Posted March 23, 2014
Right, I meant to get back to you about this.
Overall, and taken in context as a first effort, I thought that it was decent. Here's my list of gripes and ungripes, presented purely in the spirit of constructive criticism.
Ungripes (I.e. stuff I thought was well-done)
-The opening shot of the light coming through the windows was very nicely done, and put me right into the mood of the game.
-The horror in the game was fairly self-restrained, which I appreciate. In fact, I personally would have taken out the "ghost cries" (unless the presence of a ghost had somehow featured in the plot) and replaced them with creepy ambient noise.
Gripes:
Gameplay:
1. As others have noted, the movement felt very "sticky", particularly when rounding the corners near the stairs or when clambering over boxes.
2. Having to backtrack to the console for every single password felt like pointless padding. Oddly enough, I think this would have been fine if the keypads had been on the doors themselves and you just had to backtrack to locked doors you'd previously passed by. The key issue is whether it feels like I am heading /towards/ my goal or /away/ from it - if I have the key and am heading to the locked door, even if that's backtracking, it'is progress /towards/ my goal. But having to head /away/ from the door to enter a password elsewhere so that I can then head /back/ to the door feels like an unnecessary side-trip.
3. The whole "Guess what name I picked for a password" method of progression wasn't very interesting. The fact that he chose X or Y name didn't tell us very much about him as a character, just that he was picking simple words. Solving that kind of "puzzle" should either present an intellectual challenge to the player, or tell us something significant about the character, or ideally both. In fact, for one of the passwords (the hint where part of the word was missing), he mentioned that it was "something he could easily remember" or "something he was very familiar with" or something like that, and I initially thought that the missing letters were part of the word "monotony", which he had referenced in a different letter. Using that as a password would have been better, because it would both have told us something about the character's state of mind, and also required the player to /think/ about the character's state of mind.
Presentation and Writing:
4. The noise from the generator near the beginning was kind of annoying, and disrupted the eerie serenity that the room had built up until that point.
5. The whole "finding scattered notes" trope as a method of story delivery is, in my opinion, not great for immersion. Why tear out these pages and scatter them all over the place in such a haphazard fashion, while at the same time conveniently laying them out so that they will be encountered in a roughly chronological sequence? It felt a bit forced - an acknowledgement that the player is in a "game" rather than just exploring an organic environment.
6. This is partly my problem, because I've just read/watched/played waaaaaay too much horror, but I was able to guess the entire storyline from the title and the first minute or so of gameplay. This isn't necessarily a drawback - horror is often predictable, but its effectiveness is in the presentation. So unless you had intended the ending to be a surprise, I would just ignore this point.
Overall, and taken in context as a first effort, I thought that it was decent. Here's my list of gripes and ungripes, presented purely in the spirit of constructive criticism.
Ungripes (I.e. stuff I thought was well-done)
-The opening shot of the light coming through the windows was very nicely done, and put me right into the mood of the game.
-The horror in the game was fairly self-restrained, which I appreciate. In fact, I personally would have taken out the "ghost cries" (unless the presence of a ghost had somehow featured in the plot) and replaced them with creepy ambient noise.
Gripes:
Gameplay:
1. As others have noted, the movement felt very "sticky", particularly when rounding the corners near the stairs or when clambering over boxes.
2. Having to backtrack to the console for every single password felt like pointless padding. Oddly enough, I think this would have been fine if the keypads had been on the doors themselves and you just had to backtrack to locked doors you'd previously passed by. The key issue is whether it feels like I am heading /towards/ my goal or /away/ from it - if I have the key and am heading to the locked door, even if that's backtracking, it'is progress /towards/ my goal. But having to head /away/ from the door to enter a password elsewhere so that I can then head /back/ to the door feels like an unnecessary side-trip.
3. The whole "Guess what name I picked for a password" method of progression wasn't very interesting. The fact that he chose X or Y name didn't tell us very much about him as a character, just that he was picking simple words. Solving that kind of "puzzle" should either present an intellectual challenge to the player, or tell us something significant about the character, or ideally both. In fact, for one of the passwords (the hint where part of the word was missing), he mentioned that it was "something he could easily remember" or "something he was very familiar with" or something like that, and I initially thought that the missing letters were part of the word "monotony", which he had referenced in a different letter. Using that as a password would have been better, because it would both have told us something about the character's state of mind, and also required the player to /think/ about the character's state of mind.
Presentation and Writing:
4. The noise from the generator near the beginning was kind of annoying, and disrupted the eerie serenity that the room had built up until that point.
5. The whole "finding scattered notes" trope as a method of story delivery is, in my opinion, not great for immersion. Why tear out these pages and scatter them all over the place in such a haphazard fashion, while at the same time conveniently laying them out so that they will be encountered in a roughly chronological sequence? It felt a bit forced - an acknowledgement that the player is in a "game" rather than just exploring an organic environment.
6. This is partly my problem, because I've just read/watched/played waaaaaay too much horror, but I was able to guess the entire storyline from the title and the first minute or so of gameplay. This isn't necessarily a drawback - horror is often predictable, but its effectiveness is in the presentation. So unless you had intended the ending to be a surprise, I would just ignore this point.