[QUOTE="VMan"][QUOTE="CarnageHeart"] [QUOTE="VMan"]
Fatal Frame's approach to horror is much more than just trying to take shots of ghosts (I really think you should play the whole game before you make a full judgement on it. An example is the fact that camera work gets quite tense as you near harder, faster and trickier ghosts later in the, but you wouldn't know that from a demo) Its more similar to Silent Hill its approach emphasizes atmosphere, only it does in a way that is MUCH scarier than Silent Hill.
CarnageHeart
I never said anything about the challenge (or lack thereof) of the camerawork, just that the concept is boring. But if you enjoy Kodaking your enemies more than anything else, good for you.
No no no, my point is I don't think you're judging the game fairly because you're basing it on a demo, which is a mere snapshot of the game. You've only played a demo which means you have very limited experience with the system. It'd be just as easy for me to say "Oh I played a demo of Silent Hill 2 in which you play the portion of the game at beginnng when you travel into town to the first apartment building. Nothing happened, I just walked through a misty town and beat down some monster with a hammer. This concept of this game is boring" Thats not fair because there is obviously more to the game than that. You sidestepped my point when you said you weren't making any mention of the "challenge(or lack thereof)". Part of my point is that because you don't have much experience with it, you wouldn't even know how the growing complexities of the system affect the combat gameplay later on in the game. And how can you judge the lack of challenge when you haven't even experienced just how challenging it can get? And I may as well as ask this as you seem to be using its method of combat in a degrading manner, especially in the context of comparison to Silent Hill. Since you feel you've played enough of Fatal Frame to fully judge its combat system, do you feel Silent Hill's combat is much better?
As I pointed out in my prior post, I didn't reach any conclusions about the game's difficulty based on the demo (many demos are easier than the final game) so I honestly fail to understand your insistence that I have. I also didn't say anything about the complexity of the system (I'm sure zoom and whatever else come into play). The problem is that it is just ridiculous to kodak something to death. Its kind of like making a game where one's hairstyle is the determining factor in fights ('mullets work well against giants, but dreadlocks are more effective against flying enemies'). Sure, the system could boast quite a bit of complexity, but its just so inherently ridiculous its hard to take seriously.
Allow me to clarify further. My original purpose who bringing up the full flesh of Fatal Frame's combat was an attempt to help you understand that, once again, you cannot fairly judge it as you've only sampled it. The increasing complexities and challenges of combat were just examples of ways in which battles can ultimately get more interesting than what you sampled of it. You evidently took that as me saying (and correct me if i'm wrong) what you played of it as easy and that its gets more challenging while mentioning that you feel the concept is boring. The challenge factor is emphasized because it can have a direct effect on the amount of tense felt by the player, thus the intensity, and ultimately, scariness of it. What i'm trying to say to you is that you don't know the true quality of the battle system because you haven't experienced it all. What you played of it may have been boring, but you don't know how you may have liked or disliked it in its full form.
You may think what you're doing is rediculous and (i'm assuming) not scary, but how do you know there is no potential for that when you haven't even seen all the ghosts, how they try to attack you, the ways you have to attack them, and sometimes how frantic you must get to do so? Sure it may seem like nothing short of rediculous to you, but honestly try to imagine yourself (in real life as yourself) in an extremely dark and narrow hallway being stalked by a ghost with her eyes gouged out that you can't necessarily keep track of through the camera lens because she has the ability to go through walls and warp around. Your heart is pounding as you hear her wailing in the darkness how she has no eyes. You pull up your camera and rotate around in a circle seeing nothing until suddenly BOOM, there she is point blank in front of you staring at you with bloody crevices where eyeballs used to be and grabs you.
But that attempt to make a point aside, what I was trying to say is that there are ghosts that behave differently, attack you differently, and you must fight differently, and the manner in which that happens can be at least entertaining if not scary. But again, you wouldn't know how you'd ultimately feel about it because you haven't even experienced that.
I say this to you with respect. I honestly don't mean to offend you but I have to say this because this is what it comes down to. If you've indeed only played a demo and not through the full game, then your judgement on the game, simply by nature, is ultimately ill-informed and shallow. Your use of the word "rediculous" in this context is also ignorant by similar virtue. I can easily call a lot of gameplay mechanics "rediculous". I can say standing at the end of a long hallway and pumping lead into a super slow-moving zombie in Resident Evil rediculous, heck, I can say the same for Silent Hill. I can say picking up a health pack in a FPS and suddenly having all your gunshots wounds erased away rediculous, I can say Mario eating mushroom and growing bigger, then shrinking if he gets "touched" by a turtle rediculous, I can say taking turns performing actions in a battle in an RPG is rediculous, I can say doing a air-juggle combo in a Dead or Alive or Virtua Fighter is rediculous, heck, I may as well say a lot of games in general are rediculous.
And appealing to flubagalub's point. I could watch 5 minutes of IT the clown and conclude, "Oh c,mon man. That clown is so supposed to be scary in this movie? REDICULOUS!"
That, my friend, is pretty much exactly what you're doing. That is the point I, and I believe flubagalub is trying to make.
Now for what its worth, it was not my original intent for my argument to be based so much on Fatal Frame's battle system. You can recall from my original post on the matter that Fatal Frame's approach of creating horror is, similar to Silent Hill, atmosphere, and that encompasses more than just battling the ghosts in the game. Let me restate this:
"Fatal Frame's approach to horror is much more than just trying to take shots of ghosts"
And thats not something you can truly discover and experience through just a demo.
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