13-09-2008, 06:13 PM | #251 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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And a topic called "this could save people time" in Site Comments, discussing adding new options to the game display filter on the site is the right place to ask that?
I believe not. |
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14-09-2008, 08:43 AM | #252 | ||
Join Date: Feb 2005
Location: Bad Konig, Germany
Posts: 3,565
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12-04-2009, 08:59 PM | #253 | ||
Join Date: Mar 2009
Location: Omaha, United States
Posts: 39
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Combine a house that traps people, a restless machete-wielding spirit, and a cat burglar who picked the wrong place to break into. Stir well. Yields one nerve-rattling game that should not be played in the dark.
As a sidenote, the genius behind the Chzo series also made a action/RPG title where you play the master thief at work. It's called "Trilby: The Art of Theft" and is set sometime before 5 Days. Definitely worth your time. |
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20-04-2009, 08:20 PM | #254 | ||
Join Date: Jan 2005
Location: Stockholm, Sweden
Posts: 106
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I love this game, it's very well done. Only thing I feel is stupid is the fact that the characters are stuck at the property. I know why the designer did this but I can't see pass the absurdity of the situation. If Trilby and the others managed to get into the house, then they could get out. How about breaking the very window he used to get inside? Why not chop down the tree in the yard, or move all the furniture out and stockpile them and get over those not-very-tall walls that way? Why not just break or burn down the damn front door?! No? WHY??
Pretty thin.. But I still love the game
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"With strange eons even death may die" - Lovecraft |
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21-04-2009, 04:35 PM | #255 | ||
Join Date: Sep 2007
Location: Pescara, Italy
Posts: 989
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The reason they cant leave the house is very well explained in the game.
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21-04-2009, 04:56 PM | #256 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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Wasn't there some conversation ingame about them trying to break out windows and being unable to?
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22-04-2009, 07:17 PM | #257 | ||
Join Date: Jan 2005
Location: Stockholm, Sweden
Posts: 106
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Yeah Capo, I'm sure there was. Some "supernatural force" that kept them there or something. And this force is strong enough to keep them from breaking doors and windows, stacking furniture, burn the walls etc but it leaves them free to plot against it and find objects that can be used to actually hurt it? "Okay, I'll let them pick up the idol but NOT the table or the chair!". So a supernatural force is not a GOOD explanation, it's a cheap one at best. But it's really the setting itself, a house that ruins the game. Had the setting been on a spaceship instead (like the sequel) no way to escape actually makes a lot more sense and works a hell of a lot better.
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"With strange eons even death may die" - Lovecraft |
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22-04-2009, 10:38 PM | #258 | ||
Join Date: Jun 2004
Location: Norwich, England
Posts: 1,325
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Yeah, I remember an interview with Yahtzee somewhere (where currently escapes my mind) and he says that constantly having to think of new methods of preventing escape from the house was one of the things he was least proud of about the game. It's the reason he set the next game on a spaceship.
Come to think of it, painting messages on bedsheets and hanging them out of the windows would have worked too. |
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23-04-2009, 05:29 PM | #259 | ||
Join Date: Sep 2007
Location: Pescara, Italy
Posts: 989
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Deadly you think too much
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23-04-2009, 07:14 PM | #260 | ||
Join Date: Jan 2005
Location: Stockholm, Sweden
Posts: 106
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"With strange eons even death may die" - Lovecraft |
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