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#alien isolation gameplay
thatindigonobody · 29 days
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prolly not original but idk this is funny when you only work on it at 10:00 pm
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northernolddragon · 11 months
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Когда крадешься ночью к холодильнику.
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abhorrenttester · 6 months
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The most unrealistic part of Alien Isolation is that Amanda's flashlight-headband never falls off. Ever.
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elys-flannery · 1 year
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Chega mais! 🔥🔥
SÓ AGRADEÇO!
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but-a-humble-goon · 8 months
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You know I was thinking more about why it is Alien: Isolation scares me more than any other horror game but it wasn't until I saw this video that I figured it out.
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None of that was scripted. 99% of Alien: Isolation's horror happens totally organically within the context of gameplay like that. There are very rarely scripted jumpscares, no mandatory combat encounters at all and no set path the Alien follows. The game just drops you into a relatively open ended area with an objective and says "it's in here somewhere and the only way out is through, good luck." Because the Alien is unpredictable and highly adaptive there's no 100% safe route to take or reliable place to hide so you live or die based solely on your own moment to moment instincts. This creates an extra layer of pressure and uncertainty that is genuinely paralyzing.
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dianeramic · 7 months
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Some of the alien creatures you can encounter in my mini TTRPG: Expedition to Darakon Island, an alien wildlife discovery game that makes illustration a part of the gameplay.
Players take on the role of alien explorers documenting life on a new and isolated island. They have 30 days before the ship they arrived on returns for them. Basic survival mechanics also play a role in the setting.
Exploration, survival and documentation of the wildlife through drawings are all big parts of the game. A player's own perceived art skill is NOT an important factor when it comes to playing this game.
You can check it out here!
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horrorvisuals · 9 months
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CANINE
CANINE is a first-person horror game with well-made, PSX-style wobbly visuals.
It tells the story of a boy looking for his dog kidnapped by an evil corporation running experiments on pets. In his search, he has to survive against a horrifying creature and escape.
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Canine has stealth-focused gameplay where you survive against a stalker-type enemy. Think of the Xenomorph from Alien: Isolation or Mr. X from Resident Evil 2.
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Surviving against this creature isn't the most complicated thing, but it can surely be tense sometimes because it can corner you quite easily.
You can use your trusty tennis ball to distract it, run, and hide in designated hiding places.
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It has a B-movie type of narrative that doesn't go too much into detail while still managing to give you a compelling story.
Tomy, the boy's dog, is kidnapped by an evil corporation named Umbral. They conduct experiments on dogs to create the perfect demigod.
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Throughout your survival inside this facility, you come across notes and environmental details to learn more about this harrowing story.
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The game has PSX style, wibbly-wobbly visuals paired with a pretty good atmosphere. The sound design and the overall color palette really puts dread in your chest even before the game truly begins.
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At its essence, the gameplay revolves around surviving against this creature while looking for switches around the facility. It's a place with smaller sub-sections that you go through while searching for these switches and other key items, of course, while also looking for Tomy.
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Depending on the things you do in your playthrough, the game has two endings. It also has a scoreboard system that nudges you to try again and maybe speedrun the whole thing.
It has a generous checkpoint system, so it never gets annoying even if you're caught.
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CANINE is great. I enjoyed this a lot and I'll probably go back to it to play some more, maybe go for a no-death run.
It's pretty cheap on Steam with Very Positive reviews. Confidently recommended.
Check it out here.
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starleska · 1 month
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I am definitely here to find out more about your OC Harper if you wanna share 👀👀👀
oh my god yes yes yes thank you so much Jam i would LOVE to gush about Harper Spiel and their bizarre backstory, thank you so much 🙈💖 Doctor Who OCs are so fun to make!
