traaaaaaannnnnnnnnns
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I just picked it up.
I was swayed by the overwhelmingly positive reviews. I was especially surprised because everyone was shitting on it before it released.
I can report back to you.
I've only played like an hour so far, and I get what you're saying about the homogeneous AAA feel, but .. there are also hints of inspiration peppered in. Will have to see how it plays out.
From what i've seen the story is mostly intact so that is good but i'm wondering how much the off kilter / uncanny vibes are still there. Really that could've been the growing pains of early 3D games but i did feel there was a deliberate attempt to make it similar to something like twin peaks.
I've been on a bit of an old school survival horror kick, and I can certainly tell you that one of the major things that contributes to those vibes is fixed camera angles. They really make you feel anxious because they deny you information or give you information that makes you uncomfortable. This certainly also lends a cinematic feel that you may feel relates to cinema like twin peaks.
You definitely lose that with full control over a camera
Yeah i suspected that fixed camera angles was a part of it but a lot of what i was thinking of was dialogue and acting. Just the way in how characters act in ways that comes off as idiosyncratic or strange and how primative graphics and less experienced voice actors might've contributed to that.
So, one thing I've liked so far is that the dialogue is still idiosyncratic and strange. It's just better acted.
Oh hell yeah. I might give it a try when you're able to pirate it then. :)
It was partly growing pains but they also intentionally worked with the technical limitations of the medium. All good art is informed by it's medium, so I think that's what you're feeling when everything just gets washed over and feels samey.
I kind of liked Indika as a horror-ish experience and part of it was because it was okay with being a video game produced in our current era. The state of the current medium is so unlimited because of sheer computing power now which makes it harder to feel the boundaries of the constraints to get creative, but there is SO MUCH they could do with things like shaders and graphics that are better aesthetically than just "hey doesn't this look kind of real?"
Maybe that's why the AA and pure indie space are doing better creatively, because they're being limited by time and the programming know how of a handful (or even one if solo dev) people whereas because the space of possibility is so wide open to big publishers they're having issues nailing anything aesthetically interesting down