In Figure. B, the room layout is the same, but now they are facing away from the door and must manually swivel to see it and push the door button.
Figure. C improves upon Figure. A by providing more rooms. This means more camera feeds to check and more routes for the monster to travel through, increasing the risk that the monster could take a shortcut. The Player still has to lean to the side to push the door button.
Figure D. copies the layout of Figure. C, but incorporates the mechanics of Figure. B by forcing the Player to keep track of the camera feeds whilst having to turn around to shut the door, increasing the need for a rapid reaction to the monster's progress.
Figure. G is a copy of Figure. C, only all rooms but Room 1 are now in low light to make it more challenging to see the monster. The Player must lean to the side to activate the door close button.
Figure. H is a copy of Figure. C, only all rooms but Room 1 are now in low light to make it more challenging to see the monster. The Player must swivel to activate the door close button.
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