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Departures and the Flow of Information

Departures and the Flow of Information
Max McGee reviews the ultra-popular One Night by Dark Gaia


The author of the game has asked me to add a disclaimer that this review was based on an older version of the game (one I downloaded and played in May 2010) than the version that is apparently now available. This is that disclaimer.

As an introductory note, this review will mark the beginning of a departure from my previous review methods on two levels.

1. I am raising my standards/lowering my numerical scores in order to better conform to the metric(s) used by the majority of this site's more respected reviewers. This is a service to all of the site's users who will no longer need to struggle to correlate a Max McGee 3 with a Solitayre 2, etc. Roughly, assume that by my old rubric, all of my subsequent reviews should be treated as one star higher, and by my new rubric, all of my previous reviews should be treated as one star lower.
2. I am breaking my long-standing policy of doing everything within my power to play a game to completion before reviewing it. The reason is simply that there are just too many games I need to play and review, and too little time to try to beat all of them, particularly if it becomes a chore or something I don't even want to attempt. For instance, the knowledge that I had to beat Outlaw City first before playing/reviewing other games has delayed this next edition of Max McGee's playlist by literally months. Correspondingly, reviews of games I've spent less time on will be less in-depth.

Of course, One Night did not trigger either of these decisions. These were each things I'd decided a month or more ago. But as this is the first game to which I'll be applying the new policies, it seemed worth noting.

As another introductory note, I decided to play the "Special Edition" of the game. I took this to mean that I would be playing a highly polished and bug-free master copy, but if that was the case mistakes like this really shouldn't have been happening.

Not so special edition.


As a final note, I could not help myself from comparing One Night with my own Backstage, and anyone who has played both games will surely see why...seeing as they both have the same essential flow and "battle" system, comprising a subgenre not seen anywhere else in amateur or professional games. In fact, my experience of One Night was that if it had not been influenced by Backstage, then it must have been a truly strange coincidence that caused such strikingly similar games to develop in isolation from one another, a spooky possibility I will gladly accept.

Story

If Backstage is like Silent Hill, than One Night is like Resident Evil. The former category involves a shattered reality where supernatural and psychological forces make anything possible. The latter is a rational, physical horror- a SURVIVAL horror- where the terrors that plague the protagonist can be both summoned and dispelled by the trappings of science and technology.

"The distant future...the year...2000"


The story is the first of two areas in One Night where poor flow of information significantly damaged my enjoyment of the game. Ignore for a moment that the story is (probably) derivative, and is certainly poorly written and rife with spelling mistakes, grammar mistakes, and typos. What I want to talk about is the rate with which the story is parceled out to the player.

Because, you see, I learned more about the story of One Night from its GAME PAGE than I did from actually playing the game.

The implications of "meta-story" on a narrative are deep and broad and lasting ,and the topic probably deserves an article all of its own. In this case however, as this is a review, suffice to say that this worked against the game. Because I did not READ the game page until I had already given up on the game, in part because I had not been given enough hooks to become interested in the story or characters.

All the game tells you is that you wake up, not knowing where you are or how you got there. It's not clear whether you can remember WHO you are or not...perhaps you can remember and the game simply isn't telling you. Where you are appears to be a prison...or a research lab...or a military base...or perhaps all three! It is referred to as different things in different in-game documents. In-game documents which give little to no really compelling information on the setting. Some kind of science research project has gone horribly wrong. *yawn* I couldn't glean much of the particulars from what I played, except that prisoners were being used as test subjects for some kind of extradimensional something a la Half Life that resulted in lots of zombie/ghost/monster thingies appearing. While a few of the in-game documents began taking baby steps in the right direction in terms of mood or tone, they were overly preoccupied with providing information on how to progress, and it wasn't enough "flavor" to keep me interested.