my dear Harper's story begins right after the events of The Giggle! Harper Spiel is a 26-year-old ludologist, or games specialist: a former world champion in several board games who turned their fascination with games into a lucrative career. previously they worked with the British government investigating high-profile gambling rings and other criminal operations which involved gameplay mechanics! 👀
following The Giggle, UNIT wanted to find out all they could about the Toymaker, and so they hired Harper to create a full report on him...against The Doctor's wishes, and without his knowledge. during their research, Harper discovers that the Toymaker is not an isolated incident: he has cropped up in gaming lore and texts throughout history as a godlike entity no one can win against. most people would steer well clear...but Harper takes this as a challenge 🔥 so, they begin a series of experiments with the Toymaker's Toybox. Harper spends weeks trying to engage the Toymaker without opening the box, attempting to coax him into a game, but comes up short. until they have a mad idea! on their birthday, Harper brings a sand timer to the Toybox, and challenges the Toymaker to emerge before the sand runs out. they have no way of knowing if the game is accepted... until a bang!! then, a flash of light...and the vague image of a grin with far too many teeth, beaming through the fog. when Harper awakes, they are no longer in their own timeline. they are in 1984, in an empty lot where the UNIT building hasn't even been constructed yet! 😱 it takes a few days for the Doctor - specifically the Sixth Doctor - to find Harper, and it's because the TARDIS has become absolutely fixated on London in 1984 and he can't work out why. this leads him to Harper, who the Doctor recognises as a temporal anomaly: a living entity displaced in time who should not be able to exist in this reality, but has been rejected by their own. according to the Doctor, Harper's birthday - originally March 22nd, 1998 - is now March 22nd, 1956...which would make them 65 years old according to their original reality!! if not...that means they're minus 40 💀 the Doctor, horrified by this mess, takes Harper into the TARDIS and tries to bring them back to 2024...but the TARDIS nearly implodes! he then tries every workaround he knows, but something about the game Harper opened up with the Toymaker has caused their own timeline to shun them. like it or not, the only safe place for Harper to exist (at least without increasing timey-wimey shenanigans) is within the TARDIS 😉 so!! Harper gets stuck with the Sixth Doctor, to his chagrin and their delight. Harper is familiar with the Doctor, but only his most recent regenerations, and they take delight in playing off his bombastic, arrogant personality. they're always getting stuck into some part of the TARDIS they shouldn't be, or wandering off and nearly causing a category 5 space-time event. they're a magnet for disaster and time distortion, and it drives the Doctor mad! 🙈 but as funny as their relationship is, there is real grief here. the Doctor soon recognises Harper to be somewhat like him: a scientist whose fascination often overrides their emotions, so the process of understanding that they will never see their friends again (as they have no family to speak of) is tough. it doesn't take long for the Doctor to soften towards Harper...after all, Harper is something which the universe itself is trying to reject. who can relate more to that than the Sixth Doctor, whose regeneration was characterised by fear, anger and feeling like an alien in his own body? aaaand that's Harper Spiel!! unwitting companion to the Sixth Doctor and challenger of the Toymaker 🥰 their adventures would be characterised by them attempting to find some way back to Harper's original timeline safely, with Harper insisting they need to find the Toymaker to make it happen...😭
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Paradox games are.. interesting. We can put it like that. I'm talking specifically about the propensity for doing truly abominable thing within the world of the game. Stellaris and it's intergalactic slavery and genocide. Hearts of Iron and how it lets you establish a fascist regime over all the world. Crusader Kings and how you can get.. well.. medieval. And Europa Universalis, where you engage in colonial expansion and genocide as a matter of course.
EU4 stands out as the most uncomfortable to play, when you sit back from the ducats and the development and the drilling.
It's not like Stellaris, where the scales are too big to ever really grasp what you're doing. There's too much abstraction. You can't look at a pop and say "this is X amount of people I've enslaved or condemned to genocide."
It's not like Hoi4, where in the interests of creating a wargaming experience, the only relevance fascism has to the game is the alliances your country makes, the type of puppet state you establish, and the buffs you get from your focus tree. TNO is as of yet the only Hoi4 experience we've had that grapples with fascism. What it means, what it does, what it is. And it's in essence a visual novel grafted onto the game, near completely divorced from the standard experience. One of the stories it tells is in fact a repudiation of the standard Hoi4 experience, that of a world conquest. What does that say about the game?
