99% of the games on the generations those games came out on???

        Why does it only feature in a select few survival horror games???

        It’s almost like it was a design choice or something