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| JBurroughs | Dec 31 2006, 08:38:01 PM |
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ALYSSA! I've become a Subordinate!
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Cool idea! Perhaps "Luck" could also affect the locations of teleporting items (if they brought them back). Suppose an item, say "Lotte's Diary," could either be found under a mattress (you just have to check the bed to find it), or on the top shelf in the library (you have to knock another bookshelf into the one you're trying to reach and climb it like a ladder to find it, and the noise might attract a stalker and trigger chase mode). If Jennifer's Luck was low, she'd be more likely to find the diary on the bookshelf, where it's harder to get. That reminds me of something else I'd like to see in CT4: an expansive, open environment. Not sandbox, because I like the claustrophobic feeling you get from being trapped in a single building, but like the Burroughs Manor in TFF. Instead of forcing you down a linear, straight line of progress, the entire house (barring the tower and the few rooms that get you to it) is open from the very beginning, and remains open to the very end. You can wander around the place, checking things out at your leisure, solving puzzles in whatever order you find them, and until you get to the dog that marks the "point of no return" you can revisit places you've already been. No messages telling you "I don't need to go in this room" or "there's nothing important up those dark intriguing stairs" or "it's too much effort to move the trash can blocking this hallway" and whatnot. I would love to see more levels like that in CT4.
Count me among those who would LO-OVE to see what could be done with Clock Tower and a Wiimote. |
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| Clock Tower 4 Ideas · Clock Tower 4 | |





7:57 PM Nov 27