![]() ![]() The story remains relatively unclear to me, although it ends in a rather drastic and bloody way within the depths of some gruesome torture chamber. Nepsis is, in short, what appears to be an acid trip through the bowels of insanity. There are other game-killing bugs that are rare, but really harm the score. Pretty simple.īugs: Glitches and minor issues are expected, but can lower a score nevertheless if they are too prominent. Length: Some stories are too long, others cut too short. A lower score means it was far too easy or way too difficult. Some stories purposefully leave out the scares, but there are those that are at a lack for some-and others that left me with shaking knees and a pounding heart.įrustration Level: A higher score here means the custom story was challenging, but not too hard to solve. Sound and Music: Different from ambience, this determines how well the story uses music (both new and original) as well as sound devices or audio events.įear Factor: Terror plays a huge part of Amnesia, obviously. Originality: How original is the custom story? Does it feel like Amnesia all over again? Does it have an atmosphere similar to another horror game, like Fatal Frame? Or does it feel unique, different? These all contribute to the story's originality. Plots that are too shallow or too complex are often harmful for the story on rare occasions, however, they can actually benefit it. Plot: A confusing plot can really hurt a good custom story. The better the legibility, the higher the score and for voice acting, the more realistic and impressive it is, the higher the score. Voice Acting and Speech: Not all custom stories attempt voice acting therefore, this category includes both speech and writing (i.e. Likewise, creating an environment that is too big often results in confusion and makes the story's location seem cluttered. Level Design: Level design is critical to making a custom story interesting a bunch of hallways cobbled together does not make for an appealing story. Amnesia's atmosphere is designed to frighten-therefore, a scarier atmosphere merits a higher score. The more sinister one feels while playing, the better the atmosphere is. ![]() Atmosphere: Lighting, ambient noises (not music), props and fog all shape the atmosphere of a game. ![]()
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