Sherlock season 2 episode 3 soundtrack
In contrast to that, if all elements work perfectly together, the final product becomes more than the sum of all its elements and instead becomes a wholly different experience altogether. If all aspects of a game do not work efficiently together, they clash and decrease the quality of each aspect. For example, I appreciate many of Journey's aspects, but it is the effectiveness of the overall game that causes me to love it so much. I can certainly appreciate the qualities of certain elements of the game, but I usually take a closer look at how these elements function in unison and what that means for the final product. That's probably why we have slightly differing opinions on the game. If you experienced it a lot more positively than I did (and like I said, I liked it), then more power to you of course. A lack of quality might be the result of very low production values, but knowledge of the situation of the devs doesn't change the quality. It's a very good attempt for one person, but either the production value was simply too low for it to work efficiently enough or he didn't make good use of what money and manpower he had, because I do think that the game simply good have been better, despite the dev team consisting of one person.Īs I said, it is definitely a nice way to spend an hour and I quite liked it, but I view Amnesia and especially SH2 as much better horror games, even if they had a lot more money to work with. I might go easier on it afterwards, but I don't go into games while keeping in mind how big the development team was. Of course, I didn't forget about production values, but I can't let that influence my opinion of a game. That said, Fibrillation's story was laughably predictable and shallow and its voice acting was hilarious (it is something the game could and should have done without). Of course, it's not even remotely close to Silent Hill 2 or anything, but it was a nice attempt. Amnesia made a decent attempt, hitting us with unsettling and disgusting exposition every once in a while in order to make you want to keep moving forward. You are correct that an engaging story is important. Here are some screenshots, if anyone is interested. Items and magic are in the database as well.
We currently have all of our monsters "programmed" and ready to go. We plan on having about 14 towns, and about 20 or so dungeons. We have divided the maps between the two of us and are currently 20% complete, which isn't bad because we didn't start mapping until recently.
I'm holding off writing the NPCs until we have the maps finished. The main story script is 100% complete, the side quest script is 75% complete. After that, I spent about half a year working on the script, which I have broken into three parts: Main story events, side quests and NPC banter. We came up with the story together, first making an outline. It's our love letter to the Dragon Quest series. He wasn't comfortable writing dialogue, so he ended up turning the first game into a dungeon crawler. It's a sequel to a game he made a while back. A friend and I are working on an RPG in RPGmaker together.