Hello Neighbor! – Suburban Psychopathy

(Hello Neighbor, Tiny Build)

<p class&equals;"western">Let me take you behind the curtain to the man that lies beyond&period;<&sol;p>&NewLine;<p class&equals;"western">Sometimes we want to high-five a game&comma; give it some delicious thick journalism&comma; but we simply don&&num;8217&semi;t know how to present it&period; One such personal example in the past involved me writing a review&comma; the game going through some major updates and then being asked to write about the updates&period; The developer even personally asked about it&comma; and asking is free so it&&num;8217&semi;s fair enough&period;<&sol;p>&NewLine;<p class&equals;"western">I might have done it&period; At 3am with a frayed mind made more fizzled by caffeine&comma; sure&comma; but done it&period; However&comma; roughly around this time said game was getting a port&period; A port that was to be reviewed by someone else&period; So it seemed to me my five-sentence coverage would be heavily over-shadowed by the port review&comma; and in the end I walked away&period; A good idea&comma; but with no good way to add enough bulk to warrant its own madcap creation alongside a port review by another person&period; Yes&comma; my editor was and still is disappointed with me&period;<&sol;p>&NewLine;<p class&equals;"western">So we arrive at <em>Hello Neighbor<&sol;em> that has reached Alpha 1&period;0&period; If a game is a glorious house&comma; a preview would be like walking around the concrete&sol;brick walls prior to decoration&period; Alpha 1&period;0 in this metaphor is where they start building the walls with the groundwork in place&period; Therefore&comma; to quote the vague voice that is the editor&colon; &OpenCurlyDoubleQuote;Remember&comma; it&&num;8217&semi;s a very early build&comma; so I wouldn&&num;8217&semi;t even do a preview&period; More of an impressions&sol;thought piece&period;” This is where we are now&period; Describing my thoughts of how the walls look as they&&num;8217&semi;re being built&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;115116" aria-describedby&equals;"caption-attachment-115116" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-115116 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;11&sol;09151607&sol;Hello-Neighbour-Pic-1-1024x576&period;png" alt&equals;"Hello Neighbor&comma; Tiny Build" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-115116" class&equals;"wp-caption-text">&lpar;<em>Hello Neighbor<&sol;em>&comma; Tiny Build&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p class&equals;"western"><em>Hello Neighbor<&sol;em> is a stealth title by Dynamic Pixels about sneaking into your neighbor&&num;8217&semi;s house after moving in&period; Mostly because there&&num;8217&semi;s just something off about him&period; Those big rubber gloves especially&period; So rather than calling the police like a sane individual&comma; you decide to break in&comma; trying all you can to get into the cellar&period; Just&comma; best not to be caught though&comma; because if he grabs you it is all over&period;<&sol;p>&NewLine;<p class&equals;"western">You must then try again&comma; the enemy cluing in on your tendencies and reacting accordingly&period; He&&num;8217&semi;ll put bear-traps and cameras on the front door if you keep going in that way&period; Maybe instead start boarding up windows if you keep smashing and entering through there&period; Although this comes with the concerning problem of&colon; you&&num;8217&semi;re punishing failure&comma; by making the game harder&period; Maybe some wouldn&&num;8217&semi;t have any problems with this&period; For others though&comma; it seems failure is only going to happen over and over again with this mindset&period; With a difficult task for some being made impossible&period;<&sol;p>&NewLine;<p class&equals;"western">If there is another main thought to this&comma; it is that making a good stealth game with clever AI is harder than making a good stealth game with stupid AI&period; Naturally comes the slaps of palms to foreheads&period; Follow me on this journey though&comma; as I mean it more beyond programming AI&period;<&sol;p>&NewLine;<p class&equals;"western">To outwit a smart AI&comma; you&&num;8217&semi;ll need every tool you can muster&period; Even then you will lose&comma; a lot&period; A lifelike AI could chase you to the ends of the world in their quest to turn your windpipe into a fashionable bow-tie&period; Unless if you&&num;8217&semi;re particularly good at stealth games&comma; chances are you&&num;8217&semi;re just going to