SE2 Survival (First impression)

VinyLeader shared this feedback 24 hours ago
Not Enough Votes

My first Experience playing Survival with the understanding that it is still in Alpha and some thoughts to consider:


1. The intro was good, had beautiful imagery, but the problems arose with the crash. The characters where just standing there swaying while a voice over plays. It felt more like audio was laid over game footage of players going AFK. The constant camera changes was disorienting and didn't add to the scene. It would be better if the camera stayed fixed to specific positions until one of the characters move to a different spot.

Film studios are limited on their cameras, so they learned how to get as much out of a scene with the fewest cameras. If the viewer is constantly having to think about where the new camera is positioned, then they will not be able to focus on the scene.

Slow moments is where there should be the fewest camera changes because that is where things should Calm.

You need Camera assignments:

-Blue Camera (Zoomed in and Zoomed out)

-Red Camera (Zoomed in and Zoomed out)

-Room Camera

Treat Camera's like they are a microphone


Camera Angle options:

-Example 1: have a camera view placed on desk so we can watch the guy work on said Desk, but the guy sitting on the ground will be the main focus.

-Example 2: Have the guy move to the door, stop there when he's told to "Go play the Hero", and say the "Farewell" line

-Example 3: The Blue guy enters the room with the over head camera tracking him from Left to Right. When we see the Red guy he should stay in view for a minimum of 2-3 seconds. Then jump to camera view behind the Red guy, keep the Red guy in view while the camera is angled to look at the door. This will give the viewer the minimal amount of information to know the area before jumping to it.(Think Marshallers signaling to the Driver/Pilot that the responsibility is being passed to the next Marshaller)


ALso, keep the Characters busy. Humans are always using their hands, even if it's just fidgeting with something, not keeping them stiff by their sides.


2. The sounds on the dirt sounds hollow, not enough crunch (Alpha, I know). Either get some boots and record the sound on some dirt, or buy a box of Frosted Flakes and Rice Krispies, mix it together, and place something slightly soft on top of it (To muffle the sound) before recording the crunch for a similar sound effect. You'll still need to the scuffing sounds though.


3. The introduction of the Jetpack should probably be where the topic of "Long Jumps" should come into play, and the Silicon should be for the Jetpack. Encourage players to not always rely on their tools for everything, prepare for when they are not readily usable.


4. My game almost crashed when opening the G-Menu (again, Alpha)


5. When getting into the first Mine to repair the First ship, there probably should be a True/False test to check if you entered the Mine before the conversation ended.

>Did the Player enter the Mine before the Conversation ended?

-If False, the guy says he made it in the mine

-If True, the guy tells his buddy "Yeah, I got in while you were rambling. Took so long I already started growing a garden"-"Very funny", then the original audio plays

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