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"Voices Of The Void" Pre-Alpha

Gather unknown signals from deep, silent space · By mrdrnose

Please, let there be many ways to defend ourselves in the future

A topic by Shirobine created Mar 14, 2024 Views: 571 Replies: 18
Viewing posts 1 to 7

This game is so much fun, it feels incredibly lonely, depressing and eerie, I love it. A lot of other horrors games have done similar things but this one takes the cake in terms of the atmosphere. All the same, I desperately want a means to be able to fight horrors. I don't mean to be able to kill every kind out there but just the ability to have actual combat is going to be such a huge treat. Rifles with infrared scopes, Auto-turrets, kefker with a shotgun, hell I'll take booby traps with cat yarn, just let us try to kill that which wants us dead more often than not, please. People down the line will summarize this game as a garry's mod walking sim with extra steps just because of a lack of appeal in the adversary and combatant aspect for sure, good for memes I guess but damn what a waste of potential.

(-1)

need a panic room

send back notes on the drive boxes asking for help

(+1)

As controversial of an opinion it might be, if we could defend ourselves, it would remove the horror elements of the game. It is scary BECEAUSE we are alone, with no way to protect ourselves against forces we don't understand.

(3 edits)

There's plenty of horror games that prove otherwise. It's not an issue of the ability to deny the fear so much as presume to have them rely on tools to give us confidence to move forward. Most people that play these type of games usually never leave their home at dark unless they're forced to, much less attempt to fight an enemy even if they have a weapon. A good example would be something like Darkwood, Aliens: Isolation or even The Thing for the PS2. Obviously giving us things like rocket launchers and tanks would bestow the player too much confidence, but you can also play on that with enemies that are immune, transparent or simply not a threat to spook the player into exhausting their resources or having them backfire. The core reason to give the player the means to defend themselves is to help build their confidence so they can continue exploring and playing the game without relying on spook fatigue or having them cheat/look up spoilers to mentally prepare themselves. The fun shooting and combat is also of course a boon in it's own right, especially if we can build towards it with robo cat defenders or turrets.

(-1)

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.

Deleted post

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. 

(4 edits)

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.

If there is a safe place, part of the meaning of the game will be lost

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The game is called voices of the void not voices of the unsafe places. I think the 'meaning' will live just fine given the core aspects of the game won't change and if certain game over events become avoidable, all the better.

In general, there are bricks in the store, you can build something or brickwork something.

If you want to get a really good weapon in this game, it's worth playing with a gasoline canister, you can make a lot of interesting things out of it, from mines to guns.

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You shouldn't try to force people to build what is essentially an overly complicated way of having a weapon. Traps, structures, and maybe vehicles sure, but firearms, mines and mortars? Ridiculous ask and something people would likely mod into the game just to avoid the tedium. Not to mention relying on bob the builder-esk tactics to solve for X would be an admission you don't plan to add anything to the game based on the principle of the matter I.E: Having working guns = we're expected to have events and horrors that may require us having one. Would be quite off-putting to people if we need to start fortnite building our way into dealing with events and horrors, especially as our only recourse.

In general, it's nice to know other opinions, let's see what the developer will do in the next versions, he knows better where to direct his project.