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One Night I won't get back

  • Shinan
  • 04/28/2010 05:05 PM
  • 7279 views
Update July 2010: Apparently the game has recently been patched to playability so this review might not accurately reflect how the game plays anymore.

Alright disclaimer. I wanted to finish this game before writing it off but I didn't. The straw that finally broke the camel's back was after a gigantic scene of exposition after which I couldn't save. I ran to the first save point I knew existed. And the result?
"Gayfag! Are you crazy, we'll be trapped in there."

Well yeah. That killed me and meant I would have to go through a series of actions AGAIN.

It wasn't the first time something like this happened. After an initial good impression of a slow moving atmospheric horror-esque game monsters started appearing and I died. Twice. Then I went to the walkthrough.

Well, first the good. The opening is not bad. Walking through an abandoned complex. I can get behind that.

That's about it really. The gameplay is fairly atrocious. The game is pretty much trial and error and the fact that monsters keep moving while you examine stuff means there's rarely enough time to examine anything. Mostly because of the little annoyance I found annoying before any monsters showed up.

The text speed. There are breaks nearly everywhere. Examining a broken chair will give a message that goes something like this: "It's a chair <pause> it's fallen over <pause> it seems broken." Three pauses for a generic description. Mistakenly pressing enter on the item and that whole thing happens again.

Nearly every message box in this game has a pause in it. If that's not bad for the nerves I don't know what is. The survival tips encourage the player to examine everything because there may be helpful items. Well I just didn't want to examine anything because I knew it meant 30 seconds of pausing. (and with the monsters closing in that's 30 seconds no one has)

This game is deadly. Well deadly games have worked before but this game also committs the sin of bad save point placement. Save points happen occasionally but never when they're needed. In a game as deadly as this a player just doesn't want to backtrack too much after a loaded save. (see the topic "Why does dying have to suck?" on the forums. There's discussion and this game is exactly the kind of thing that should be avoided) A lot of the frustrations in this game could have been helped by a simple checkpoint system or more generous save points (save anywhere could have saved this game in my book).

For the story and atmosphere it is okay. I didn't get far enough in I suppose but there were some hints at good stuff. Again the pausing in every text did make a lot of it tedious and while I was interested in every scrap of paper in the beginning I wanted them just to go away before the end). Some of the puzzles seemed a bit dumb though I like the concept of having to make the player think out of game and perhaps even bring a pen and paper so kudos to that.

There were also some jump scares. They felt kinda stupid. I'm sure they were explained later on though, somewhere where I didn't get. I jumped at the jump-scares so I guess they served their purpose but apart from the first one (with the monsters split-second appearing) they weren't too effective.

Overall this is a game that does have some good ideas. But the horrible gameplay drags it down into the mud. The hurt-detection just isn't that great. In fact most things about the gameplay isn't that great. This would have worked a lot better as a less deadly game. The thing about deadly games is that you can make deadly games as long as the systems are good enough that every death is the player's fault. In this game most of the deaths were just because of the game itself. And how sloppy it is. (One prime example is walking into a door-corridor thing and finding the door locked. Well while the player finds out, in a three-paused dialog box, that the door is locked monsters have closed in and the player will have no way of backing out of that place. Leaving it an instant game over and reload)

This game made me swear. It sucks.

Posts

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Have you ever played the early Resident Evil games? Pretty much all of your gripes can be attributed to those. The pausing in the text descriptions, the simple checkpoints.... all these things were done for emulation purposes, and were executed perfectly. I think by failing to understand the author's intent you gave an unfair score.

I think there is a certain audience who will appreciate this game. I'm not really part of it, but I'm sure it exists.
I'm a big Resident Evil fan myself. And if the author is trying to emulate those things he doesn't do them right anyway. Resident Evil has save points at "sensible" locations. Nine times out of ten there's a save point shortly before or after any major confrontation. Resident Evil also doesn't have enemies that kill you by looking at you. Making the task of retreating to a previous save location a lot easier.

Still I have to admit that I rarely give scores based on authors' intent. I like to give them based on if that intent comes through in the game itself.
Max McGee
with sorrow down past the fence
9159
I was going to play this game and now I won't.

