Why Joe Scares Horror Games Video too dark? ua-cam.com/video/q9dHOokOuxM/v-deo.html Prefer chatless? ua-cam.com/video/MAFuvw-QlGc/v-deo.html Both? ua-cam.com/video/8CScJxggDN4/v-deo.html
well they play video game as entertainment, so they want to extract the most fun out of it. Joe plays these games as a job on his stream, so he want to extract the most view out of it. And to attract view, he needs to stand out from the majority
@@HO1ySh33tyeah and to add to that he seems to do this by attempting to break a game or at least try to do things that you should literally be able to do if it were real life, especially when that thing is so obviously what a person would do and it’s simultaneously implied to you that there’s a different thing the game wants you to do instead which makes less sense.
@@HO1ySh33t I mean it is a shtick that works. I found the dynamite hassle frustrating but the part at 1:20:00 onward was very funny. can't get these sort of experiences much elsewhere unless you yourself are very patient with experimenting with games.
at one point joe asks "how come we never do that?" in regards to leaving notes behind and someone in chat says "i wanna play a horror notes writer simulator" and i just wanna say that alan wake has been out for a while
Joe is a master of emergent storytelling, taking things too literally, semantically scrutinizing the devs' thought process when it comes to design, and being absolutely terrible at video games. He really is a dad.
I love how dark amnesia games are. It makes it really pleasurable to watch them get streamed. It reminds me of videos of cave exploring in minecraft without torches
Its not terrible on pc where the monitors are designed the way games expect them to be, but on mobile its always so dark haha. It makes me wonder, it would be interesting to have an option to record brightness differently than display... Like an output with a different brightness render or a filter on the players game screen. Lots of horror games are sufficiently and oppressively dark for the player, but not cripplingly so unless designed that way... But too many non pc devices are too dark. So the streamer has to choose to ruin the darkness effect entirely and preemptively delete any tension it might bring, if not making the game look ugly, just for viewers. Back in the day, video creators would brighten in post. So a stream or output filter could mimic that for real time content.
Thats how all his streams are. Joe is a pretentious soylent chugger but he has the intelligence to understand proper game design, there aren't really any better options unless you want to listen to Jacob Gellers gay ass monologues about a fish with a parasite for a tongue.
@@Sm0k3turt Part of my issue with it is when he is playing these games entirely wrong intentionally, breaking them, making them look stupid and the chat is going "wwow this game looks like trash" like ???
@@kitt5208 Thats like 90% of the streams I have watched of him. He always try to break the game, and always everygame can be broken if thats all you want to do. This doesn't make the games bad, I like that games are imperfect and has holes, its what makes speedrunning so cool.
At what point in these streams does he realize there's no such thing as "rat tax" and you can permanently get rid of rats? Even the chat just believed him when he implied that the rats were some unavoidable tax that the player is forced to take damage from for the entire game. I'm pretty sure the game even tells you how to clear them from an area.
He doesn't, for all the complaining at the beginning about how the game tells you "if you think it's possible then it probably is" and how the game doesn't give you enough freedom to do things, then proceeds to barely use flares, molotovs, gas grenades, and just brute forced his way through the game and proceeded to call the game design primitive lol.
So basically the point in the generator is, if you have it on he won't come out as often, there's a sign on the side of the generator on a pipe saying something like "Kepp the generator on at all times that fucker hates light!" Also the explosive barrels are used for blowing up locked wooden doors and taking off locks etc.
I liked how this was more of a survival horror game than the other Frictional games. As much as Amnesia was basically another Penumbra, Bunker felt like it met the tone of those older games to me better, and it wasn't a jump scare walking sim like SOMA. Though SOMA still has the best story, it's clear they recognized the weakness of their monsters as actual in game obstacles when they added the mode where the monsters don't attack.
the bunker solidly has the best gameplay from frictional to date, it'll be extremely hard to ever top SOMA's story, but they've outdone themselves with the survival horror stuff here
The game *introduces itself* as a sandbox. "Experiment" is the very definition of a sandbox game. Telling players they can do anything only for the main quest to be a linear non-negotiable task is a complete mistake.