lose&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;115117" aria-describedby&equals;"caption-attachment-115117" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-115117 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;11&sol;09151649&sol;Hello-Neighbour-Pic-3-1024x576&period;jpg" alt&equals;"Hello Neighbour&comma; Tiny Build" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-115117" class&equals;"wp-caption-text">&lpar;<em>Hello Neighbor<&sol;em>&comma; Tiny Build&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p class&equals;"western">To outwit a stupid AI&comma; you just need to avoid the vision cones and pay attention to the route pattern&period; Even when caught&comma; there will be a fail-safe of how to lose them that will show stupidity&period; Depending how dim the AI is&comma; this will leave at least stealth-hobbists yawning or even casual players thrashing the game&period;<&sol;p>&NewLine;<p class&equals;"western">However&comma; and this is the main driving point&colon; I think it is incredibly difficult to make a smart AI easy but relatively easy to make a stupid AI hard&period; After all&comma; AI is only part of a scene&period; It is an aspect of the puzzle you must ponder over&period; Level layout&comma; for instance&comma; would not fall under AI but would definitely alter difficulty&period; Making a difficult AI accessible to weaker players &lpar;e&period;g&period; me&rpar; would involve handicapping them somehow&period; Making a stupid AI challenging for harder players would mean handicapping the player via methods like quantity of guards&comma; level design or even traps &lpar;e&period;g&period; cameras&comma; bear-traps or sound-emitting traps&rpar;&period;<&sol;p>&NewLine;<p class&equals;"western">I think if you want an example of what I&&num;8217&semi;m nudging at&comma; I would use <em>Metal Gear Solid<&sol;em> as a case study&period; The AI was always thick&comma; but difficulty came via modifiers&period; Game over if you got caught being on the extreme end&comma; but you also had things like damage&sol;health modifiers to punish you harder if you got spotted&period; So it was easier to tweak how hard it was to a level that made creeping past guards satisfying but achievable&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;115118" aria-describedby&equals;"caption-attachment-115118" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-115118 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;11&sol;09151713&sol;Hello-Neighbour-Pic-2-1024x576&period;jpg" alt&equals;"Hello Neighbour&comma; Tiny Build" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-115118" class&equals;"wp-caption-text">&lpar;<em>Hello Neighbor<&sol;em>&comma; Tiny Build&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p class&equals;"western">So&comma; as you may have grasped&comma; I kind of got my head handed to me in <em>Hello Neighbor<&sol;em>&period; I then had more security put against me&comma; which made it even more apparent how bad I was&period; Very quickly&comma; as soon as I got onto the property the neighbor would walk outside to give me a throat-cuddle until I passed out&period; Even inside&comma; I was faced with traversing obstacles like a shark pit in a room with a low ceiling that made jumping awkward&period; So I got caught a few times by a shark&comma; like how the surfer did in<em> Jaws<&sol;em>&period;<&sol;p>&NewLine;<p class&equals;"western">Besides that&comma; there is an unexpected level of depth in what was going on&period; Cutscenes would appear&comma; hinting at the neighbor&&num;8217&semi;s darker side&period; Even when I screwed up enough times&comma; they gave me a stealth tutorial of how to hide&period; I&&num;8217&semi;d be frustrated at being talked down to if the scene didn&&num;8217&semi;t feel so&&num;8230&semi;psychological&quest; As though to peel back a layer of what makes the psychopathic neighbor tick&period;<&sol;p>&NewLine;<p class&equals;"western">If you want to play <em>Hello Neighbor<&sol;em> now&comma; you can actually&period; On their website&comma; they&&num;8217&semi;re selling Early Alpha Access packs which give you access to Alpha 1&period;0 onwards to the full release&period; With the promise that if the full release doesn&&num;8217&semi;t work&comma; you&&num;8217&semi;re guaranteed a refund&period; Anything before then is fair game&comma; due to the chaotic nature of game development&period; If you like the idea of an adapting AI then this could be something that tickles your pickle&period; As someone who is clumsy at stealth&comma; I&&num;8217&semi;ll probably wait to see how it develops more&period;<&sol;p>&NewLine;

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