Lights Out feels like a half baked idea
![Johnny_XMan](https://us.v-cdn.net/6030815/uploads/avatarstock/n4CVTF4NL0Q0F.png)
After I hadn't read much about it (as I didn't want to spoil myself) I wanted to go in with a fresh mindset and give it a go.
Needless to say to my disappointment what I thought would be an entirely different scenario/objective. Was really a handicapped version of a normal match with a different FoV. Don't get me wrong, I appreciate the idea that "lights were out" It brought a different perspective to the view, but I was hoping that there would be a different objectives with Hide & Seek type gameplay where survivors are able to complete objectives to light up areas throughout the map to help them achieve a goal or something to that effect. OR the objective is you are able to (via a series of objectives) you can bounce between different realms, maybe the loops on the maps are structured differently... maybe there are "objects" throughout the map that can create a barrier and you have to figure out which objects they are (Example: a ladder next to a door that you interact with can be dropped down) maybe there is a light switch that needs to be fixed... etc etc
I realized very quickly this was not the case, nevermind the fact that my very first match was a tunneling Blight. So now that I understand it more I understand why people are voicing their concerns with some of them asking for a LONGER anti-tunnel BT off hook.... to which I have to ask, What's even the point of trying to balance a mode that practically takes away all the information we have on regular mode, but that even regular mode can't get a proper balance for it?
Maybe my expectations are too high, maybe I am being too generous when I say It's only "half good".... but there is two things I got from this that are certain for me. One, we need more than just an FoV change to call it a mode... and Two, if the devs are going to even consider something a mode that is basically just the same gameplay... Camping/Tunneling are going to become a major issue to anything they have in mind.
Anyway, that's just my opinion.
Comments
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Well, it's not called a game mode. It's a modifier. Very important distinction.
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I don't care what it's called... It's uninspiring, its just a FoV change with weakening survivor component with no new objective.
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It's a modification of the normal game, to make it darker and have less information. It's not meant to be avant garde, it's a stepping stone toward future game mods/modes down the line. It wasn't even a popular pick on their survey iirc, just done because it was easy to implement I would assume.
And heck, it was my least interesting modification from the survey and I actually was surprised how fun it was. My only two complaints being Legion killer instinct somehow working and killers seeing gen auras, and even then I've never had so much fun losing constantly as survivor because of the jumpscares and paranoia.
You can make an argument for tunneling/camping, but I consider those also an issue with the main game that would need to be fixed there as well as in the modifier.
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I agree that it is not very well made, with issues for both sides, however I like that it got made and hope that it will be the first of many custom game modes and eventually a mod support for game modes and realms? Well one can hope...
As for the mode itself it was probably the most unfun thing in a while and I only did the bare minimum to finish the tome, I will never touch this again. However I still hope it stays, as some people seem to have enjoyed it, so I don't see a reason to not keep it as a permanent mode...
Low visibility and no information about the killers whereabouts, resulting in constantly checking the surroundings to not get Gen grabbed, most likely still resulting in a free m1, is just not the type of gameplay I enjoy.
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