@@hotpocketsat2am Lol, playing with words won't get you anywhere. It doesn't change the fact the game STARTS with the advice "if you think something works, it works" and it turns out you have to follow a linear quest.
@@Dante02d12i mean the game expects you to have common sense. joeseph andy or whatever his name is is just being intentionally obtuse for content. no normal person really thinks that if you bring all the explosive barrels to the entrance you unlock a secret ending or whatever.
@@hotpocketsat2am In Far Cry 5, you start by meeting the future villain. He asks you to wait for 15 minutes. If you do it (like, literally wait for 15 minutes), you unlock a secret ending. And that's just one example off the top of my mind. So no. If you tell players that they can do anything, they do expect that whatever they try (at least any idea that makes sense) would work. I don't know why you feel so much the need to defend the game on that point. No one is telling you not to like the game. Just admit that telling players anything would work is a straight-up lie here.
tbf the entire chat didn't really like the intro either. I think Amnesia is best played when you, as the player, are unaware of the history of the character (as an amnesiac would be)
@@HappyLarry.Yeah thats my only complaint, you never really have amnesia. Henri regains his memories near immediately after recovering, given that he titles his own journal entries as (me). Asides from that, I think the intro is great. It's tense and atmospheric, all without even entering the bunker or seeing a monster.
@@unfortunatecircumstances8870 it's been so long, but did the first game have multiple journals with different views? I feel like if it didn't, that could've been a really cool thing. Like finding all the different keys and trying to figure out which locker was yours.
@@HappyLarry. I believe in the beginning you learn about Daniel as he writes a note addressed to you after he loses his memories. But the important bit is that his relation to this place, his goals, and his sins are all hidden until much later. On the other hand, you play as Henri before he even loses his memories. You see the inciting incident and play it yourself. Really the only "reveal" is the depths of how bad Henri messed up, but even still, if you're perceptive you can figure that out yourself. I think Amnesia did have journals from other people, but it was never in question who you were yourself, just what you had done.
Don't take it as me attacking you over a comment, but does that really make Joe a smartass(even though I agree that he is)? Developers made the exit look so easy to get through, that its comparable to being unable to climb over a fence/bush in some older games. They then tell you to do whatever you want and give an example of destructible piece of environment. Anyone with half a brain would see climbing through or exploding the exit are the quickest and easiest solutions. Especially when you compare it to going deeper into it to get gnawed on by some beastie. Devs could be smarter about the situation and make it so that when you explode the entrance it causes ceiling to break and crash down while also wounding the player with shrapnel or causing eardrum rupture. It would make the situation seem even more hopeless. And the game would become even more difficult/scary for normal players. It would also be fun for someone who tries to break the game like Joe. Even Ubisoft managed to come up with similar stuff ffs
@@Poppenheimer69that’s totally fair actually! Yeah they should’ve thought about that if they wanted to out smart players in a clever way that is also effective for the horror. Maybe it’s just my understanding of horror tropes that I knew it would be dumb if I could just blow it open and leave.
@@Poppenheimer69 i absolutely agree on some points but i also feel like the player has a very clear understanding that the end-goal of the game is to retrieve the requirerd components. I wouldnt be surprised if the vast majority of players never even thought about trying to blow up the rubble their own way (gotta hand it to joseph to using the barrels is a clever idea). I think the reason why they left a gap in there was to let the player see the faint beams of sunlight seep in to emphasize how trapped the player truly is by taunting them with the faintest reminder of the outside world. But yeah i would've appreciated some more wooden beams or something to make it clear theres no way you would be able to squeeze in there. Maybe it could've been solved by requiring the player to actually drill a hole in the rock to create a blasthole like you do in real-life explosive excavation. I mean they were excavating the ruins so could've had an narrative excuse why you could find such equipment in the first place and why normal explosives wouldn't work for removing the rubble.
