AVALIAÇÃO DA IMDb
7,8/10
3,2 mil
SUA AVALIAÇÃO
Adicionar um enredo no seu idiomaHenry wakes up trapped in his own apartment. Forced to crawl a mysterious gateway on the wall, he's taken to grisly realities that holds both secrets and answers.Henry wakes up trapped in his own apartment. Forced to crawl a mysterious gateway on the wall, he's taken to grisly realities that holds both secrets and answers.Henry wakes up trapped in his own apartment. Forced to crawl a mysterious gateway on the wall, he's taken to grisly realities that holds both secrets and answers.
Robert Belgrade
- Joseph Schreiber
- (narração)
- (não creditado)
Eric Bossick
- Henry Townshend
- (narração)
- (não creditado)
Dennis Falt
- Walter Sullivan
- (narração)
- (não creditado)
Anna Kunnecke
- Eileen Galvin
- (narração)
- (não creditado)
Lisa Ortiz
- Cynthia Velasquez
- (narração)
- (não creditado)
- Direção
- Roteiristas
- Elenco e equipe completos
- Produção, bilheteria e muito mais no IMDbPro
Enredo
Você sabia?
- CuriosidadesIf you turn on the radio in the first half of the game, when it still gives you the news, the game's producer, Suguru Murakoshi, is said to have been caught "urinating from atop a utility pole"
- Erros de gravaçãoDuring a death scene early in the game, the numbers carved into the person's chest are all ready in place, but the person is shown attempting to carve them into their own body as they're dying.
- Citações
Cynthia Velasquez: [flirting with Henry] I'll do a "special favor" for you later...
- ConexõesFeatured in Jampack Vol. 11 (2004)
- Trilhas sonorasTender Sugar
Music Supervisor: Joe Romersa
Music by Akira Yamaoka
Lyrics by Joe Romersa
Original Lyrics by Hiroyuki Owaku
Vocalist: Mary Elizabeth McGlynn
Avaliação em destaque
Whilst every game in the SH series has been picked over and impolitely prodded every which way already, I feel I have to write my own review/nitpick of this particular title somewhere.
This game, despite being a departure from the previous trilogy, is still very much a SH title. Awkward melee combat, creepy atmosphere of the kind RE could only dream of, squeezy females to admire (hey, blame the developers for putting them in), it's all SH. With one exception, these bloody 'ghosts'. Whilst the voodoo behind it is intriguing, having a melee-based combat engine (I've been through most of the game and not used a fire arm once) with enemies you cannot kill seems a bad mistake. There are also several other issues I have with changes to the SH format, not because I hate change itself, but because they're just changes for the sake of fiddling. Almost of the changes are for the worse.
Rather than trying to paragraph it, here's a few lists of what I really liked and what I despised about this game.
Here's what I liked about the game:
* The story was good, it was interesting, I'm impressed.
* The twin-headed enemy is one of the best survival horror monsters ever, what a fantastic design.
* The first half of the game (apart from the annoying gameplay changes) was as superb as ever.
* Some aspects of the room, it was an interesting plot device and things like the notes under the door, the peep-hole and the hauntings really ramped up the atmosphere.
Here are all the problems I have with the game:
* Copying and pasting vast swathes of your own software in a vain attempt to get content for nothing sucks big style. I don't care what excuse/reason anyone comes up with, it's lazy, ignorant and someone needs beating with the ugly stick over it. If they weren't interested in creating a full game then they shouldn't have started it.
* Lack of enemy types. Again, how many survival horror games do you need to make before you bother to at least add a good dozen enemies? The ghosts really don't count, 'leeches' ... how many seconds did it take for you to think of that? Dog monsters! Oh please.
* Dog monsters. They're not part of the SH universe, what cobblers, their only association is that the SH dev. team(s) insists on clagging one into each game. I think we didn't have one for SH2, but then that's another reason to like SH2 :D Dog monsters in survival horror games have been done to death. Let's act like we're making new games, not rehashing our own success, K?
* Puzzles - where? Were they copied and pasted over by accident? Lining up a few blood-splotched rooms to jump down is neither interesting nor difficult.
* Ghosts - why? Why on earth are invincible monsters here? I really don't care if it was supposed to be another game before you clagged SH stickers on top, these do not work, the bug involving Eileen constantly slapping them shows how little the impact of these monsters has been thought over. I got stuck on more than a few occasions in tight corridors by these things. I beat you down, now stay down for 2 seconds or just get the hell out of my way, I don't want to lose precious energy just because of flawed enemies.
* Hauntings - nice idea, why do I have to sacrifice my precious energy(again) in order to deal with them/save? I've scrimped and saved my restorative items, risked being sent to Game Oversville by not using them when I'm half-dead, now you're going to crucify Harry when he isn't even in the game environment? Silly, annoying and pointless.
