04-02-2007, 04:52 AM
I really, really enjoyed it. :) The feeling I felt, looking down that ending hallway and seeing that silhouette... Man. However, I do have a couple critiques.
1) I know it's not the ENDING ending, it's a "to be continued", but the ending of a game needs some kind of build up, some kind of climax to the action. For most games, it's a boss battle, for an adventure game, it can be an extremely dangerous situation or moment, or difficult and hugely elaborate puzzle. Here, we have pressing a button, collecting a key, and prying open a door. The last puzzle of the game, building the chemical bomb to get through the cave-in, wasn't much for a finale. It doesn't really detract from the ending, but it's hardly memorable or lasting. For a series, you really want the finale to blow the player out of his seat, make him salivate for the sequel. See the ending scene from HL2: Episode 1 for a great example of how to truly STUN an audience. The aformentioned silhouette has a great effect, but you need to do it with gameplay and plot/story/atmosphere, not just one or the other. ;)
2) Some kind of on-screen recognition from Philip when the flashlight breaks would be nice. >_>; I thought the game was fading out for the credits and I just stood there in the dark for over a minute, then thought the game crashed and started trying to move. :( My first instinct when it got dark was to turn on the flashlight, of course, and I got a flashlight noise but no flashlight beam I assumed it was a fade-out and I was no longer playing.
1) I know it's not the ENDING ending, it's a "to be continued", but the ending of a game needs some kind of build up, some kind of climax to the action. For most games, it's a boss battle, for an adventure game, it can be an extremely dangerous situation or moment, or difficult and hugely elaborate puzzle. Here, we have pressing a button, collecting a key, and prying open a door. The last puzzle of the game, building the chemical bomb to get through the cave-in, wasn't much for a finale. It doesn't really detract from the ending, but it's hardly memorable or lasting. For a series, you really want the finale to blow the player out of his seat, make him salivate for the sequel. See the ending scene from HL2: Episode 1 for a great example of how to truly STUN an audience. The aformentioned silhouette has a great effect, but you need to do it with gameplay and plot/story/atmosphere, not just one or the other. ;)
2) Some kind of on-screen recognition from Philip when the flashlight breaks would be nice. >_>; I thought the game was fading out for the credits and I just stood there in the dark for over a minute, then thought the game crashed and started trying to move. :( My first instinct when it got dark was to turn on the flashlight, of course, and I got a flashlight noise but no flashlight beam I assumed it was a fade-out and I was no longer playing.
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