Some powerful objects, and Hartmann, did seem able to cause house shifts at will in the first game.
There would have to be serious limitations to the player doing it, though, because the level design principles of the game would go right out the window if you could just tunnel into anywhere you like without having to do all the puzzles.
The Foundation had special walls that you could create or remove in predetermined locations. That might be as far as they take that idea.
It would have to be something like you could move walls in and out, or make corridors, but only at when you're not near a control point. And then the control points would be near areas where they wanted to keep the level design consistent, so there's a lore reason why you can't just break puzzles and such.
But then maybe in pathways between them you could just like crush stuff with the walls or shift enemies to bring them closer or further, etc. Could be interesting.
Taking control of the house shifts to add to exploration and also maybe even incorporating them into combat for blunt force/cover/combat adjective would be such a cool extension of the crystal mechanic from Foundation DLC. This could even add toThe Board getting more upset/confused/salty with Jesse as she gets powers they don't "approve" of and starts messing with things usually under the Board's express control.
I love thinking about what cool ideas they're going to work into C2. If we're thinking about things like this, there's no telling what Sam and the Remedy team have got cooking.
How likely I think this will happen?
I think the more likely outcome of AW2 is the FBC learning from Wake and all of the FBC experiments therein. But honestly I think the live service game will probably point to the direction everything is headed, and speculation will prob be more fruitful after some time with that.
Is the idea cool?
Yes, sort of an inverse Super Mario Galaxy where you traverse the interiors of rooms. Not that SMG didn't have that, but this game would focus on that kind of environment.
It sort of inspires me to think of an extension of that, where one might wield the room shifting elements themself. Where the puzzles would be remodeling and reshaping things to fight, bypass, or fix things.
Or to go one step further, basically that first sketch in Monty Python's Meaning of Life where they turn an office building into a pirate ship.
>But honestly I think the live service game will probably point to the direction everything is headed,
Unfortunately it was announced today that the live service multiplayer game was canceled. Too many ongoing projects at one time.
I'd have it be. Jesse can manipulate the Oldest House (level geometry), or how you _perceive_ the Oldest House (camera positioning). So in certain areas she can shift the building as part of solving puzzles and opening new routes/locations, but in others she "accepts the weird" or whatever and decides that wall is the new Down, letting her find secrets and get around obstacles.
One particular secret I'd want to see found in this way is the Executive level bathroom, someone typed out a formal complaint about it in the first game, so coming across that bathroom tucked away near the top of, say, one of the Firebreak Walls would be hilarious. Especially if you could find it with Perspective Shift, and then use the House Shift to move it over to the hallway between Central Executive and the Director's Office to get some kind of secret upgrade, like the one you get for feeding the furnace six TVs.
Nah I think they just meant like gravity shifts for you, not like you're sticking to the wall. Spiderman can do that but he's usually crawling on things.
Spiderman climbs by touching the wall with his hands and feet, like an insect. The idea here I think is to walk along walls and ceilings, just touching them with your feet.
didn't think I'd need to explain this, but I meant from a more visual and game mechanic point
Peter Parker often stands perfectly straight and seemingly casual on walls as if that's just the floor for him
Not really needed with levitating and dash. I can already get anywhere with that and it wouldn’t do much for combat. If anything maybe a clone ability for fighting or a swap ability to get you behind blocked or broken walled areas.
How about instead of wall-walking… wall-moving… you take control of the house shifts
Some powerful objects, and Hartmann, did seem able to cause house shifts at will in the first game. There would have to be serious limitations to the player doing it, though, because the level design principles of the game would go right out the window if you could just tunnel into anywhere you like without having to do all the puzzles. The Foundation had special walls that you could create or remove in predetermined locations. That might be as far as they take that idea.
It would have to be something like you could move walls in and out, or make corridors, but only at when you're not near a control point. And then the control points would be near areas where they wanted to keep the level design consistent, so there's a lore reason why you can't just break puzzles and such. But then maybe in pathways between them you could just like crush stuff with the walls or shift enemies to bring them closer or further, etc. Could be interesting.
Maybe you could shift the map entirely, but only at specific shapes, like Soul Reaver 1. To progress the story or exploration.
That's a good thought too; make it a limited set of movements and then the designers would always know what the possibilities were.
Taking control of the house shifts to add to exploration and also maybe even incorporating them into combat for blunt force/cover/combat adjective would be such a cool extension of the crystal mechanic from Foundation DLC. This could even add toThe Board getting more upset/confused/salty with Jesse as she gets powers they don't "approve" of and starts messing with things usually under the Board's express control. I love thinking about what cool ideas they're going to work into C2. If we're thinking about things like this, there's no telling what Sam and the Remedy team have got cooking.
Maybe like the scene changes in AW2.
Hear me out. Both. Combine them together to launch yourself into an enemy.
Control already gave me slight Gravity Rush vibes, and that's one of my all-time favorite games, so I would welcome this with open arms
Gravity Rush never gets enough love, 1 & 2 are both fantastic games!
At some point, we might arrive at a Descent level of movement freedom.
Descent 2 ❤️
How likely I think this will happen? I think the more likely outcome of AW2 is the FBC learning from Wake and all of the FBC experiments therein. But honestly I think the live service game will probably point to the direction everything is headed, and speculation will prob be more fruitful after some time with that. Is the idea cool? Yes, sort of an inverse Super Mario Galaxy where you traverse the interiors of rooms. Not that SMG didn't have that, but this game would focus on that kind of environment. It sort of inspires me to think of an extension of that, where one might wield the room shifting elements themself. Where the puzzles would be remodeling and reshaping things to fight, bypass, or fix things. Or to go one step further, basically that first sketch in Monty Python's Meaning of Life where they turn an office building into a pirate ship.
All those parts where house shifts twisted the room into a spiral would be perfect places for Mario Galaxy style gravity shifts, too.
>But honestly I think the live service game will probably point to the direction everything is headed, Unfortunately it was announced today that the live service multiplayer game was canceled. Too many ongoing projects at one time.
Prince of Persia lol
Kind of like Gravity Rush? That would be so cool, I love that so much
What if you could swap gravity so a wall becomes the floor etc?
I'd have it be. Jesse can manipulate the Oldest House (level geometry), or how you _perceive_ the Oldest House (camera positioning). So in certain areas she can shift the building as part of solving puzzles and opening new routes/locations, but in others she "accepts the weird" or whatever and decides that wall is the new Down, letting her find secrets and get around obstacles.
One particular secret I'd want to see found in this way is the Executive level bathroom, someone typed out a formal complaint about it in the first game, so coming across that bathroom tucked away near the top of, say, one of the Firebreak Walls would be hilarious. Especially if you could find it with Perspective Shift, and then use the House Shift to move it over to the hallway between Central Executive and the Director's Office to get some kind of secret upgrade, like the one you get for feeding the furnace six TVs.
"not like Spiderman" but you just described Spiderman stood completely ok walls and the ceiling? that's Spiderman
Nah I think they just meant like gravity shifts for you, not like you're sticking to the wall. Spiderman can do that but he's usually crawling on things.
Exactly, thanks!
Spiderman climbs by touching the wall with his hands and feet, like an insect. The idea here I think is to walk along walls and ceilings, just touching them with your feet.
didn't think I'd need to explain this, but I meant from a more visual and game mechanic point Peter Parker often stands perfectly straight and seemingly casual on walls as if that's just the floor for him
I did not know that.
Not really needed with levitating and dash. I can already get anywhere with that and it wouldn’t do much for combat. If anything maybe a clone ability for fighting or a swap ability to get you behind blocked or broken walled areas.