Quote from: Sagit on Dec 15, 2014, 01:09:51 PM
Quote from: HuDaFuK on Dec 15, 2014, 10:33:15 AM
Quote from: thecaffeinatedone on Dec 14, 2014, 12:52:54 AM...actually let the player pause the game to read notes and lore building journals.
You can, opening the archive logs in the pause menu pauses the game.
Quote from: thecaffeinatedone on Dec 14, 2014, 12:52:54 AMThen I'd just trim the game's length down to about 7 hours instead of 20 hours.
It kind of annoys me when people complain about this. I hate how video games are so short and easy to finish these days. Most of the time you can polish off the campaign in a few hours. I'm not paying £40-50 for a few hours of game. Isolation really gave me my money's worth. I loved that it was so long.
Totally agree. Hell I wanted it to be even longer!
Maybe a good compromise would have been to have sort of optional side quests or missions? They would add more time and risk to the overall game, but would allow those who took them to receive more supplies or weapon upgrades.
My major issues that I wanted changed are:
Option to turn off HUD in all difficulties.
Remove having to press a button to enter a vent.
Reduce the time it takes to get into and leave hacking, and rewiring stations.
Give both the player and NPC to jump over obstacles. This includes the Alien.
More dramatic facehugger related deaths.
Smarter NPC human AI. They should use lockers, hide under beds, use stealth, crawl in vents.
More interaction with NPC humans/androids friendly or otherwise.
More random human NPC spawning in levels.
Instead of hostile humans killing you maybe you can just reason or trade valuables with them.
As stated already a quicker way of switching gadgets.
Allow for more objects to be interacted with or moved. This could allow for more on the fly avoidance/ hiding.
Allow the ability to select maps of areas you've already explored. Player can mark off areas they might want to revisit and/or allow players to put down custom markers that would show up as a separate directional pointer on the motion tracker.
Giving Ripley the ability to sneak up to and maybe knock out human enemies.
More clever uses of the Rewiring stations.Luring then locking androids in a small room was probably one of the best things I've done in the game.
The ability to pick up and throw small objects like cans to use as momentary distractions.
Allow supplies to be removed from an object that isn't fully crafted yet.
Chestbursters