A horse of course
Guest
Played another couple of hours, up to reuniting with Sherry and falling down the elevator. Definitely enjoy the way you think carefully about different routes and entrances to take the safest or fastest approach to your objectives - really brought me back to Resident Evil 1 and some of the Silent Hill games where enemy placement was more important. There were some bits that are extremely difficult to get past without burning ammo and using the boards though, such as the west hallway on the first floor full of tight corridors and open windows. I think I managed to avoid passing it more than twice, but there's a bit of meta-knowledge involved there - otherwise you could easily end up in an unwinnable situation.
I was really confused by Lickers. I'd read everywhere that you can just gently edge your way around them, but every time I got close, my movement triggered them even if I was putting the slightest amount of pressure on the thumbstick. I just ended up using fire rounds on anything I couldn't instantly escape from, though I'm guessing flashbangs can incapacitate them for a while.
Mr. X was handled pretty well, though I wish he wasn't so predictable in smaller rooms where you can easily get him confused by minor obstructions and chest-high walls. Would prefer it if there were some scripted instances of him defying your expectations by smashing certain obstacles aside or crashing through weakened walls, making the player panic without putting them in insta-death scenarios. I'm curious regarding his footsteps and opening doors - was anyone able to tell his rough location from sound alone? On a pair of high-end IEMs I couldn't work out if he was above, below, or on the same floor as me - merely if he was extremely close, far away, or in the same room (from the rustle of his coat).
I disliked the bit in the orphanage where you control Sherry. It broke my concentration and engagement with the police station and was generally very much in the vein of "cinematic" Sony pseudo-stealth games. Should've been cut.
Still not a big fan of the facial models and animations. They look noticably worse on side-characters, as well.
I'll try to play another couple of hours tomorrow.
I was really confused by Lickers. I'd read everywhere that you can just gently edge your way around them, but every time I got close, my movement triggered them even if I was putting the slightest amount of pressure on the thumbstick. I just ended up using fire rounds on anything I couldn't instantly escape from, though I'm guessing flashbangs can incapacitate them for a while.
Mr. X was handled pretty well, though I wish he wasn't so predictable in smaller rooms where you can easily get him confused by minor obstructions and chest-high walls. Would prefer it if there were some scripted instances of him defying your expectations by smashing certain obstacles aside or crashing through weakened walls, making the player panic without putting them in insta-death scenarios. I'm curious regarding his footsteps and opening doors - was anyone able to tell his rough location from sound alone? On a pair of high-end IEMs I couldn't work out if he was above, below, or on the same floor as me - merely if he was extremely close, far away, or in the same room (from the rustle of his coat).
I disliked the bit in the orphanage where you control Sherry. It broke my concentration and engagement with the police station and was generally very much in the vein of "cinematic" Sony pseudo-stealth games. Should've been cut.
Still not a big fan of the facial models and animations. They look noticably worse on side-characters, as well.
I'll try to play another couple of hours tomorrow.
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