I think all this stuff would be excusable as typical video game logic but Joe was extra upset because this game had the gall to suggest you could do almost anything you can imagine
He wasn't upset that he couldn't blow up the exit, he specifically thought it was stupid that the devs had that 'if you think something is possible it probably is' like they'd made some clever in depth immersive sim when they just made another bog standard adventure game. There's nothing wrong with being a standard adventure game and so breaking logical problem solving, there IS when you present it like your game allows clever logical problem solving. As he pointed out basic logic says even the goal of getting the detonator makes absolutely zero sense, even without stuff like only being able to break a trap by using bullets and nothing else that provides force, or that they give you explosives in a situation where the goal is to get explosives, but those explosives do literally nothing. It's bad enough to say that to the player when your game isn't an immersive sim and was never intended to be, but saying it when you literally CAN'T do anything BUT the single intended way of solving problems is straight up retarded.
7:51 holy shit, it is so satisfying to finally see Joe do this. Usually he just brute forces everything and stumbles his way through puzzles. I think puzzle games are way more enjoyable when you do what the game wants you to do.
The thing is, this game literally tells you to try and experiment and be creative in solving problems, which is the style of puzzle problem-solving Joe enjoys most, so of course he's going to do that.
1:15:30 this is actually something you can do in the original Deus Ex from 2000. If you flee through a closable door from a hostile enemy, close it, and then quickly close it every time they try to open it and go through, you'll have broken line of sight and eventually the enemy will just go "I lost him" and wander away.
To be as fair to Amnesia trying to blow up the exit instead of playing the entire game because "If you think you can do it you probably can" is like getting mad at a game for saying "press any button" and then pressing the power button.
@@LckD008good immersive sims also have internally consistent logic i.e. if a barrel filled with gunpowder explodes when it is shot then so should dynamite
@@Echantediamond1 reminds me of Prey where you get the toy (bow? I forgot) that shoots foam projectiles which can activate door buttons and can actually be used to operate a computer from far away.
@@LckD008 Yes!!!! This is what I mean! Makes me think about how a game like Noita would be reviewed if there was this one specific item that doesn’t operate by the rules anything else does
Far Cry 5 lets you see the ending by literally just waiting like you're told to and everyone loves that. It's kinda the same thing. "Wait for me."/Explode the door." "Okay." *he comes back and gives you the important story info from the ending*/*BOOM* *game ends and now you decide whether you're good with that or if you want to actually play the game* This is cool and good to do I think, especially if you straight up say, "If you think you can do it, it will probably work."
Thanks for uploading these highlights! Honestly I really struggled to see anything on my phone screen though, would you consider slightly increasing the brightness if Joe plays one of these super dark games again? Thanks!
I dont agree with his opinion about the game. I feel as if I can make any game feel bad based on playing the way he did, but at least I loved it and had incredible moments.
He harped on it too much but saying “you can do anything you think should be possible” then making the game about getting explosives to blow up rubble, then not letting you use explosives to blow up the rubble is very silly.
@@SomeOne-vf1rs They should have made the barrels less intimidating. Were there even explosive gunpowder barrels of that quantity in ww1 bunkers anyway?
@@Craft2299 Probably not lol. I think the barrels being littered around is very silly. Honestly this problem could be solved if they had just… tiny bricks of explosives. Something still powerful enough to scare away the monster and break doors, but that you wouldn’t expect to destroy the debris. Maybe have it so if you stack up a ton of bricks, you can destroy the rubble, but they’re so scattered that you’d have been better off just getting the tnt, but you’d have the option.
@@SomeOne-vf1rsYeah that's not what the game says at all. It says to try whatever you think may be possible, as it likely is. They refer to the fact that there are multiple ways to bypass the traps, puzzles, and the monster. The fact that you're complaining about the game not allowing you to simply bypass the entire experience by grabbing a few explosive barrels (which you can get before the monster even spawns) shows just how petty the argument really is. Survival sim or not, it's still a game.