Now, from the game page:

The Complex... At one point, it was obviously some sort of bustling, busy epicentre of human activity, the nerve center of all sorts of scientific endevours and the military stronghold of an entire armed force. This can be evidenced by the sheer complexity of the place...Buildings sprawling over each other, subterranian levels, airfields, hangars, vast underground laboratories...But then again, if it ever was those things, it surely isn't now. Something happened there long ago, and now The Complex is abandoned, crumbling, and eerily silent, it's inhabitants seemingly vanished into nothing in the blink of an eye. It seems like The Complex is just... no longer there. It's never been heard from since that day when... whatever went wrong went wrong, and nobody who has set out looking for it has ever returned. No maps seem to mark it's location anymore, and not even GPS surveilance can sight anything in the endless expanse of forest it once called it's home. Some have even gone so far as saying the place doesn't exist. There's some sort of secret behind that place... And what happened there. The Complex holds many such surprises, and a treasure trove of mysteries too. But it also holds a strangling atmosphere of terror, and a horrific fate which has changed it into a world of dread and danger. You have just opened your eyes from a long period of unconsciousness, finding yourself sprawled on the cracked stone floor of one of The Complex's many abandoned rooms. Remembering only your name, you must now set out into the darkness that has infested this place, and discover who you are, why you are there, and what terrible catastrophy turned the once bustling Complex into what you are about to experience.


Still pretty vague but at least there's something! 50% of the reason I gave up on the game early on was that I had no idea what was happening or why I should care. Creating a mystery is one thing, but you need the initial HOOK to capture the player's attention and make them want to find out what went horribly wrong here. This game is all enigma, without nearly enough tantalizing clues.

Another way of saying this is that the game's story failed because it failed to make me care about the main character or his situation, and without caring, there can be no fear. At least, not with simple 2D graphics.

Another way of saying this is that the game's writing was exactly as good as the writing in any Resident Evil game, without the OTHER things that make Resident Evil games great to support it.

Story Score: 4/10

Gameplay

One Night has almost exactly the same battle system as Backstage with one important difference. In Backstage when you repel an enemy with a defensive item, the enemy dies. In One Night the enemy is only briefly knocked back-- little to no help if you find yourself trapped. Initially I thought that in spite of the numerous enemies which Shinan made such a big deal of in his review, they are all so slow moving that, giving my own experience sprite-dodging while playing Backstage, I could easily avoid them all and laugh at this game's difficulty curve. Then I discovered that unlike in Backstage, defensive items don't kill enemies. Then I discovered that unlike in Backstage, you only have three health. And unlike in Backstage, there is no clear way to restore health. Then I got trapped in a blind corridor and died.

Then I quit the game.

Fuck.


Over reaction? Maybe. But I was given only one chance to save and it was over twenty minutes of long, boring messages and totally unengaging puzzles back (enormous design flaw!). So maybe not!

But enough about the battle system. It's not so great. So what! You see, like Backstage, One Night's battle system ISN'T REALLY A BATTLE SYSTEM AT ALL. It is a hastily cobbled together mechanism for making death possible and one of the classic Survival Horror tropes- resource management- necessary. Just because a game doesn't have a great battle system- or a battle system at all- doesn't mean it can't be a great game. If I thought that, I'd never have made Backstage. So what else does One Night have goin' on?

Well its puzzles...which aren't really puzzles. This again is a problem with the flow of information. Because, you see...the real purpose of ALL in-game documents in One Night is to convey information to the player in overly obvious and hamfisted ways about how to solve the next puzzle, no matter how much it breaks immersion.

Le Sigh


Because documents are lying around for you spelling out how to do absolutely EVERYTHING in the game, there is no point where you ever need to think about anything. At one point right next to a combination lock, I found a journal that said the combination was "The number of the month of November added to the sum of 19 and 37 halved." The most thinking I ever had to do in my (admittedly short) time with One Night was trying to figure out that EXTREMELY FUCKING POORLY WORDED mathematical statement. The puzzles are Resident Evil puzzles- total non-puzzles that just involve inserting Key A in Lock A until you get Key B to insert in Lock B, rinse and repeat. The reason that Resident Evil and Devil May Cry can get away with having such mind-numbingly obvious "puzzles" is that it has a battle system.