CK2, on the other hand, is very personal. The stories you tell with the game are about people, after all. Love, lust, rage, hatred. Scheming, fighting, praying. Cruelty, kindness, apathy, fervor. It does the opposite of the two games mentioned above, and brings into sharp focus the individual lives of the rulers. Every part of the mechanics and the flavor is centered around telling the tale of an individual monarch and their dynasty.
And that's an interesting question, mechanics. How do the mechanics of a game influence your experience with it? And I'm not talking about the basic functions of mechanics here or anything. I'm not talking about whether or not the game is fun to play, or well designed. I'm talking about the way the interaction of the mechanics with the setting of the game influences the way you think about it.
In Stellaris, you think about the grand scale. Of great empires, of massive economies. You're far beyond the concerns of manpower. Far beyond the focus of the individual on the ground. You have no time for that. There are stars to explore, civilizations to conquer, and a galaxy to colonize. Stellaris is a very dehumanizing game. The closest you get to stories on the ground are events talking about large societal trends, or the archaeological digs. I don't think anything with your leaders counts, really. They're paragons, isolates, and more representative of groups than they are themselves. Stellaris isn't a game about people. It's a game about civilizational machines, beyond your ability to comprehend.
In Hoi4, you think about war. Your goal is to get to a war economy and a high conscription law as fast as possible, produce as much war material as you can, and then go about the business of fighting the second world war. Hoi4 is so incredibly focused on war in its mechanics that it presents an utterly alien dichotomy the moment you sit down to think about it. You, the commander in chief of this nation of many millions of people, are actively encouraged to rush towards the death of millions. Because doing right by your country, fighting a limited war, only doing as much as is necessary to defend yourself to ensure the best life for your people, that's not only boring, it's non-optimal gameplay. This is exacerbated to such a degree that it's the opinion of most persons that the democratic nations, the most passive and reactive nations, are the most unfun to play. You are encouraged by the mechanics of the game and how it provides enjoyment to be a warmongering tyrant, because fighting war is the purpose of the thing. For a game about the second world war, it seems incredibly uninterested in actually portraying anything but the most surface level, historybro understanding of it. Particularly when it comes to atrocity. It's a game about civilizational machines, grinding into one another and desperately asking you to forget about the civilian dead.
Then EU4. It's a game that starts in 1444, and ends in 1836, and chronicles the history of the world in a wholly and entirely eurocentric manner. Your goal is not so much to conquer the world(though you may) but to become a dominant global power through your mastery of science, diplomacy, the economy, snd the military. As one might expect, one of the primary mechanics of this game is colonization. Another primary mechanic is culture and religion. Like all things in EU4, these mechanics can be somewhat labyrinthine to those who are inexperienced with the game. So I'll spare any readers an in depth dissertation on how it works. The gist of things is that each province has a religion and a culture, representing the beliefs and way of life of those living there. Ethnicity too, one might presume. When you colonize a territory, you over the course of a number of years turn it from a stateless, uncontrolled province to one with your own culture and religion. Except, the land is not uninhabited. It is with only a very few exceptions, never uninhabited. There are people there. Cultures and religions. Helpfully marked down with population stats, as well as 'aggressiveness' and 'ferocity' stats to let any potential colonizers know what to expect. As though these people are simply animals, and should be dealt with like animals.
When you colonize, of course, people will fight back. Native uprisings, they're called. So you need to station troops there, to protect your invasion and your genocide. But since your troops can only be in so many places at once, well. Wouldn't it be nice if there was some way to get the inevitable fight over with? In comes the 'attack natives' button, marked with a helpful graphic of a stylized man wearing a stylized war bonnet running from a stylized sword. With one to three applications of sword mana, you can commit genocide at your leisure, and reduce the population in the province to zero so your settlers have an easier time of things.
And so the game goes. For captured territory, there's a religion conversion button and a culture conversion button. The mechanics, through their simulation of people simply desiring to be free, make it optimal to crack down, restrict autonomy, crush rebellions, and homogenize all religion and culture. You are playing as an absolutist monarch, after all. Though even the republics aren't any better, because they're under the same mechanical pressures as the monarchies.