* Limited inventory space - if you're going to change something, at least change it because you've found something which works. How does limiting the amount of bullets I can carry, limiting the health packs I can pick up, limiting the golf clubs I can pick up HELP me to enjoy the game? Does someone on the development team think trogging back and forth to stick items in the chest is fun? Take some time off, you need it.
* Save system - as above, why? Does the thought of needless time wasting make you people happy? Take another week off.
* Prescence of ghosts sapping energy - yes, I know about the St. Christophers, but why punish us just for accessing that part of the game? This really wasn't needed or well thought-out.
So, as you might have guessed, I'm not much of a fan of SH4. What really annoys me is that it was, at its core, a solid game. If the dev. team/Konami had bothered to make sure the basic game mechanics worked, this could have been an absolute corker. I can only despair when one of the best franchises in video games is rolled out of the showroom without wheels - if SH5 isn't a major improvement then Konami can keep the rest -.-
This game, despite being a departure from the previous trilogy, is still very much a SH title. Awkward melee combat, creepy atmosphere of the kind RE could only dream of, squeezy females to admire (hey, blame the developers for putting them in), it's all SH. With one exception, these bloody 'ghosts'. Whilst the voodoo behind it is intriguing, having a melee-based combat engine (I've been through most of the game and not used a fire arm once) with enemies you cannot kill seems a bad mistake. There are also several other issues I have with changes to the SH format, not because I hate change itself, but because they're just changes for the sake of fiddling. Almost of the changes are for the worse.
Rather than trying to paragraph it, here's a few lists of what I really liked and what I despised about this game.
Here's what I liked about the game:
* The story was good, it was interesting, I'm impressed.
* The twin-headed enemy is one of the best survival horror monsters ever, what a fantastic design.
* The first half of the game (apart from the annoying gameplay changes) was as superb as ever.
* Some aspects of the room, it was an interesting plot device and things like the notes under the door, the peep-hole and the hauntings really ramped up the atmosphere.
Here are all the problems I have with the game:
* Copying and pasting vast swathes of your own software in a vain attempt to get content for nothing sucks big style. I don't care what excuse/reason anyone comes up with, it's lazy, ignorant and someone needs beating with the ugly stick over it. If they weren't interested in creating a full game then they shouldn't have started it.
* Lack of enemy types. Again, how many survival horror games do you need to make before you bother to at least add a good dozen enemies? The ghosts really don't count, 'leeches' ... how many seconds did it take for you to think of that? Dog monsters! Oh please.
* Dog monsters. They're not part of the SH universe, what cobblers, their only association is that the SH dev. team(s) insists on clagging one into each game. I think we didn't have one for SH2, but then that's another reason to like SH2 :D Dog monsters in survival horror games have been done to death. Let's act like we're making new games, not rehashing our own success, K?
* Puzzles - where? Were they copied and pasted over by accident? Lining up a few blood-splotched rooms to jump down is neither interesting nor difficult.
* Ghosts - why? Why on earth are invincible monsters here? I really don't care if it was supposed to be another game before you clagged SH stickers on top, these do not work, the bug involving Eileen constantly slapping them shows how little the impact of these monsters has been thought over. I got stuck on more than a few occasions in tight corridors by these things. I beat you down, now stay down for 2 seconds or just get the hell out of my way, I don't want to lose precious energy just because of flawed enemies.
* Hauntings - nice idea, why do I have to sacrifice my precious energy(again) in order to deal with them/save? I've scrimped and saved my restorative items, risked being sent to Game Oversville by not using them when I'm half-dead, now you're going to crucify Harry when he isn't even in the game environment? Silly, annoying and pointless.
* Limited inventory space - if you're going to change something, at least change it because you've found something which works. How does limiting the amount of bullets I can carry, limiting the health packs I can pick up, limiting the golf clubs I can pick up HELP me to enjoy the game? Does someone on the development team think trogging back and forth to stick items in the chest is fun? Take some time off, you need it.
* Save system - as above, why? Does the thought of needless time wasting make you people happy? Take another week off.
* Prescence of ghosts sapping energy - yes, I know about the St. Christophers, but why punish us just for accessing that part of the game? This really wasn't needed or well thought-out.
So, as you might have guessed, I'm not much of a fan of SH4. What really annoys me is that it was, at its core, a solid game. If the dev. team/Konami had bothered to make sure the basic game mechanics worked, this could have been an absolute corker. I can only despair when one of the best franchises in video games is rolled out of the showroom without wheels - if SH5 isn't a major improvement then Konami can keep the rest -.-
- SteveRaccoon
- 29 de mar. de 2006
- Link permanente
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