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I am just wondering what is up with all theese scattered "fully charged" that only add minor lifespan to your flashlight? I expected something named fully charged to actually fully charge the flashlight.

This does bug me quite a bit that I have to find stacks and stacks of batteries before the flashlight has a useable charge. Instead I would have liked it to be done differently. Instead of lots of batteries scattered about adding very little to your battery meter, have very very few batteries actually found in the game, but giving substantial amount of life. And just so you do not feel like you wasted a battery by picking one up if your meter is already full, have they work like ammunition instead, carry extra batteries in your inventory and reload the flashlight when needed instead.

This would not only make a lot more sense for realism but I think it might add some tension as well as you do not know how much you are going to be needing your flashlight, and it will be very uncertain if you ever find more batteries for it ever again. Gives you more of a feel that you are wasting a precious resource that is not assured to be renewed. In ep1 I was always certain I would find a bunch more batteries scattered about somewhere.



This has been my first post on theese forums, just also want to add this was a great game and I was very pleasantly surprised. Keep up the good work with the other episodes.
I agree about the flashlight.

My suggestion would be to make the light fade slowly when the batteries start running out.
Then the player has to change the batteries (please do not make this automatic, so the player can choose when to do this), and while he's changing them, most of the screen is taken up by the flashlight, walking is slowed down, and running/jumping impossible.
Thaliur Wrote:My suggestion would be to make the light fade slowly when the batteries start running out.
Then the player has to change the batteries (please do not make this automatic, so the player can choose when to do this), and while he's changing, walking is slowed down, and running/jumping impossible.

Sounds very good!
Just open inventory and put batteries into Flashlight. That's my thought.
I think I used the flashlight for a whole 30 seconds throughout the game, so it's not something I ever really noticed.


The glowstick works wonders.
SnackAttack Wrote:I think I used the flashlight for a whole 30 seconds throughout the game, so it's not something I ever really noticed.


The glowstick works wonders.

Spoiler below!
The flashlight was something to chase off spiders. With that in mind, why didn't we get a dog whistle?
Tarand Wrote:
Spoiler below!
The flashlight was something to chase off spiders. With that in mind, why didn't we get a dog whistle?

'Cause it calls Dogs to you. Ain't the thing that you try to past the Dogs, not that you call them into you?
Scraper Wrote:
Tarand Wrote:
Spoiler below!
The flashlight was something to chase off spiders. With that in mind, why didn't we get a dog whistle?

'Cause it calls Dogs to you. Ain't the thing that you try to past the Dogs, not that you call them into you?

Anytime I've ever used a dog whistle it irritates dogs and makes them howl or run around...

Besides, how does a flashlight chase off a spider? Your mere presence should do that.
Tarand Wrote:
Scraper Wrote:
Tarand Wrote:
Spoiler below!
The flashlight was something to chase off spiders. With that in mind, why didn't we get a dog whistle?

'Cause it calls Dogs to you. Ain't the thing that you try to past the Dogs, not that you call them into you?
Anytime I've ever used a dog whistle it irritates dogs and makes them howl or run around...

Is it so? Well why every single forum talks that dog whistle bring dog to you if you have trained it to come to you? :)
Scraper Wrote:Is it so? Well why every single forum talks that dog whistle bring dog to you if you have trained it to come to you? :)

When did we get a chance to train these demon dogs to come to us? I mean they do that already because they want a snack..
BreakfastHead Wrote:I am just wondering what is up with all theese scattered "fully charged" that only add minor lifespan to your flashlight? I expected something named fully charged to actually fully charge the flashlight.

This does bug me quite a bit that I have to find stacks and stacks of batteries before the flashlight has a useable charge. Instead I would have liked it to be done differently. Instead of lots of batteries scattered about adding very little to your battery meter, have very very few batteries actually found in the game, but giving substantial amount of life. And just so you do not feel like you wasted a battery by picking one up if your meter is already full, have they work like ammunition instead, carry extra batteries in your inventory and reload the flashlight when needed instead.

This would not only make a lot more sense for realism but I think it might add some tension as well as you do not know how much you are going to be needing your flashlight, and it will be very uncertain if you ever find more batteries for it ever again. Gives you more of a feel that you are wasting a precious resource that is not assured to be renewed. In ep1 I was always certain I would find a bunch more batteries scattered about somewhere.



This has been my first post on theese forums, just also want to add this was a great game and I was very pleasantly surprised. Keep up the good work with the other episodes.

I agree wholeheartedly, love the sugestion too it will ad a more realistic feel to the game as well as a more suspensful atmosphere
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