Posted April 30, 2016
First-off, I really like the way that this is shaping up. The graphics are absolutely amazing and the story is intriguing. The journal is starting to show some real value.
While I like the fact I can free-play the game anywhere I want, there's clearly a narrative and something of a logical sequence that ought to be followed. The trouble is, it's a bit hard to capture the motivation to follow a certain path.
The journal really helps, but I think it needs a few tweaks to help the story unfold. I can see where it's going, so perhaps you're already planning these changes.
For one, the journal appears a little too pre-populated. It's not clear when Carl puts the names of the locals into the journal, but I see that there are pages for all the locals. So did this get added after finding the store credit records or at the Doctor's office. It makes a lot of sense that Hamilton's in there at the start, but when exactly do these other folks appear.
Something that would help people out during game play might be a notebook scribbling sound and not just that odd little pop-up icon. Personally, that would help me recognize that I've added or revised new information and keep me in sync with the unfolding narrative.
I really like that some notes that are no longer valid are scribbled out.
The journal also seems to reveal a little bit too much. After that bizarre experience with the ice wall, suddenly I have likenesses of the four ghosts? They were a bit too ghostly for that sort of sketch. Moreover, a physical description would make a bit more sense - maybe a couple statement like "Indigenous Male?" or "Definitely a Woman" in the margins? Something that's more like what an investigator who does not believe in ghosts might jot down when trying to make sense of the vision?
Finding my way around.
There are addresses on that store credit record, but there's no map that gives me the names of the roads or the sequence of house numbers. After playing around a bit, I've found all the homes, but it's not clear whether there's an obvious sequence that I should be visiting. Obviously one goes to the Doc's office first, then tries to head north to Hamilton's and finding the landslide. But after finding evidence of an accident and missing people, what then - head to the nearest house to try to call for help? That' would be the lumberjack's house - which is creepy as heck, but with all the driving snow it's easy to miss that place and end up back at the general store. From there on, it just feels like free-play.
Maybe something like wolves or something else really attention-grabbing could draw attention to the lumberjack's house? But is that even what we're supposed to do next?
I see that there are these checkboxes in the journal those are good for the narrative, but they don't seem quite as detailed as needed to make sure that the player is following the general sequence.
Anyway, just a few observations and thoughts. I do really love this game, I can't wait to play beyond that barrier.
While I like the fact I can free-play the game anywhere I want, there's clearly a narrative and something of a logical sequence that ought to be followed. The trouble is, it's a bit hard to capture the motivation to follow a certain path.
The journal really helps, but I think it needs a few tweaks to help the story unfold. I can see where it's going, so perhaps you're already planning these changes.
For one, the journal appears a little too pre-populated. It's not clear when Carl puts the names of the locals into the journal, but I see that there are pages for all the locals. So did this get added after finding the store credit records or at the Doctor's office. It makes a lot of sense that Hamilton's in there at the start, but when exactly do these other folks appear.
Something that would help people out during game play might be a notebook scribbling sound and not just that odd little pop-up icon. Personally, that would help me recognize that I've added or revised new information and keep me in sync with the unfolding narrative.
I really like that some notes that are no longer valid are scribbled out.
The journal also seems to reveal a little bit too much. After that bizarre experience with the ice wall, suddenly I have likenesses of the four ghosts? They were a bit too ghostly for that sort of sketch. Moreover, a physical description would make a bit more sense - maybe a couple statement like "Indigenous Male?" or "Definitely a Woman" in the margins? Something that's more like what an investigator who does not believe in ghosts might jot down when trying to make sense of the vision?
Finding my way around.
There are addresses on that store credit record, but there's no map that gives me the names of the roads or the sequence of house numbers. After playing around a bit, I've found all the homes, but it's not clear whether there's an obvious sequence that I should be visiting. Obviously one goes to the Doc's office first, then tries to head north to Hamilton's and finding the landslide. But after finding evidence of an accident and missing people, what then - head to the nearest house to try to call for help? That' would be the lumberjack's house - which is creepy as heck, but with all the driving snow it's easy to miss that place and end up back at the general store. From there on, it just feels like free-play.
Maybe something like wolves or something else really attention-grabbing could draw attention to the lumberjack's house? But is that even what we're supposed to do next?
I see that there are these checkboxes in the journal those are good for the narrative, but they don't seem quite as detailed as needed to make sure that the player is following the general sequence.
Anyway, just a few observations and thoughts. I do really love this game, I can't wait to play beyond that barrier.
Post edited April 30, 2016 by repairmanjackII