@@unfortunatecircumstances8870 True. Expecting that you could blow up the rubble isn't that unreasonable, though. Perhaps there should be less explosives around...
Joe being completely baffled at how things worked in the opening minutes and seemingly having no idea what a flare is, then calling it a rough opening, did not bode well.
Disappointed in joe's playthrough here. I was curious about this game, and I've liked some of Joe's playthroughs before, but I'm really seeing so much nitpicky pedantry and negativity the more i watch his stuff. It makes it very grating to watch.
I get that many people don't like the "If you think it's possible, it probably is." line, but I think it was mostly the devs wanting to make sure the player is told at least once to be experimental. The amount of UA-camrs/streamers/"Critics" that immediately take that as a cue to be assholes about it, and especially the amount of people who roll the barrel up to the exit and then act like they totally called the game on being hypocritical is just sad. Yeah, you're totally right dude. We should've just been able to immediately open the exit with an easily accessible explosive barrel 15 minutes into the game. I'm sure that would've been totally awesome and compelling.
Not trying to call you out in particular but are the people arguing this just new to games? Old games had Easter eggs like that all the time. It’s completely reasonable to reward players for being clever when the game explicitly encourages them to be. These super low expectations for what games can be must be coming from people who have only played linear cinematic AAA games from the past two decades. It’s easy to both allow this clever thinking as an Easter egg while not making it the primary win condition. Maybe you find other items/info that give you a better/proper ending or maybe there’s a reason why using the explosive barrels doesn’t work other than “the rubble is immune to all explosives except one”. Or maybe you have to kill the monster by going deeper and progressing normally and if you don’t it gets out and causes a bad ending. If you really think it’s reasonable to 1. Tell the player to try things and that common sense applies, 2. Make an obvious and easy exit, and 3. Make that obvious and easy exit non responsive to obvious interaction, then I have to ask, why even make this game interactive if the player’s input does not matter? It seems like really bad design to me.
@@ilikeshiba Just to repeat: I do think the "It's probably possible" line is badly worded and easily proven to be an overstatement. But I think anybody that has been playing games for a substantial amount of time should immediately understand that it doesn't mean "Real world logic 100% applies here" and instead just calls for creative thinking in places. Instead, so many people immediately embark on proving that they're smarter than the game and then act like its some galaxy brain move to throw grenades or explosive barrels at the exit. Wanna know why it doesn't work? For the same reason that the Monster does not just camp the safe room, or tunnel straight into it for that matter. There wouldn't be a game if it did. And even if you allowed the exit to be cleared via the simple methods, it would at best be a joke ending in a game that is trying to be serious. (Important word here is TRYING) People doing this kind of thing are on the same level as those who used to complain that they don't just take the eagles to the Volcano in LotR. You're not necessarily wrong, you're just an a**hole.
@@stuebi7179 yeah so I agree with what you’re saying as a practical way to approach it as a user but in terms of the design itself, it’s bad. In design there’s something called an “affordance” which is the set of actions you can do with an object. For example ladders can be climbed. Good design uses the fact that we intuitively have an understanding of how objects work. Bad design does not. The problem presented is, “rubble is blocking the exit, we need to explode it” and the player is provided with objects whose affordances are “explodes” but even worse, the explosive barrels do actually explode, it’s not just an expectation of what they should do. They just don’t do anything to the rubble. It’s like if the player was told “you need to get up to the second story” and then given a ladder and the character refuses to climb it because you need a step stool. It’s a textbook example of bad design. This is the kind of thing students learn about when learning about design for the first time. Also to play devil’s advocate about the eagles thing: it’s a writer’s job to address obvious things to keep the reader focused. In a horror movie you need lines like, “we can’t call the police because it will just make us look guilty!” because otherwise the audience will just feel disconnected and think “why don’t they just call the police?” for the entire movie. That said, I think the eagle situation isn’t as obvious and it’s from an era before focus testing was as common in media but it really isn’t that hard to deal with as a writer, just add a throw away line explaining why it’s not possible. That’s really all you need, and it’s what good writing does. The eagle situation is only obvious at the end of the story though so I’d argue it’s not really even distracting just a “huh that’s weird” when reflecting on the story.
