In the hustle and bustle of GDC, it looks like we missed the beginning of a new series of videos about Alone in the Dark. Entitled "Real World Rules" the videos take a look at the environmental interactions that are possible in Alone in the Dark. It seems that the game is taking a different approach to survival horror. Rather than collecting more and more powerful weapons, emphasis is placed upon collecting and combining real world objects in order to solve puzzles and dispatch enemies. One of our favorite combos featured in the video: pierce a bottle of fuel, wrap it in tape, and toss it directly onto the back of an enemy (where it will stick, thanks to the tape). Since you pierced the bottle, you've not got a handy trail of gasoline leading from your feet to the enemy or, to put it more clearly, a fuse. Light the fuel trail on fire and BOOM, bad guy flambé. Episode one is embedded above. Find episode two after the break.
The second episode focuses on object manipulation. Nearly any object can be picked up and manipulated in one manner or another. What's really interesting is that players control the objects with the right analog stick. Moving the stick slowly alows for precision, while swiping it quickly will swing the object like a weapon. Very cool.
What do you guys even mean by "gimmick"? Yeah, I think it's a novel device, which is positive... but then it seems like a whole bunch of people seem to use it to mean "something used too much". It is confusing lol.
I think there's several of these videos now. They're all pretty ingenious given how most of these concepts are so natural. It's amazing few games have really touched upon this.
I really liked the concept of deciding if you should use your healing spray to heal, blind enemies or create a flamethrower (with a lighter). Ripping a corded light off the ceiling and using it to light your way is also pretty awesome.
I think this whole concept of "Real World Rules" is really interesting and goes along way to making a game's simulated world feel more interactive and lifelike.
Now that I've watched the second video, by far the most silly thing is holding the flaming, chair/table leg/whatever while it quickly ignites in your hands and it seems to magically not harm you. You can even see in a couple shots that the parts where he is holding it are on fire.
I know I'm being really picky about it but if you're going to say this is real or objects behave just as in reality then I take your word for it and expect not to have to assume my characters is magically impervious to fire.
Well, I've only played the first two so I can't be sure, but IIRC in both of them your character was a detective versed in the arcane arts, so maybe you *are* magically immune to fire =-)
Fair enough, but I've got a problem with your gripe. These **tech demos** can certainly evolve and are merely meant to showcase one or two interactive features. So far, they're pretty darned impressive - and closer to the "real world" than I've seen in a game. Yes, you ARE being "really picky" about this... If you want a 100% true "real world" simulator, why not just go outside? If it was mirror of reality, why would anyone bother playing it? There aren't monsters in the real world, and when you run around shooting a gun or smashing and burning things, the police come after you.
I get your point, but at no point would I read the headline, intro, or watch the videos and say "oh, give me a break, that guy isn't NEARLY strong enough to break that in half! And furthermore, the adhesive strength of that sticky tape would NEVER hold that on the wall! LAME!" They're merely trying to instill the idea that these are some of the "most realistic" interactions in a game.
....All that being said, these are some impressive tech demos, but I have to wonder if this level of activity will actually hinder gameplay. When I bust into a room full of bad guys, I don't know if I want to be searching my belt (literally) for a lighter and a spray can. Nice tech demos does not a great game make.
Reader Comments (Page 1 of 1)
2-28-2008 @ 12:53PM
Ten Dolla Bill said...
That's pretty impressive as long as 'sticky tape' thing doesn't become to much of a gimmick.
Reply
2-28-2008 @ 12:53PM
Dick said...
WOW
That Looks absolutely awesome.
I don't think Light has ever looked so real in an engine and so... interactive (?) with its environment.
Reply
2-28-2008 @ 12:54PM
Urza said...
Was wondering why you guys didn't post about this. I think the tape is a gimmick.
Reply
2-28-2008 @ 1:01PM
Tony said...
What do you guys even mean by "gimmick"? Yeah, I think it's a novel device, which is positive... but then it seems like a whole bunch of people seem to use it to mean "something used too much". It is confusing lol.
I think there's several of these videos now. They're all pretty ingenious given how most of these concepts are so natural. It's amazing few games have really touched upon this.
I really liked the concept of deciding if you should use your healing spray to heal, blind enemies or create a flamethrower (with a lighter). Ripping a corded light off the ceiling and using it to light your way is also pretty awesome.
Reply
2-28-2008 @ 1:33PM
Itchy_Tasty said...
I think this whole concept of "Real World Rules" is really interesting and goes along way to making a game's simulated world feel more interactive and lifelike.
Reply
2-28-2008 @ 2:05PM
Homer 918 said...
Shooting a bottle of gasoline/fueld does not cause it to explode, other than that though the real world idea is interesting.
Reply
2-28-2008 @ 2:12PM
Homer 918 said...
Now that I've watched the second video, by far the most silly thing is holding the flaming, chair/table leg/whatever while it quickly ignites in your hands and it seems to magically not harm you. You can even see in a couple shots that the parts where he is holding it are on fire.
I know I'm being really picky about it but if you're going to say this is real or objects behave just as in reality then I take your word for it and expect not to have to assume my characters is magically impervious to fire.
2-28-2008 @ 2:37PM
James said...
Well, I've only played the first two so I can't be sure, but IIRC in both of them your character was a detective versed in the arcane arts, so maybe you *are* magically immune to fire =-)
2-28-2008 @ 3:01PM
Tucker said...
Fair enough, but I've got a problem with your gripe. These **tech demos** can certainly evolve and are merely meant to showcase one or two interactive features. So far, they're pretty darned impressive - and closer to the "real world" than I've seen in a game. Yes, you ARE being "really picky" about this... If you want a 100% true "real world" simulator, why not just go outside? If it was mirror of reality, why would anyone bother playing it? There aren't monsters in the real world, and when you run around shooting a gun or smashing and burning things, the police come after you.
I get your point, but at no point would I read the headline, intro, or watch the videos and say "oh, give me a break, that guy isn't NEARLY strong enough to break that in half! And furthermore, the adhesive strength of that sticky tape would NEVER hold that on the wall! LAME!" They're merely trying to instill the idea that these are some of the "most realistic" interactions in a game.
....All that being said, these are some impressive tech demos, but I have to wonder if this level of activity will actually hinder gameplay. When I bust into a room full of bad guys, I don't know if I want to be searching my belt (literally) for a lighter and a spray can. Nice tech demos does not a great game make.
2-29-2008 @ 9:48AM
TSD said...
Things that in other games has never been done. No matter what the AI is improving and ideas are been used.
F**cking awesome I say.
Reply