One Night, as mentioned above, doesn't. It is almost as if Dark Gaia was afraid that if the puzzles were too hard, people would get frustrated and give up on the game, so he spelled absolutely everything out so it could be done without even a flicker of neural activity. This is a valid fear, but unfortunately he has overcompensated in the other direction.

Gameplay Score: 3/10

Atmosphere

I have really few complaints here! Dark Gaia has done a really good job using VX RTP (styled) tiles for a purpose they're really not designed for...building a (totally convincing) creepy, decaying, overgrown prison. (Okay, the indoor trees were a bit much.) Sound effects and music are used passably to create a spooky atmosphere...the music is for the most part well chosen if a bit cliched and overdone. The lighting effect (effect, SINGULAR) is nice enough but the fact that there was always the same one and the screen tone/brightness never changed or shifted made it a bit monotonous to look at...it could have been modulated to create anxiety in the player.

The main problem with the atmosphere is that the available monster graphics were not in the slightest bit scary. They were shown too much and too often (although not too soon) and did not inspire the slightest bit of fear in me. The same can't be said for the door opening on its own and the bottle falling off the shelf on its own, the little stylistic flourishes that were a really, really nice touch!

Atmosphere Score: 6/10

Bottom Line

The flow of story information in One Night is held back from the player and the flow of hints on how-to-proceed is piped straight down the player's throat. What results is a game that is easy to progress in (if not for the unforgiving "battle system" and annoyingly rare save game spots) but leaves the player with little MOTIVATION to progress. I quit playing after my first death because I hadn't been given enough to go on to have any interest in exploring the mysteries of either the Complex or my character.

Random moment of WTF:

I was sure this incredibly unfair situation was curtains for Luther (my protagonist) after an enemy snuck up on me while I was reading the infuriatingly slow item description to see information I had already gleaned from the overly obvious in-game documents. Fortunately, the monster wandered away, seemingly disinterested, then I pressed enter and was teleported to the next room.


Final Score: 4/10 (not an average)

Posts

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This review is okay (at least you admit not completing it) but I suggest not referencing your own project so much next time. It assumes prior knowledge of a much older and totally unrelated game on the part of the game developer and the ones reading this review.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I don't remember if it was this game or another, but there were books that were essentially:

*Date*
"They've dragged off another one of us to the testing chamber... *note ellipsis* I try to relax, but the sounds of screaming are eating away at my subconscious. I feel like... I'm... losing my mind... I want to leave... This is just TOO MUCH!"
*Include journal graphic rip from ye olde horror game.*
---------
I never was one for Dark Gaia's games. Just going into the folder for the various games of the One Night series, I always ran across the same exact "Screamf1", "Punishment", "WomanLoudScream" (maybe not the last, but you get my drift), that all seemed to have had their volumes raised via GoldWave up to 150%. I don't know if it's just me, but walking through some corridor, then all of a sudden, out of the pitch black and mind-numbing silence.... "AAAAAAAAAAAAAAAAAAAAAAGGGGGGHHHHHHH!!!!!!!!!!!!!!!!" *turn off game*

Screamers of any sort are ALWAYS the low-blow of horror games. They're never scary, but still make you jump because of the "Sudden Action" aspect. One part that made me jump that wasn't one of these poor excuses for horror was indeed that bottle dropping. It probably helped that I was facing away from it, focused on my character, then it just drops off the shelf in a loud, glass smash.

The lack of direction in the games also didn't help. Perhaps I didn't care about anything after that first book of "God help us! We're all dead! I don't want to DIE!", but I wandered around for 10-15 minutes before just throwing up my hands, blurting out some choice profanity, and exiting the game.
Max McGee
with sorrow down past the fence
9159
comment=29219
This review is okay (at least you admit not completing it) but I suggest not referencing your own project so much next time. It assumes prior knowledge of a much older and totally unrelated game on the part of the game developer and the ones reading this review.

