I just realized it was mentioned in the OP. My bad.Why not go for the traditional isometric view? The current top-down grid looks kinda weird.
For the HoMM 1-2-3 feels of course.
But in this game the grid sticks out more than in HoMM.
I just realized it was mentioned in the OP. My bad.Why not go for the traditional isometric view? The current top-down grid looks kinda weird.
For the HoMM 1-2-3 feels of course.
That might be on purpose - we're talking eldritch things beyond human comprehension, after all.looks kinda weird
How does turn order work? I can see little icons on the top of the image, presumably the order of action during battle?
I hope the battle grid can be turned on/off on demand?
I guess you don't mean this?hmmm. At least 3rd Lovercraftian themed rpg that is coming. (Witch House and Call of Cthulhu are the other ones)
It really does look like it misses the point.I am highly nonplussed at the idea of a combat RPG of this type. Resource management, item stat comparisons, hit points and xp, this all seems bizarrely inappropriate. Grinding levels against cultists to eventually fight mini-Cthulhus in broad daylight on a hex grid ... it's going to be a very hard sell for me. A big part of horror is a lack of information ... even if you hide enemy stats from the player, mathing everything down takes away all the magic. You took 22 hp damage, you have 68 left, so you know you can probably tank 3 more hits before you die. What's scary about that? Just seems like a doomed idea, and not doomed in a horrifying eldritch way, just doomed in a disappointing way.
Looking forward to the Kickstarter pitch and more information. Who knows? Maybe you'll hit the magic combination. Good luck Cultic Games.
They should make the hexes non-Euclidean.But in this game the grid sticks out more than in HoMM.
I guess you don't mean this?
I am highly nonplussed at the idea of a combat RPG of this type. Resource management, item stat comparisons, hit points and xp, this all seems bizarrely inappropriate. Grinding levels against cultists to eventually fight mini-Cthulhus in broad daylight on a hex grid ... it's going to be a very hard sell for me. A big part of horror is a lack of information ... even if you hide enemy stats from the player, mathing everything down takes away all the magic. You took 22 hp damage, you have 68 left, so you know you can probably tank 3 more hits before you die. What's scary about that? Just seems like a doomed idea, and not doomed in a horrifying eldritch way, just doomed in a disappointing way.
Looking forward to the Kickstarter pitch and more information. Who knows? Maybe you'll hit the magic combination. Good luck Cultic Games.
I guess you don't mean this?hmmm. At least 3rd Lovercraftian themed rpg that is coming. (Witch House and Call of Cthulhu are the other ones)
I was just thinking about why I loved Dark Corners so much. The beginning was great, certainly; but I felt like the game was very strong overall until the end where you get the infinite ammo laser cannon.Dark Corners of the Earth had the same issue. It was brilliant at first, especially the hotel chase sequence but the moment you got a gun the game turned into an FPS and a bad one at that.
The ambient 'music' on the game's website has me convinced that they are going to have excellent sound design. It freaks me the fuck out.And, most importantly, have good music to go along with it.
The ambient 'music' on the game's website has me convinced that they are going to have excellent sound design. It freaks me the fuck out.
NEW CHARACTER ANIMATION!!!
NEW CHARACTER ANIMATION!!!
NEW CHARACTER ANIMATION!!!
http://www.stygianthegame.com
I highly agree with getting rid of numbers.I was just thinking about why I loved Dark Corners so much. The beginning was great, certainly; but I felt like the game was very strong overall until the end where you get the infinite ammo laser cannon.Dark Corners of the Earth had the same issue. It was brilliant at first, especially the hotel chase sequence but the moment you got a gun the game turned into an FPS and a bad one at that.
The answer is obscurity. No UI. Not knowing how much damage I've taken exactly. Not knowing how many bullets it will take to put down that thing. It also really sold the idea that fighting usually wouldn't work. I was convinced that I'd be torn to pieces if I was ever caught.
I wanted to relive the magic so I tried a second playthrough a few years later, but discovered that it couldn't work twice. I instinctively remembered just how dangerous everything was. With metaknowledge, it was a pretty simple task to just kill everything. I still think DCOTE is a masterful game, even if it is less than half-baked, because it kept its gameplay secrets very well. Once you know them, of course, it's not the same, but if you go in cold, it's fantastic.
I feel like Stygian could benefit from similar principles. Get rid of the numbers. Force the player to figure out what will work and what won't by trial and error. Downplay the "wargame" elements. Teach him that it's best to run from the unknown as much as possible. It's OK if he runs from a fish man because he doesn't know he can kill it with one shotgun blast. That's the mindset you want, isn't it?
The ambient 'music' on the game's website has me convinced that they are going to have excellent sound design. It freaks me the fuck out.And, most importantly, have good music to go along with it.