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While I see where you're coming from, it still has its issues. Let's take Alien Isolation for example. You spend most of the game afraid of the Xeno, because at any moment, it could show up, and you know you can't outrun it, or hide from it if it spots you. However, by the time you get a flamethrower and can actually defend yourself, like the Xeno is hardly a threat, it becomes less scary and more annoying to die by it. My point is, if there comes a point where defense is an option, suspense and the feeling of helplessness against a superior enemy goes away.

From the start, we see our base as a safe haven, but as we progress the game, we realize how little locking our doors even does, as if an entity wants to get in, they WILL get in. That's just how things work. We aren't meant to be defending ourselves, but we are meant to be experiencing the horror set out in front of us. We are helpless, alone, and can't call for help. That IS the horror of the game. Not just because it has spooky aliens in it.

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Well, that's what they keep adding content for: to keep the spooks fresh in new updates. I don't think it would be any more entertaining if we could defend ourselves against something is all. It would likely be the same scenario where, if you've seen all the horror, you've seen all the threats kind of thing. Either way, the horror wouldn't last long.

Why I bring all of this up is because I believe this is the direction the dev wants the game to go in, as evidenced by the tease of a rifle at one of the radars, and an alien gun that we can't quite use. I think they want us to feel helpless against the aliens. You see something like a tripod, and you really think we can defend against that? You know, that kind of thing. Perhaps against creatures like the Creepers, sure, but defense can only go so far, unless they add more in the future with the focus on said mechanics. 

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Feeling helpless and having a weapon is not mutually exclusive, like the other guy said the weapon's usefulness mainly depends on timing and resource management essentially and ammunition/effectiveness can be a source of fear in it's own. There could be certain horrors would be immune to kinetic or explosives and we would simply need to hide from them. Not everything needs to be solved by bullet, but having that option is always a positive. A boast to confidence in a game where the majority of the time you spend doing menial tasks and getting pranked would certainly help egg players into trying different approaches. Or they could simply get used to the one dimensional horror we have now and no longer really feel afraid anymore. Especially since there's nothing to lose currently. Who knows, having weapons could open an entire avenue of protecting friendly aliens or having climatic showdowns with that one cryptid that keeps eating your food.

Perhaps so. Defending the friendly aliens would be a cool idea. Though, considering we never truly see them, things would have to be really different in the future to reinforce such ideas. Possibly full on communication with the friendly aliens even, since they are trying to warn us of the coming threats anyway.

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I know my point wasn't exactly the best. Seeing new ideas would be cool. Forgive my ignorance, as I have not played Signal Simulator. Just saw a short video of somebody play it at most, but they came to this game because Signal Simulator never got updated.

The replayability of voices of the void, in my opinion, is at an average level, indeed, what you have already studied does not scare you, but the main problem is that many people dig into files, and then they blurt everything out and lose the idea "that there is some kind of entity or object around the corner that you do not know anything about" also many people will spoiler.