Daymare 1994 Demo Review | Craft or Consumerism?

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  • Опубликовано: 8 сен 2024
  • The Daymare: 1994 demo doesn't exactly fill me with hope, but I'm sure it'll be more successful than the first game.
    Game Page: store.steampow...
    My Patreon: / addylovestar
    My Ko-Fi: ko-fi.com/addy...
    Discord Server: / discord
    Branding art is drawn by: / modularpon
    Background music is composed by my dear friend Lucilla. Used with permission.
    #daymare1994

Комментарии • 20

  • @khushalkhan4208
    @khushalkhan4208 Год назад

    Maybe other characters include major radek or commander foster will also play a minor role

  • @Jay_76
    @Jay_76 Год назад

    Of course the unique inventory system is gone.
    That technology wasn't invented until 1996, a full two years after Daymare 1994 takes place. ;P

  • @renamon5658
    @renamon5658 Год назад +1

    I just hope for more horror slasher deer figures to collect.

    • @AddyLovestar
      @AddyLovestar  Год назад +1

      You collect little aliens in this one

    • @renamon5658
      @renamon5658 Год назад +1

      @@AddyLovestar are they based off horror characters.

    • @AdamLeisemann
      @AdamLeisemann Год назад +1

      Horror slasher deer figures? That's an odd thing to be looking forward to collecting.

    • @renamon5658
      @renamon5658 Год назад +1

      @@AdamLeisemann i am hoping to see a norman bates one

    • @AdamLeisemann
      @AdamLeisemann Год назад +1

      @@renamon5658 Norman Bates IS a classic.

  • @MrConredsX
    @MrConredsX Год назад +1

    Theres something wrong with modern gaming as a whole. I dont remember playing Resident Evil 4 in 2005 and storm through all levels with such ease as in the remake version. Feels like most games are focused on lack of struggle, survival and hardships. Unless its an indie platformer/metroidvania

    • @AddyLovestar
      @AddyLovestar  Год назад

      Yeah, it is a shame. I miss when games actually asked something of the player

    • @LaPollaAtomica
      @LaPollaAtomica Год назад

      Mileage may vary on that. I don't remember particularly struggling with the original RE4 outside of a few moments (mostly the boulder QTE on professional). Even then, the original had adaptive difficulty behind the scenes depending on how you were doing unless you played professional difficulty and even if you were on professional the game still weighted item drops toward ammo you were low on. Conserving ammo could make the game harder by making the game less likely to drop it.
      Then again, you're also 18 years older than you were and have more experience in general, in addition to Capcom's overhaul. RE4 was never a particularly hard game to begin with.

    • @MrConredsX
      @MrConredsX Год назад +1

      @@LaPollaAtomica They made everything easier. Enemies easier to hit on standard and with lower health. It was impossible to lose against chainsaw wielding folks, the lake fish monster was easier with additional QTE to help you out if you get attacked and all puzzles felt like made for toddlers, they reminded me of that Biohock infinite "puzzle" in the intro where the main character just show you the combination to the lighthouse before you even start. It was same with Redisdent Village. The game doesnt feel like challenge or survival horror, it feels like youre on a ride in a roller coaster and no matter what you do you will reach the ending. Hell even snakes dont do damage and also give additional gold while useless keys can also be sold

    • @AddyLovestar
      @AddyLovestar  Год назад

      @ElPollaAtomica The design is objectively changed to be easier. MrConredsX provides examples. Games are being made easier and less challenging by design, and I regularly revisit old games to compare. It's inarguable. The focus in new games is less on engaging the player skillfully/intellectually and more on moment-to-moment enjoyment

    • @LaPollaAtomica
      @LaPollaAtomica Год назад

      @@AddyLovestar and @MrConredsX First, apologies for late reply, my notifications went wonky. Anyway, excuse me if I'm not particularly impressed by MrConredsX's arguments. What's standard in this case? The normal difficulty? The game's default difficulties got split into three categories: easy, normal, hardcore with professional unlocked after beating the game. That's compared to the original which had two default difficulties: easy (which was taken out of the NTSC version) and normal with the unlockable professional. There's no real frame of reference for comparing here because I'm not sure what they were referencing in detail and how it compares across the actual difficulty settings.
      The fact that the original game's easy mode wasn't available in our region doesn't exactly say much about the casualification or whatever you would want to say either. Our default difficulty was artificially harder than Japan and Europe's. Was it because they had more faith in us big American gamers compared to the filthy casuals in JP and EU? Probably not. Might be the old "rentals need to be hard so that people keep renting them" mentality that's attributed to why so many of our NES and SNES titles were changed to be harder. Whatever the reason, our region didn't get the easy difficulty.
      With Del Lago, the fish boss, I'm not sure what they're getting at. The original has MORE QTEs to help the player. The remake has a different QTE for when Del Lago attacks the boat, yes, and that QTE deals damage to the boss. But if Leon hits the boat too hard into a floating tree, he's ejected from the boat and is instantly killed in the remake. In the original, both situations lead to a QTE where you tap the fire button to swim back to the boat. The only QTE missing is the rope cutting QTE after the boss is killed which was a gotcha anyway. "Oh, you thought the boss was dead just because you defeated it in gameplay, well we'll teach you to be relieved during a cutscene. Mash the button or play the boss over again."
      On the puzzles, how do the puzzles compare to the original? I needed to refresh my memory a bit, but I can find a guide to five puzzles total in the original. The only one I remember having legitimate problems with is the sliding tile puzzle in Ashley's section because the first time I played it I didn't realize it was practically solved if you moved one piece to the middle and rotated the outer ring. Every other puzzle is either easy to brute force (like the spatial shape-based church puzzle to rescue Ashley in the first place) or fairly easy logic puzzles like the four paintings that depict different stages of life that's spelled out for you in the very same room.
      Snakes were always a one or two-time jumpscare gotcha enemy. The solution was either knife every box twice, which guaranteed that you killed them before they could attack, or memorize where the snakes spawned. Either way, they weren't good enemies. They were just jumpscares that conveniently had a very easy solution (always swing twice when breaking containers with your knife). Making them not deal damage is a practical design solution because the original knife was infinite use. That's not the case in the remake. You can swap your knife and every knife has durability. So it's not even practical to break every container with your knife when that can break your knife. Having an enemy that can randomly spawn in containers and deliver a cheap hit to players without a good counter is not good game design.
      It seems pretty clear to me that MrConredsX hasn't played, seen, nor thought of the original recently enough to actually compare it to the remake considering these examples.

  • @NiphanosTheLost
    @NiphanosTheLost Год назад

    I love you.

  • @renamon5658
    @renamon5658 Год назад +1

    I have daymare 1998

  • @SegaCDUniverse
    @SegaCDUniverse Месяц назад

    I wanted this one as the other one didn't have a physical release on Xbox. But this looks so uninspired

  • @lifeslogical8895
    @lifeslogical8895 Год назад +1

    No pone?

    • @AddyLovestar
      @AddyLovestar  Год назад

      I already reviewed Thrusday's new episode

  • @IvanHas2muchTime
    @IvanHas2muchTime Год назад

    A game for nobody