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Inferno & Hysteria Special State Outlines v1

🕑 Added 2022-10-19 01:27:13 +0000 UTC
Inferno & Hysteria Special State Outlines v1

Comments

Greyson Kehm

Being able to switch between the two of them? That's a great feature! Thank you for your reply, Alex, and you're welcome for the feedback!

Dylan

I love those designs! Simple yet so much details without it being cluttered

Karma Chameleon

Love it all!! The variations are amazing and I can't wait to try them out!!!

AniFae Kusanagi

First of all, all of these are truly brilliant! I was wondering, will you as the player, be able to find items that may perminantley increase the duration of either the Inferno or Hysteria Bar? Perhaps to promote exploration? Also, could these moves have a risk factor too them? Like using something too many times may have an adverse affect on Alice, giving some strategy to when to use a certain move? Or using that theory, a move that may sacrifice some health in order to pull off some crazy-ass psyhco move haha. I can really envision the battles based upon your descriptions Alex, and, if i may say, i cannot bloody wait. Awesome.

Alex Crowley

@Greyson Kehm Thanks for the question. Both states are introduced at key points in the Narrative, with Hysteria coming first, then Inferno in the next stage. In the narrative outline, both states are integrated into the story, allowing for sufficient training during gameplay. Once both states are unlocked, the player has the choice for which one they'd like to run. We also see checkpointed areas (such as before Boss Fights) allowing players to switch or change Special playstyle (Hysteria or Inferno) to see which is best for them to tackle that scenario. They are linked to equipping Alice's necklaces. One necklace triggers Hysteria, the other Inferno. On more casual settings, I'd envision both states would be available, (but like you said, probably a bit OP to have a reward at both ends of the fail/success spectrum simultaneously). On harder settings, the choice is up to the player on how they'd like to play. Death save, or reward for skilled play. I think conceptually that approach adds a level of depth and shelf-life to the game experience, and adds some replayability for how Alice handles in the long-run. Thanks for your feedback and question!

Greyson Kehm

So you pick Inferno or Hysteria at the beginning or something? It makes sense; it would be a bit overpowered to have both of them at the same time. I think I would go for Hysteria in my first few games, as I'm more familiar with it from Madness Returns and I would also probably take a while to get used to the combat mechanics of Asylum. Once I got more experience with the game's combat, I'd love to give Inferno a try. As for the combinations of Inferno's states, I like "Hail of Fury" and "Firestorm" for activation, with either "Speed Demon" or "Phoenix" for passive. I like the idea of either causing damage at a distance or a lot up close, and then either Alice as the "Flamin' Flash" or as a fiery Wolverine. Another difference between Inferno and Hysteria seems to be that while we are allowed to combine the multiple Activation/Passive States for Inferno, we don't get any real choices or flexibility like that for Hysteria's Special Attacks. Is there a trade-off for this, or will more Special Attacks be added?

Anna Lepper

love these ideas! I'd definitely still need Hysteria, but I'd love to see people using Inferno who are actually skilled

Nicholas Navea

YES 1000% YES!!!!!!!

Alex Crowley

Heya Greg, you’re right, there’s a slight jumble in the copy/paste order from my working document to what American has posted here, so I’ll get in touch and see if we can get it arranged correctly. I think my approach in the design has always been adhering to flexibility and accessibility. The intended experience is to cater to players of all skill levels, which I think would ultimately be chosen by the difficulty setting from the start. I could see both modes (Hysteria and Inferno) available on easier and more casual settings, and we’d give checkpointed chances to change the mode in higher difficulty settings. We also do want to cater to advanced players, so having higher stakes and a failure state more readily available I think makes sense for higher difficulties, and for those who don’t mind getting a bit sweaty. The core approach always comes back to making Asylum a casual and easy experience from my design discussions with American, but I think the real answers and implementation will come from dev input and deep playtesting if we are greenlit. Something for everyone, and play how you want is the core experience, and I think the system and foundations in the design will allow for that. And if not, we can reshift and reposition to allow for it when the time comes. The balance to strike I feel in development will be the right mix of enemies, density, attacks and amount of pickups/resources to offset a fun experience in Alice’s abilities. Here’s hoping we get there! Thanks as always for the great feedback and discussion points.

The activation criteria for "Hysteria" appear to be in the last paragraph of the "Inferno" section, as I presume "Inferno" doesn't want a low-health trigger. That aside, is there any reason the player needs to select just one of these modes to aim for? A bad player with "Hysteria" equipped can have a day where everything is going great and not get the exclamation of finally using "Inferno", and contrary, a skilled player might hit an encounter that just kicks their butt and will sorely miss "Hysteria" saving them. Since one tracks off health and the other is a combo meter why not have both? Maybe this will result in an "easier" game but I don't think this franchise has ever been considered to have some hard-mode pro-gamer sweat-lord tier of gameplay.

Thats a reasonable choice and I would be all on board for the weapon skins. I haven't had time to read the design bible yet, so I don't know what you have planned but I really liked the four elements theme you wanted for madness retures and I would love to see the ice wand and eye staff return. games have come along way and I think alot could be done with them.

Rose

Sick mechanics and awesome art! Really like the idea of good combat rewards. Keep up the great work!!

Alex Crowley

@Darryl Viljoen thank you for the kind words. By design, the focus is on the special abilities to stand apart, as not to create redundancies in the standard weapon usages. I'm a big advocate for the original weapons too, and we'll see returns of the staples. (See the Game Design Content Spreadsheets a few posts back for info on the weapon selections). While the states are active, the weapons are considered here to be buffed with damage increases, or additional perks not usually available, depending on your loadout and specials selected. If time/budget would allow, I would envision we would see Inferno + Hysteria skins for the weapons during the special active states. All hypothetical at this point, but I believe that's the right choice if we are greenlit for development. Hope that answers some things, thanks for the feedback and for your questions.

sumblinker

I like the Inferno mode, that Alice looks badass af.

Looks awesome. Will the abilities be default or will the different weapons get their own abilites? Also can we get some weapons to make a comeback, it always annoys me when these game just ignore all the previous one, especially when there is no reason why they wouldn't still have the old ones.


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