THE POWER OF REVIEWS.
Authorial intent is moot if the result is a steaming heap.
I have to admit though that I read some other review of one of the sequels that said that it was "ridiculously easy" so I'm probably going to give one of the sequels a try if most of the annoyances I found were actually fixed!
DE
*click to edit*
1313
They weren't. At least in One Night 2 there are not as many monsters, but One Night 3 is pretty much the same as One Night 1 in regards to the "battle system", exploration, and pauses during messages.
There wasn't a monster that kills you by looking at you... Yeah, I understand your gripes and I share a few of them myself. This was my first ever attempt at a horror game and I didn't really do much research into how I should do the gameplay. One Night 2 and 3 don't have the same monster problems... 3 has a few more monsters than 2 does but overall there are maybe four or five max in each area and you can defend yourself and there is a proper health system. I'm sorry you didn't enjoy the game. I hope you'll appreciate the effort I did put in though. Thanks for your review!
There wasn't a monster that kills you by looking at you... Yeah, I understand your gripes and I share a few of them myself. This was my first ever attempt at a horror game and I didn't really do much research into how I should do the gameplay. I played through it myself after reading this and yeah... It seems I put a few too many monsters in a few too crowded locations. In all fairness though, I hope this doesn't sully your opinion of me as a game maker. One Night 2 and 3 don't have the same monster problems... 3 has a few more monsters than 2 does but overall there are maybe four or five max in each area and you can defend yourself and there is a proper health system, as well as more open areas and I prevent them attacking you while you are reading text. In your opinion, would this game be better if I removed most of the monsters and left maybe one or two in each area just for a sense of urgency? You didn't say you had any gripes about the puzzles or exploration (aside from the annoying text). I'm sorry you didn't enjoy the game. I hope you'll appreciate the effort I did put in though. Thanks for your review!

@DE: I personally feel that I did remedy some of the annoyances in the sequels. One Night 2 only has boss fights and no random monsters, while 3 has at max five monsters in each area, compared to the 40 or more monsters in this game. Both games also feature more open environments so you can avoid them easier and there is at least a better battle system so that you can fight them with a weapon or block their attacks, as well as proper health. I admit that my text pauses a lot. I tend to write text how I would speak it... Pausing when I would if I were saying it. As for the problems you've said you had with exploration, might I ask what they are in the interest of improving the series? The games feature stereotypical survival horror game exploration... You search for items and then use them in other locations.

@Max: In all fairness, I played most of your most popular games despite there being bad reviews to sully them (Iron Gaia Virus and Backstage) and although I'll admit I didn't enjoy Backstage I found Iron Gaia to be good despite what the reviews said so I'll hope you understand if I say I don't really understand your comment. This game also has three good reviews in addition to this bad one (just like the sequel does) and as you yourself would say "it's likely the reviews posted here are the outliers, not the average." RMN's rating system gives the game an average rating based on the review ratings so even so that still makes this game 3 stars; I would class a 3 star game as one worth trying.
DE
*click to edit*
1313
I had known beforehand what were your reasons for the pauses, but I don't agree with them. I can't recall any other game that uses them the same way as you do. The main issue I have with them is that when you're examining the same kind of drawer for an umpteenth time, you can't easily fast forward the message. Without pauses you can do it with two quick key presses. With pauses it requires at least four or six or even more if you're impatient and/or a fast reader (I'm "guilty" of both those traits). The pauses add absolutely nothing to the game in such cases, since you get no new information with each consecutive message, save for the first one.

There's another problem that arises from all that, one which has been mentioned in the review. Since the game world does not come to a halt when you search your surroundings, every second lost due to unnecessary pauses creates a risk of losing health which in ON is precious. Especially since you get punished for actually defeating monsters, another daft idea that had somehow found its way into the game (did Silent Hill or RE punish the player for killing monsters?). It wouldn't be that bad if there were fewer interactive surroundings, or if the player knew from the get-go which of them could contain something useful or necessary to advance. Otherwise he's forced to examine everything, all the while being assaulted by enemies whom he's discouraged from defeating. This was one of my main gripes with ON 3 (apart from low brightness, but you already know that).

