![]() The environment made a feeling that the exit was always between you, and the Squid Shark, forcing the player to enter open space to leave the biome. The Deep twisty bridges was a very maze like biome, with that sides usually having walls that protected the player, but blocked sight lines with the Squid Shark. The Enclosed entrance meant that the player was almost forced to go in without vehicles, forcing them to enter vulnerable. The small area exposed a sense of being trapped in with it. Originally they were only found in one, dark area devoid of sunlight. Squid Sharks, as a person who played early access, can be terrifying in concept.The fact that they shoot a projectile instead of attacking head on makes it so that the player is usually focused on dodging instead of running away.Įvery area they’re in is well lit, meaning you can always see them. Dragons are the most unique, but in my opinion, the most derpy.Their translucent design meshes well with darker fogs, making it so that when they attack they will fade back into the darkness they came from. ![]() They patterns make them narrowly visible, and intimidating through the thick fog they usually swim in. Their shriek usually notifies the player that they are there. Ghosts are usually always just out of sight.leaving the player to think about what just happened. ![]() When Reapers actually do attack head on, they will drop the player into a state of panic, causing them to dash away. I’m unsure if it’s intensional, but reapers tend to be much quieter when stalking, making it so that they will either catch the player by surprise, or will force anxiety on a player that knows it’s there, but can no longer tell where it is. Their roar makes sure the player knows they are there was before they can ever be seen. ![]() They have a part of their AI dedicated to stalk you rather than to kill you.
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