It's supplemental tidbits, not like the basis of the review. And I know the game developer has played Backstage (this is 60% for the developer anyway) and I suspect that a lot of people who might play One Night might have played Backstage two. Like I said the two "franchises" (lol) comprise kind of a genre unto themselves.

@Corfaisus:

The first journal I read kind of tried...badly...to tell some kind of a story. The rest were just convenient memos of how to solve the next "puzzle". The story could very well get better later on, but I wasn't sticking around to find out!
DE
*click to edit*
1313
I still think the game deserves at least 3 stars, maybe 3,5. It may not have the best plot, but it's a solid (survival) horror.
At least give the sequel a chance; it doesn't have random encounters :)
Max McGee
with sorrow down past the fence
9159
I do plan on playing the sequel eventually.

Also, this game had random encounters?
DE
*click to edit*
1313
I'm talking about the wandering monsters that appear pretty much randomly around the complex.
Hi Max, thanks for your review. Well, you must keep in mind here that the game was my first fully fledged horror game. The battle system's actually not inspired by Backstage (in fact, I completed this game almost two years ago, a few months before I played Backstage) but believe it or not an independent creation. Knowing the battle system and huge mass of monsters to be this game's biggest problems, I vastly decreased the amount of monsters in the sequels and added a new battle system that can actually be used to fight, avoid, kill etc. I admit that monsters sneaking up on you while you're reading text is not fair, but to be fair I still have no idea how to prevent them doing this! If I knew I'd gladly address the problem and re-release the game.
So, you encountered my bad writing... I have two excuses to offer you. I made this game two years ago, at sixteen. Needless to say, my literary and writing skills are nowhere near as good in this game as they are today. If you play my later games, such as Legionwood for example, you'll find my writing skills markedly improve.
Also, I was kind of trying to present a vague, withholding story intentionally. The main motivation the player has at first is to simply escape but I'm afraid that just beyond the point you gave up, I start heaping on the flavour... Perhaps I should have sprinkled it more liberally around the game, but if you played just a bit further you'd have been pleasantly surprised. There's a reason the story and setting seem vague (in context of what actually happened) and why you cannot remember anything except your name.
The puzzles... Yeah, I guess you can see what I hate about Silent Hill the most as opposed to Resident Evil. I... don't get complicated puzzles, I am also hopeless at math. Thus, the puzzles are obviously going to be finnicky and easy at various points. I tried hard in the sequels to inject a different variety of puzzles but unfortunately for the most part they are Key A/Lock A and math puzzles.

Thanks for playing!

For the sake of improvement, could you please summarise simply what problems you would like to see fixed in the game?

EDIT: Ah, the shot where you are walking on the wall. Seems I have the crack tiles set on passable as I use them on the floor. That completely evaded my attention.

EDIT: I played the original Resident Evil and guess what, it spells out the puzzles for you too! As does its sequels, even up to the latest one.

EDIT THE THIRD: Also, I can't help but wonder why you criticised my story for being too vague yet praised The Mirror Lied, a story so vague I still don't know what the game was about?
comment=29276
I still think the game deserves at least 3 stars, maybe 3,5. It may not have the best plot, but it's a solid (survival) horror.
At least give the sequel a chance; it doesn't have random encounters :)


Also, he did say he's changed his reviewing system to fit RMN's in general so that to him personally this review is a 3 star one.
Max McGee
with sorrow down past the fence
9159
I'm pretty relieved that this was not RAGEPOST.

I admit that monsters sneaking up on you while you're reading text is not fair, but to be fair I still have no idea how to prevent them doing this!

What actually killed me was that monsters were only knocked back ONE SPACE for ONE SECOND after hitting me OR getting hit. This would be no problem in an outdoor area (where I'd never get hit in the first place) but in a narrow, crowded corridor it was the kiss of death for your game. Narrow cramped corridor = 1 monster, tops.