If we were living in a word where breath of the wild and games taking cues from breath of the wild didn't exist, I may be agreeing with you, but the fact is, once you tell a player "if you can think of it, it's probably possible" in a post breath of the wild world, that player is 100% going to think the world of the game works on some kind of similar logic. We live in a world where games exist that WOULD let you blow up that door, or cut a rope with a bullet to drop something on the monster. By putting that line in the game the devs shot themselves in the foot.@@stuebi7179
For some he was obviously being facetious and wasn't expecting them to work (Like shooting the support bar to drop the roof or pushing things through the bars, he was shocked he actually could), but for the explosives one that's pretty fair. You're literally using big explosives to find small explosives to blow open something. It's quite silly. And yeah, they could have just had a simple fakeout ending. You blow it open with a barrel, try to leave, monster kills you just before you get out, death message along the lines of "Seems like I can't just leave without weakening it in some way..." and then have you incapacitate it at the end of the intended path in some way.
Probably my favorite and only horror game that I managed to finish lol. Hope more horror games go this route. A mix of resident evil and immersive sim fits perfect to horror.
@@yonneye2427 its definitely a good insult, watching this was a little annoying and he felt very smartass through the whole thing, he wanted a bad game so he saw a bad game is how it felt to me. his streams have never made me feel like this before but with how recently jacob geller made a wonderful video on the mechanics and design choices in this game it just hurts a little
@@bingusbongus9807 In fairness, maybe don't set up the expectation of being able to creatively solve problems, explicitly, in white text on a black background, and then fail to follow up when the player comes up with creative, immersive sim-esque solutions to problems. I feel like if that text hadn't been there I wouldn't think twice about a ton of explosives failing to open a door because then it isn't "canon"; if you tell me any solution I can think up will probably work I'm going to expect that to be true-- that any weird decision I decide to make will ultimately be "canon" because the story of the game is now how you, the player, solves your situation, not how the character does. TL;DR the real problem isn't the design, it's the expectations being set by the game.
@@DarthKain0 The game gives you plenty of ways to experiment with the environment with molotovs, gas grenades, explosive barrels, flares, fuel, etc. which Joseph barely even attempted to interact with throughout the playthrough, but because he couldn't blow up the exit before the game has even started somehow that's somehow not enough freedom. But if you never bother to play the game or watch any other critique of the game besides this playthrough I could see this having this take.
@@DarthKain0 That wasn't a creative solution. "Put explosives at the entrance" is the literal only solution put forth to the player, and it doesn't work anyway. The only direction Henri gets is from a man bleeding out with no hope, and it didn't work. It opens a hole to the cave below through sheer luck. And, crucially, Joe clearly didn't expect his solution to work. ""If you think it may be possible" does not apply since he obv did not think it was possible. That line is useful for anybody actually interested in engaging with the mechanics of the game. It allows a lot of mechanical freedom **for a video game**. Not that setting a keg of gunpowder and a frag grenade next to a cave-in in a mine would work in real life either, of course, but you get my point.
I'm just gonna say the obvious thing. Everyone in their right mind knows that the barrel thingy wouldn't work and if joe honestly thought that then he was delluded. The game message did not get invalidated by joes experience
Yeah the thing about Joe's gameplay being fun to watch until its in a game you like is really true. Constantly quoting "if you think it may be possible" while doing things that he's making extremely clear he doesn't think are possible, and then everyone's like "wow devs are very misleading". No?? It would be funny if it was possible, but also really goofy since the dynamite didn't clear the exit either. The job of that line is to get people to try using their tools and resources in various ways, and it works. Wooden door in your way? Beat it with a brick. Throw a grenade at it. Put a barrel next to it and shoot it. Put a barrel next to it, pour a trail of gas from the barrel around a corner, light the gas with the lighter to save a bullet. Throw a flare over the door and let the monster destroy the door. Shoot it with a shotgun.
