Do (You) think safe/save-rooms or hubs should be consistently safe in vidya?
>>715945472 (OP)Well yeah, not much use for a cinematic game if the point of cinema is to constantly engage the player.
>>715945472 (OP)Yes, that's their whole purpose. I do think it's cool what games like Silent Hill 4 did where they fuck with the safe room gradually to make you feel unsafe there.
who goes around with a big ass marker and decides to write "Is it Safe?" in the middle of the floor?
yes but do the thing where occasionally there is a threat immediately outside the door, just once or twice to fuck with the player
>>715945553Same person who went back in time and installed a module to the engineer suit AI to tell us that you are supposed to shoot the limbs off of the never before seen monsters upon first contact
>>715945670Why not write something like "Imma try hiding here or going there" instead
>>715945553he hallucinated that text
>>715945751Maybe they were hoping someone with an inner monologue would put two and two together. This is why yellow paint exists.
>>715945832We're talking about the in-universe reasoning not the dev one anon
I think the weapon upgrade system is kinda bad in DS1
>>715945553>who goes around with a big ass markerIsn't that literally the plot of the game
>>715945472 (OP)Did Dead Space even have negromorph ambushes in saferooms
>>715945472 (OP)I do, but accessing them should not be easy to discourage escaping hunter-type enemies. This was a problem I thought the RE2make had since it was just optimal to dip into a safe room until the Tyrant left.
>>715945472 (OP)In Resident Evil they should always be completely safe. But since the safe room is so closely tied to RE, that means any other game with a safe room SHOULD NOT be safe, since they are derivative, and have to subvert expectations to stand out.
>>715948430But then players come to expect this Unsafe Room all the time, defeating the purpose of marking it as a Safe Room to start with.
>>715948484The problem is that Resident Evil popularized the safe room. It's the original. The rest are copies. So yeah, they will be very predictable until someone comes up with a different idea.
>>715945629I like to think the suit AI is smart, chatgpt would've absolutely made the connection itself going by the writing on the walls
>>715947052kek
>>715947769not sure, remaster had a director thing that spawns them randomly while you backtrack or even just fucks with the ventilation making sounds but no enemies
>>715948560what if we make the safe room unsafe, but everywhere else in the game is actually safe
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md5: 7421e38a389e04113304103897aadde9
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>>715948667also, what if we make the safe room literally a room of safes
or a room in a safe?
>>715945472 (OP)Yes, but they should be breached during the climax of the story.
>>715948621I like to think the suggestion was Isaac hallucinating because of the Marker
>>715948717Safe Room is a room full of safes, but some of the safes are full of things that are unsafe if you open them.
>>715945472 (OP)Yeah, but there should one or two instances where an enemy surprise attacks you so you are always on your guard.
>>715947052I wasn't really looking at the picture and thought he referred to that at first
>>715947052I'm reminded of a guy who said he makes jokes like these and then replies to himself four times to harvest (You)s.
>>715945472 (OP)If your game doesn't have an actual pause, then safe rooms should be permanently safe.
Re2make did this wrong
If you duck into a safe room while Mr X is actively on your trail, he should be able to follow you in and chase you out
Only if he isn't currently chasing you, should safe rooms be safe unless you shoot a gun inside
But instead he just stops at the door like a retard and loses his scariness
>>715945472 (OP)It should be either always safe, or unsafe only once, around the mid-game