So, you encountered my bad writing... I have two excuses to offer you. I made this game two years ago, at sixteen. Needless to say, my literary and writing skills are nowhere near as good in this game as they are today. If you play my later games, such as Legionwood for example, you'll find my writing skills markedly improve.

This is good to know. You are VERY young and were EVEN YOUNGER when you wrote this game. It would not be fair to hold you to the standards I would hold an adult, published writer to but at the same time my standards for "good" or acceptable writing in (another person's) RM game haven't really changed since I was thirteen years old. Anyway, I will just have to take your word about it improving in other games...until I get the chance to play them.

Also, I was kind of trying to present a vague, withholding story intentionally. The main motivation the player has at first is to simply escape but I'm afraid that just beyond the point you gave up, I start heaping on the flavour... Perhaps I should have sprinkled it more liberally around the game, but if you played just a bit further you'd have been pleasantly surprised. There's a reason the story and setting seem vague (in context of what actually happened) and why you cannot remember anything except your name.

I figured but bro, be careful with that amnesia angle. It can really ruin your player's ability to empathize with/care about your main character. Also like I mentioned in my review I didn't even KNOW if the main PC had amnesia or you were just being lazy.

The puzzles... Yeah, I guess you can see what I hate about Silent Hill the most as opposed to Resident Evil. I... don't get complicated puzzles, I am also hopeless at math. Thus, the puzzles are obviously going to be finnicky and easy at various points. I tried hard in the sequels to inject a different variety of puzzles but unfortunately for the most part they are Key A/Lock A and math puzzles.

Silent Hill DOES NOT have complicated (or particularly good) puzzles and the same goes for Backstage. You know what you should do, seriously, if you want to learn how good puzzles are designed? Play text adventures. Text adventures are the fucking shit. Find the ones that are the most well-regarded and PLAY that shit. Sorry, inner fanboy emerging a bit but I think this good advice.

EDIT: Ah, the shot where you are walking on the wall. Seems I have the crack tiles set on passable as I use them on the floor. That completely evaded my attention.

EtG has this exact problem. I plugged each crack with a nonpassable invisible event, which was the fastest solution I could think of.

EDIT: I played the original Resident Evil and guess what, it spells out the puzzles for you too! As does its sequels, even up to the latest one.

Now we're getting into the realm of excuses. I played RE1 and it did not spell out its puzzles nearly as much as your game does. Also some of the in-game documents in spite of translation issues were kinda well written and at least served some purpose outside of providing hints. Itchy. Tasty. But if your writing guide was any kind of translated English localization of a relatively early Japanese video game...that kind of showed.

EDIT THE THIRD: Also, I can't help but wonder why you criticised my story for being too vague yet praisd The Mirror Lied, a story so vague I still don't know what the game was about?

This falls into what Brandon Abley referred to as the Brickroad can suck my COCK category.

It is the difference between this and this.

Although to be fair I criticized your game for having NO story to speak of, not a vague story.

For the sake of improvement, could you please summarise simply what problems you would like to see fixed in the game?

Well I thought this was pretty clear in my review but maybe you will find this more helpful.

0. Make in-game documents provide the story more clearly while obfuscating in-game hints a bit more.
1. Make killing monsters possible, make avoiding monsters interesting, or possibly do both.
2. Find a way to make the game MORE SCARY by using less monsters but making each one more impactful.This is different by 1 which might involve making the game LESS ANNOYING by using less monsters. The ultimate template for this is the movie Alien. The monster is scariest when you don't see it.
3. Work on your writing. This is probably the hardest part as people spend their entire careers doing this with varying results. Study how a creepy, tense, or frightening atmosphere is created in the best horror movies-- I don't know how good your tastes are, but as a crap-filter ignore anything made in the 2000s or anything made by Paul W.S. Anderson (except event horizon). Focus on the well-known classics of non-slasher horror, and littler known classics like Jacob's Ladder which was one of the major inspirations for Silent Hill.
4. Keep using environmental effects, scripted-but-not-scripted-seeming events (like the door opening and the bottle falling), good mapping, lighting effects, music, and sound design to build up an atmosphere of fear and dread in your game, then make sure when the first monster shows up it isn't ruined.
5. Play the best text adventure games (I personally recommend Anchorhead and Slouching Towards Bedlam), understand them, enjoy them, and try to inject a bit of their awesome into your puzzles.
6. Remember that I am only one person and you (apparently) have thousands of fans! Don't change everything people like about One Night just because of the things I didn't like about it.