This is actually what I mean by exploration. IMO you should either get rid of the pauses when examining things (you can leave them for dialogues, but I still say they're obsolete), or pause the game world then. I like ON 2 the most simply because of the lack of wandering monsters.
I would agree that having a bit less monsters (if you spent too much time on a single map every single monster on that map eventually crowded into one place, and with that many monsters in one area...) and another thing that would have improved it was if there were more ways to "trap" monsters. In a couple of areas certain monsters could walk into dead ends which kept them walking towards the same wall over and over. There were also some places where you could trick a monster into going one way and then slipping past them another way. More of that kind would have been cool. Perhaps also some kind of "bait" item that distracted all the monsters and made them walk towards the bait for a limited amount of time. (perhaps there even was such a thing later in the game I don't know)

The text pauses though. Those enrage me just by thinking about them. A good compromise for it could be that you could press to continue the pause. (like "I am...<keypress>not really sure<keypress> what that is") That makes it slightly faster to get through for the impatient reader while still keeping the "dramatic pauses" where they should be. If they really have to be there.


There was actually one monster that did kill me by looking at me though. In the room where one monster is on the other side of a bunch of tables I stood right next to a table and the monster killed me over the tables :D
Hmm... That monster that killed you through a table strikes me as wierd, I'll need to check that out. Probably an eventing error. I'm noting your suggestions by the way. I don't know if I will update this game any time soon but if I do I will address the problems and I'll keep them in mind as well for a possible sequel.

The both of you have expressed gripes with the text. I understand that it's appropriate for cutscenese but... Yeah, I was always trying to make it seem as if the character was saying out loud what they found but you're right, it doesn't work. In all fairness though in One Night 3 I've placed enemy blocking tiles at all doors and such so that enemies cannot attack you while you read.

Thanks for being kind about your criticisms guys, I will honestly keep them in mind.
Perhaps the One Night series will follow the Resident Evil series. With 4 being a complete reinvention. (I read the Post your dead Projects thread and noticed that there was a One Night 1.5 that turned into One Night 2. There was a Resident Evil 1.5 that turned into 2 too :D These series have too many similarities to pass up)
DE
*click to edit*
1313
The "table killer" enemy bug was probably due to to the table tile being specified as one that does not impede interaction; you know, like counters in stores that allow you to talk to the storekeeper even though there's a tile of space between the player character and the keeper. Just adjust it in the database.

I must admit I liked all three of your games, it's just that there are a lot of small things such as those darn pauses that harm the gameplay. TBH I never did finish any of your games because of the pauses. I know it sounds silly but when you have to examine dozens upon dozens of objects, backtrack often and avoid the same monster multiple times without being able to remove him for good (or else it's bad ending) which leads to more reloads than necessary, which in turn leads to viewing the same cutscenes multiple times without the option to skip them or at least fast forward the messages...

Once again, I understand your reasoning, but when you read a text you exchange the punctuation for pauses in your mind automatically. You don't need the game to do it for you, because it leads to an awful lot of downtime. Imagine if book writers put a blank line after every sentence, or *shudders* a coma. It'd be unbearable. Text in games is no different than text in books; what's more, fast-readers find it extremely irritating. I know I always change the speed at which text appears to maximum, preferably instantaneous.

It's a shame, because the atmosphere is spot on and the story also seems well-crafted. The gameplay suffers from all those little things we've mentioned. I will have to beat them all one day, though :D
Well, I'll just have to reinvent it with One Night 4 eh? Yeah, the whole One Night 1.5 thing... I couldn't help thinking at the time... Oh man, am I shinji mikami or something?

Maybe I'll release some update patches or something for these games.
Give a game a bad review, you'll be shoveling crap for a while.
Max McGee
with sorrow down past the fence
9159
I did, in fact, play this game. I did not dislike it as much as Shinan...but I think I PLAYED it much less, also.
I just wanted to say I've played and beat this game. I find Examining stuff saved my life a few times since the monters can't attack you as you look at something. but hey I think it was his first try on the horror and I think he did a great job... but that just me.
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