Hypothetical Walrus is working on a Deadly Premonition cut and since NODJA also has a light edit (you can watch now), these two should cover most of the stream experience. I might do my own later in the future - maybe a comedic highlight version - I recommend watching these creators in the meantime! I'm working on Vampire edits. If I don't get them done by Halloween for a spooky October, they will be on pause for about two or three videos.
"Like a Dream Come True," persona 4 OST. he also often hums "Life is Beautiful," deadly premonition OST - it's not the song he was humming at that point, but I wouldn't be surprised if he was humming it at a different point in the video. EDIT: he hums "Life is Beautiful" at 1:24:12
joe is the king of making a headass criticism about something not being the way he wanted it to be just to sound smart, even though his way is infinitely less engaging from a story/game design standpoint. He's the "lord of the rings sucks because why didn't they just fly to the mountain" guy of video game critics
While I agree that Joe is not always the best at making his points, I don't think this criticism is baseless. If a character is facing a problem in a story and an easy solution is available to them, you have 2 easy ways to make an engaging story that addresses said solution: 1. Make the character(s) unaware of the solution or 2. Provide a reason why the easy solution will not work. In the case of LotR, option 1 ONLY works if Gandalf/anyone else who know about the eagles specifically don't tell the fellowship because they decide not to for whatever reason (i.e. Gandalf saw how much Bilbo grew on his journey and wanted to see Frodo do the same). While this option technically works... it isn't great given the stakes of the story. Option 2 on the other hand could work really well. Have an off-handed line about how the eagles would like to remain neutral as both sides have captured animals and beasts to use as weapons of war and they don't wish to support anyone who engages in those actions. Or you could introduce some sort of specific air-defence unit designed to prevent attackers from getting behind enemy lines. All of these solutions address why the obvious solution wasn't used and builds upon the world (I haven't read LotR but I have read The Hobbit so if any of these options were addressed already in the books I apologize but I'm just trying to make a point) and doesn't make the story less engaging at all. Telling the reader/engager of the story "just don't think too hard about it" isn't good storytelling. As for the Bunker, the devs could have omitted interactable explosives from everywhere except for the armory and focused more on using gas grenades/flashbangs/bullets to get rid of the monster instead of explosives. Have some narrative explanation like "all explosives need to be stored in the lowermost level as the upper levels have less stable rock and thus is more likely to cave in". You could also make the main character unaware of where the entrance actually is so the game is instead focused on finding said entrance before you can blow it up. This would require a little reworking of the story so it's not a perfect solution but it does address the problem.
Danganronpa is a Japanese murder mystery game, where sixteen teenagers got trapped in a school and were forced to kill each other, that he played a long while ago. In the first murder that happened, the victim writes in their blood, on the wall behind them: "11037" as their dying message, though it looks more like |\|037, with a smear between the two 1's, because they didn't write down random numbers, they wrote down the name of one of the remaining characters, LEON, just upside because the wall was behind them. Works better in Japanese, but it makes the killer immediately obvious for English audiences. Joe would then continuously blame Leon for all the murders in all three games, despite him having been executed after that very first murder, and Joe would keep pretending to see 11037 everywhere, including trying to enter in the numbers for a keypad in the second game, but the game wouldn't let him type into it at that time. Then it was revealed the password for the keypad was 11037 and that was probably what made it stick for good
Prey is a game that could have a message on loading screen "If you think you can do something, you probably can". But even a game like that didn't have it, so it's really baffling that Amnesia: The Bunker has it constantly lmao
That is imo the worst Amnesia/Penumbra game to date. It feel like an Amnesia custom map more than anything else. The randomness doesn't actually make it any less linear - it only puts the line slightly differently but you still have to go following the very linear solution to it filled with video game logic to the brink. At least the previous Amnesia games had some interesting story twists, this has... war? And I guess war is horrible, so let's make it serious by changing the topic of war into a monster flick badly? And why is it still called 'Amnesia'? Cause it was very clear in previous parts, unlike this one. The whole gimmick with needing specific explosives to progress while there were all kind of explosives all around was also very jarring. And it's not like they didn't have any other things they could do instead of the tnt bundle needed there. Just make it keys damnit. It would make more sense if you'd need specific keys to open an exit. Have they actually ran the 'story' of the game by anyone before trudging along with execution?