So it's interesting, how these mechanics influence your view of the world that the game presents. You get to see, in close to real time, how your empire snuffs out peoples and cultures and faiths, all for the sake of power and money. And these are good things for you, the player. Because the good numbers go up, and the bad numbers go down. You make more money, you have to deal with less unrest, and your name on the map grows larger. Press button, kill people, receive dopamine. All in a way that's so incredibly difficult to divorce yourself from, because the mechanics invite you to actively take part in the atrocities. And they make them fun. And satisfying. And it's on a scale that is very, very, very possible to comprehend. It's a game about civilizational machines crushing peoples under their heels, all while inviting you to look and see with just enough detail to make out the dead.
If you're going to play Paradox games, then you need to go into them knowing damn well what the difference is between what they're portraying and how they're portraying it. So you don't reduce the very real people who survived the horrors of colonialism to numbers on a screen.
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starlightshore · 4 months
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Howdy! I've got a handful of questions after watching the trailer for Angel's Lullaby and reading the write-up on Gamejolt:
Do you plan on the game being fully voice acted? Or were the VAs there just for the trailer?
I'm asking this in good faith, out of curiosity: where did you get "prin" as the gender-neutral form of prince/princess? Did you create the word yourself or did you find it somewhere? (If the latter, where? I reckon it could be a valuable resource)
Do I understand correctly that all this means the game will have multiple endings? And, if it's not a spoiler, will that include the possibility of saving Monsters from being trapped under Mt. Ebott?
Thanks in advance for the answers! And I can't believe that this White Human society from hundreds of years ago has better trans rights than modern times (or at least it seems to).
But also if I'm being honest I don't like the word "prin", it sounds incomplete somehow. I have come up with the word "princep" (PRIN-sepp) in my own projects as a different gender-neutral form, but maybe the only reason it sounds better to me is because I created it. Okay have a nice 2024 bye
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Happy New Year! sorry I haven't gotten around to responding, my b!
let me try answering in order:
No voice acting in the game. I just wanted to connect the voice-acted animation segments and the gameplay, otherwise, the gameplay would feel a lot more "stiff" or "static" in comparison. This is a VERY text-heavy game so voice acting is completely unfeasible.
just from searching around for gender-neutral terms for a royal child. i personally like prin because it's simple and to the point. I expect people to have different opinions and preferences but I'll go with what I like haha
very much a spoiler. I'm actually doing a massive rethink on the game but what has been planned was that you'd get 2 main routes of the game: pacifist-monster and no-mercy-human. Not sure if that'll stay the same or not. 3A. Yeah, Mythosa Island is a lot more progressive but it's in part to not alienate the game for modern audiences and to un-ground the story a bit. Real History is dark and fucked up. I can critique it, but I want to keep it to a "video game" atmosphere. So we're not going to address things like Slavery, Racism, and Transphobia in an Undertale game. I'm not a historical expert and a lot of the history has been "gamified" by it being an isolated island originally ruled by monsters. A lot of stuff can be chalked up to: "This is a small portion of the human race (who are originally poor) and they've lived peacefully with monsters for 100 years. Their ideals are not going to reflect medieval Europe accurately."
very much so. I want to do commentary on museums and how art can be stolen/destroyed for the sake of the enjoyment of those who go to museums. like, I'm sure there's some good to museums, it's good to preserve history and teach it to others and seeing up and close can make a difference. but it needs to be ethically sourced. like we could do both, come on. How much of this is subtext vs. text will depend on how the team and I handle the tone. Like, I do want to talk on darker/serious topics but I don't want it to be too straightforward and break the video game immersion. ALL art is communication and thus has something to say -i just need to control how it says what I want it to say.
But thank you so much for the kind asks! Happy 2024 and beyond!