Also, he did say he's changed his reviewing system to fit RMN's in general so that to him personally this review is a 3 star one.

Actually, it's important to note that what I said was that this review would have been a 3 Star review for the OLD ME. For the CURRENT ME by my current standards it is indeed the score it has been given. But when comparing to any review written prior to spring of 2010, pretend that review's score is one point lower, as a general guideline.
comment=29651
I'm pretty relieved that this was not RAGEPOST.


Thank you. I try hard to take criticism correctly but as a fellow creator you know it's quite hard to not immediately jump to the defensive.

What actually killed me was that monsters were only knocked back ONE SPACE for ONE SECOND after hitting me OR getting hit. This would be no problem in an outdoor area (where I'd never get hit in the first place) but in a narrow, crowded corridor it was the kiss of death for your game. Narrow cramped corridor = 1 monster, tops.


Ah, I see. Yes, I remember making the game and thinking perhaps the monsters were a bit too numerous. In One Night 3, the corridors you traverse are much wider and in addition there are only two (no more) monsters in each one. Keep in mind there's a better combat system too and they cannot attack you while they read. I should update this game using that philosophy as it hasn't seemed to generate any complaints for the sequels.

This is good to know. You are VERY young and were EVEN YOUNGER when you wrote this game. It would not be fair to hold you to the standards I would hold an adult, published writer to but at the same time my standards for "good" or acceptable writing in (another person's) RM game haven't really changed since I was thirteen years old. Anyway, I will just have to take your word about it improving in other games...until I get the chance to play them.


To give you an idea how much I've improved, but I am now a published writer, with poetry published in a few anthologies and a novel of my own being released soon.
That said though, for some reason my writing of dialogue in my horror games has always been stilted. In my RPGs it isn't a problem but I'm not particularly good at writing horror.

I figured but bro, be careful with that amnesia angle. It can really ruin your player's ability to empathize with/care about your main character. Also like I mentioned in my review I didn't even KNOW if the main PC had amnesia or you were just being lazy.


Well, you might be happy to know I never, ever used that plot device again. The PCs in the sequels have clearly defined goals and know what they want to do. I find that method gives the player more motivation than simply finding out who you are.
The PCs in One Night 2 both have different reasons for entering the mansion and hope to find different things (as it's a two scenario game, like Backstage 2) and the PC in One Night 3 is following up a lead on a long lost sister.

The puzzles... Yeah, I guess you can see what I hate about Silent Hill the most as opposed to Resident Evil. I... don't get complicated puzzles, I am also hopeless at math. Thus, the puzzles are obviously going to be finnicky and easy at various points. I tried hard in the sequels to inject a different variety of puzzles but unfortunately for the most part they are Key A/Lock A and math puzzles.


I can never quite get into text adventures but I have played Myst and the Chzo Mythos. If it means anything, I eventually figured out how to make more varied puzzles with a certain two puzzles in One Night 2 and several puzzles in One Night 3 relying on logic.

EtG has this exact problem. I plugged each crack with a nonpassable invisible event, which was the fastest solution I could think of.


Yeah, I think I did that for most of them but one or two must have been missed.

Now we're getting into the realm of excuses. I played RE1 and it did not spell out its puzzles nearly as much as your game does. Also some of the in-game documents in spite of translation issues were kinda well written and at least served some purpose outside of providing hints. Itchy. Tasty. But if your writing guide was any kind of translated English localization of a relatively early Japanese video game...that kind of showed.


