You also don't have setup time safe from being hunted during professional contracts. That's likely going to make them particularly dangerous during professional level contracts where every room on a map is cold when you arrive. So that's a recipe for disaster.įor its part, the Hantu is able to move faster in low temperature areas. That's fine and all, but one of the pieces of evidence you'll need to know it's a Yokai is speaking to it through the spirit box. The Yokai gets angry when you talk near it, which increases its chances of attacking. Phasmo's development Trello board reveals what we can expect from both ghosts including their special abilities. The upcoming Yokai and Hantu both sound like they're going to be tough to flush out without getting killed. Phasmo has gotten lots of changes during early access, but this will be the first time it's introduced new ghosts. Phasmophobia has teased that it's about to get two new types of ghosts on the game's beta branch. That's right, it's the time of the pre-weekend where I'm trying to decide if I need to pack up my ghost gear to do a bit of spook simming before Monday. Choosing to focus purely on the investigation aspect is a smart decision that also avoids bogging the game down with excessive work and fixes.Īs for making things spookier? I mean, a massive overhaul of literally ALL the spooky stuff is already in development, the Horror 2.0 Update, as per the Trello page, so one need only be patient and we’ll have that spookiness that you’re asking for in spades.Would you look at that, it's Phasmo Friday again. It would literally require as much, if not more, work just to reach a “Playable” state as the entire game has taken to reach the point it is at. The “second part” needs new mechanics, new tools, new behaviours, new coding to differentiate between parts, tracking of each step of a supposed Exorcism attempt, success states, failure states, and much, much more. What most people who suggest this often fail to realize is just how staggeringly difficult this suggestion actually is to implement. Originally posted by Skrif:i get that but if the game was 2 different parts, the first you find out what the ghost is like you normally do, and then you had to get rid of the ghost with out dying would be cool, and it was made in 2 seperate parts like 2 different rounds, i dont think that would make the game less scary, and if they were so admit about wanting the game being scary, the game needs work, it stops being scary once you hit lvl 16, it needs like a million little different things to try and scare you to be added i get that but if the game was 2 different parts, the first you find out what the ghost is like you normally do, and then you had to get rid of the ghost with out dying would be cool, and it was made in 2 seperate parts like 2 different rounds, i dont think that would make the game less scary, and if they were so admit about wanting the game being scary, the game needs work, it stops being scary once you hit lvl 16, it needs like a million little different things to try and scare you to be added There are other games that deal with exorcisms in their own ways but for the forseeable future Phasmophobia will not be delving in any means of exorcisms or fighting back against the ghosts. In one of the content creator streams where the developers played along, it was mentioned that at some point Exorcisms were a key mechanic in the game and was removed for the sole fact that having the ability to fight back completely destroys the sense of horror that the developer envisions the game having. But if so many people have asked before, its just a missed opportunity to extend the life and replay-ability of the game. Originally posted by Brute:Shame, btw first time on these forums so i was not aware it had been asked for previously.
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