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northernolddragon · 11 months
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transmhyra · 8 months
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Come to think of it, part of the reason Alien: Isolation is one of my all time favorite games and general media experiences, is not just that I love the writing, atmosphere and gameplay, but also that the player character Amanda Ripley was relatable in a way that I could not describe. But as it turns out she, a woman engineer, was relatable to me because I also turned out to be a (trans) women engineer. (The way I worded it sounds very weird but my point stands)
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friendlyfaded · 8 months
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redacted characters as games in my steam library/games folder
vincent-vampire the masquerade: bloodlines. this one should need no explanation. vincent is literally a textbook toreador.
sam-stardew valley. he seems like a relaxing, slice-of-life type gamer. as much shit as he gives the gamecube, you know this man played the fuck out of animal crossing.
gavin-huniepop. yet another assigned game that should need no explanation.
huxley-minecraft. he build in the dirt. that’s all i got.
damien-little inferno. might seem a little on-the-nose, but the themes of escaping the grind of what everyone else is doing, a grind that is actively harming everyone, and seeing what no one else sees to escape that cycle, reads as extremely damien to me.
lasko-huniepop 2. don’t ask questions you don’t want the answers to. (it was either this or baldi’s basics. i’m allowed to slander him, i’m a lasko kinnie)
caelum-wobbledogs. cute lil alien puppies that you can feed and play with and crossbreed to make eldrich abominations that shouldn’t exist. i just know he would fucking love wobbledogs.
vega-fran bow. as much as i adore him with all my heart, vega is just very remor-coded. he beats up children. that’s all i gotta say about that.
milo-prey. 😇
david-destiny 2. i don’t have to explain it. you already know.
asher-sea of thieves. i just know my man is absolutely killing it with sea of thieves. he has a story about trying to take over a ship using a rowboat and accidentally going to the final quest of the game with the crew of that ship instead.
aaron-alien isolation. this one is based on pure vibes. i don’t got much of an explanation for this one beyond delving into a dangerous world your family member is involved in to save said family member.
elliott-valheim. i don’t know a whole lot about elliott, i’ve never paid much attention to his storyline, but he seems like the kind of nerdy guy to really enjoy valheim. plus, co-op game to play with his best friend and partner. it works super well.
camelopardalis-subnautica. he’d find it extremely relaxing and would adore all the fauna in the game. he has never killed a leviathan and doesn’t plan to. his favorites are the reefback leviathans.
avior-detroit: become human. kinda funny that this one goes to avior and not james, but avior absolutely has the vibes of a guy fully realizing that people entirely different from him have such life and value to them and gaining a new appreciation for them.
anton-hydroneer. i feel like he’d enjoy the logistics and openness of the gameplay. plus, the scenery is pleasing and aesthetic. he’d enjoy the foresty vibes of the starting area.
james-pokemon reborn. maybe it’s personal bias, maybe it’s just that the game has a bunch of dark themes involving world-ending disasters and one person being forced to make difficult choices to save it, costing several lives unintentionally and being separated from loved ones and traumatized in the process, but it fits him almost too well.
geordi-skyrim. geordi has logged thousands of hours in skyrim and no one can convince me otherwise. he mains a bosmer and is super proud of his challenge build he did where he followed the green pact for the entire game.
guy-don’t starve. he cooka da pizza. he would make sure you never starve. plus, i feel like he’d be really good at survival games like this, and he’d really enjoy the art style.
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king-clyde-wy · 6 months
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you know what would be fycking insane V1's gameplay techs and strats but in alien isolation
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dianeramic · 7 months
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Some of the alien creatures (and plants!) you can encounter in my mini TTRPG: Expedition to Darakon Island, an alien wildlife discovery game that makes illustration a part of the gameplay.
Players take on the role of alien explorers documenting life on a new and isolated island. They have 30 days before the ship they arrived on returns for them. Basic survival mechanics also play a role in the setting.
Exploration, survival and documentation of the wildlife through drawings are all big parts of the game. A player's own perceived art skill is NOT an important factor when it comes to playing this game.
You can check it out here!
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bagelbucket · 5 months
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should I write my actual final essay that’s due in a few days with over 15 hours of required readings OR should I write my venti+alien isolation isekai au with over 10 hours of gameplay to research. there is one correct answer
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