True. I was a bit on the defensive with that comment. I won't make excuses for my jolted writing in this game. I just didn't really know much about how to write for a horror game back then.

Although to be fair I criticized your game for having NO story to speak of, not a vague story.


True. And that's why in the sequels I made sure to give you a strong motivation to move onward and kept the story going at a faster pace. At least in the third game. The second game kind of is like the original Alone In The Dark and you piece together the story entirely through documents. This game and the third game mainly use cutscenes.

Well I thought this was pretty clear in my review but maybe you will find this more helpful.

0. Make in-game documents provide the story more clearly while obfuscating in-game hints a bit more.
1. Make killing monsters possible, make avoiding monsters interesting, or possibly do both.
2. Find a way to make the game MORE SCARY by using less monsters but making each one more impactful.This is different by 1 which might involve making the game LESS ANNOYING by using less monsters. The ultimate template for this is the movie Alien. The monster is scariest when you don't see it.
3. Work on your writing. This is probably the hardest part as people spend their entire careers doing this with varying results. Study how a creepy, tense, or frightening atmosphere is created in the best horror movies-- I don't know how good your tastes are, but as a crap-filter ignore anything made in the 2000s or anything made by Paul W.S. Anderson (except event horizon). Focus on the well-known classics of non-slasher horror, and littler known classics like Jacob's Ladder which was one of the major inspirations for Silent Hill.
4. Keep using environmental effects, scripted-but-not-scripted-seeming events (like the door opening and the bottle falling), good mapping, lighting effects, music, and sound design to build up an atmosphere of fear and dread in your game, then make sure when the first monster shows up it isn't ruined.
5. Play the best text adventure games (I personally recommend Anchorhead and Slouching Towards Bedlam), understand them, enjoy them, and try to inject a bit of their awesome into your puzzles.
6. Remember that I am only one person and you (apparently) have thousands of fans! Don't change everything people like about One Night just because of the things I didn't like about it.


Sorry, I've just been getting into the habbit lately of asking everyone to summarise their thoughts about my work. I understand your review fine, but this way there's an easily accessed checklist for me to go through.

0. Play One Night 2. The documents are the *only* source of the story and the puzzles are also less pronounced. I followed this through into the third game as well. I really should update this game to make it more similar to the sequels in terms of quality.
1. Done in the sequels to varying degrees of success with a turn based battle system that triggers when you touch enemies which allows you to dodge them, attack them or block their attacks. That said, they are still rather hard to kill. I am looking at implementing this battle system into this game, along with reducing the monsters.
2. Actually, Alien was one movie I watched when looking at inspiration for the next game. What I did there was only have boss fights and rely more on atmosphere and scares much like the falling bottle to get you. In One Night 3 I put wandering monsters back in but reduced them immensely, to maybe four in each area of the game so that when you do rarely see monsters they are a real threat.
3. I've seen the movies you listed. As I've said I went into this game with little idea of what I was doing. As far as my pinnacle of writing goes, I'd say One Night 2 is what I am most proud of.
4. That was the main design goal for One Night 2 which I wanted to give the impression of actually being inside a haunted, living house. Number 3 carries it on a little bit but you'll notice the atmosphere is not as terrifying as the second game.
6. I do apparently have lots of fans but none of them ever give valuable feedback beyond "oh this game was cool" so I appreciate any advice on improving it.

In short, you'll notice a huge jump in quality from One Night 1 to the sequels, something you can see reflected in Fallen Griever's reviews between the first and second games, with most of this game's problems that you listed being addressed. This said, I think it's about time I went about upgrading this game to use the same "engine" and playing style as its sequels.

Unfortunately though since you didn't make it to the end of this game... One Night 3 references this game quite a bit so the story of that game might seem a but jumbled when you play it. It's designed to be fully understood by people who played both of the prequels.

Thanks for your time.
Max McGee
with sorrow down past the fence
9159
Sounds like the sequel is a lot better, then. I will review it when I get around to it.
Well, I wouldn't say a lot but it is certainly much better.
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