Mr. Crow wrote:Hmph. I don't agree that point n click isn't suitable. Point and click adventure games have made fun survival sequences in the past. I don't really understand your that in point and click your input is severely limited. Maybe it's because of my lack of familiarity with Telltale themselves. Who said everything was going to be spelled out blatantly for you? In an adventure game your given a situation, you use improvising and wit to work out your choices, then you use logic and reasoning to pick the best one. Where does survival come in? if you pick the wrong choice you can end up in an even worse position than you started off in. You could even be killed outright for a particularly stupid mistake.
The one game I've ever played which comes close to what you even described was Trilby's notes, a freeware adventure game where you had to type in commands (old school)
It was a horror game, and pretty damn scary. At one point I suddenly found one of my friends possessed and warped into the antagonist. They had already knocked me to the ground and I had a space of about 3 seconds in which to act before it executed me. I frantically typed in the first command which came to my head (something along the lines of "KICK THE F***ER IN THE FACE") and it worked.
On the contrary, other more mainstream survival horrors that I've played (Resident evil, JP: Trespasser) came down to just running away from everything slower than you and shooting everything faster than you.
Honestly, I love('d?) point and click games. A good portion of my childhood was spent playing point and click games, Hell I remember a "Mysterious Island" point and click game where you had to find and collect the materials for various things like making fire and such. What I also remember is that these games where as linear as they get. In the Mysterious Island game, when finding the right rock for the fire, there were rocks all over the place, but every play-through you had to pick up a very specific one. This is the kind of linear game-play the modern game was designed to avoid, because frankly, its boring as hell.
When I said your input is severely limited what I meant was this. When you play there is a VERY specific way in which you have to get around obstacles. In a more interactive game, there is nearly infinite.
Lets put it like this, say this game was made both as a First Person adventure game, and as the point and click game now. Say you come to a point where you have no weapons, and a T-rex is blocking your way into a building. In a point and click game it'd probably give you a series of options for things to do, one (or sometimes two) of them would be right. Yes it is a thought provoking process but it rarely FEELS like its the character's fault if you pick wrong. Often times it'd play a cutscene in which you see the character doing something uncontrolled by you to get around the rex.
Here is where the difference lies. In a far more interactive game it is entirely your fault if you die, not only that trial and error (a very important part of survival) takes place, where you can realize going one way was a terrible option, and back out before it becomes fatal. You're the master of your own direction, and you chose one of the infinite paths you could take to get around the rex. THIS is what defines games of this generation, this is why I far prefer something like Trespasser to what we're given now. Choice is crucial in both types of games, but its far more dumbed down, and not nearly as complex as it is in real life. Point and Click games give you so much less control and interaction. And as much as I loved games like Mysterious Island and Spy Fox (lol) there is a reason most people don't play those games once they past a certain age.
Well James Bond Chinchilla and Monsta Pacman gets old after a year or so of absence. >_> Methinks I'll leave this blank until I come up with something to put here.