Sounds like you just didn't like it. None of these points really make the game bad, they just explain why you didn't find it interesting. Just because it's not a roguelike with procedural generation doesnt mean it still isn't the most non linear and randomized amnesia.
You have no fucking clue of what you're talking about, but pop off King. Maybe next playthrough you'll pay attention and maybe your criticism will stick
The randomization of the items encourages you to play the game differently. If on your playthrough you predominantly find gas grenades for example, as was the case in my second playthrough, them you might be tempted to go get the has mask first, which means going through that specific area and overcoming those specific obstacles first - with whatever else the game happens to give you. Progression is not locked to specific items, but all of them have pros and cons (faster detection by monster, wasting more generator time, risk of self injury, etc) which is what makes it so great. And the TNT thing makes sense when you realize that the barrel explosions are barely powerful enough to injure the creature and the player. I have no idea why some people have such a big problem with this. And yes, the locked door would be so much better, as we all know nothing can get past that...
@@TheMasterMind144 Mate I really don’t understand why you refuse to actually acknowledge the criticism others bring up. I see you around this entire comments section arguing the same bad faith points and refusing to acknowledge the silliness of the game. A bunch of explosive barrels may not be able to clear out the cave in, but they definitely can make a dent in it ti make it easier to crawl out. It’s a fundamental flaw in the games plot that the dynamite mcguffin is the only way to escape when there are *pounds* of gunpowder in the bunker.
@@Echantediamond1 No idea what makes you think I'm arguing in bad faith, the reality is that this "complaint" is a minor nitpick at best hence why so few people are truly bothered by it (see the reviews that people gave this game for further confirmation), if anything I see those who bring it up as a "fundamental flaw" as being utterly disingenuous and frankly ridiculous. Meanwhile people other than Anderson, who actually played through this game, saw what it really had to offer, analyzed it on its proper merits and criticized actually important stuff like the monster predictability made Frictional respond by adding a new difficulty setting and option where the monster AI is less predictable, among many other changes. Wonder why they never patched in more rubble in the door to please the nitpickers? Because it's not a real complaint...
It's funny to see some people arguing here that "joe bad game good" I honestly never played any amnesia game, only watched, and this is indeed horrible, and it feels closer to some custom maps made for first game. If not for that loading tip about experimenting it would not be that bad, but everything is SO GAMIFIED.
@@senorbob1756 While I'll agree that there is little distinction between agreeing with someone because you like them, and liking them because they have similar view on things, I'd like to point out I'm the latter. Amnesia series had the same level of progression as Bethesda RPGs, with this being Starfield of Amnesia games. It would be amazing 5 to 10 years ago, has a lot of gamified restrictions despite promising otherwise, and underneath it's still the same old game.
tbh i didnt like this game because the monster was the same every playthrough and the only randomization is which doors are locked. If it had multiple monsters like Monstrum i'd care about it more.
I've heard people suggest an idea like that. I think it'd be cool for a custom mode, though the monster is important to the story, hence why it's the same.
This video pretty much sums up my thoughts of this game. How pretentious it is; how smart the game pretends to be with the "if you think it's possible, it probably is hurr hurr hurr!" bs
People see that message then shit themselves they can't reverse engineer a rocket to bust their way out of the bunker cuz. There are multiple ways to approach multiple aspects of the game. Even more so with the Halloween update. Just because you can't instantly complete the game doesnt mean there aren't multiple different solutions and ways to achieve your goal.
@@unfortunatecircumstances8870 Can you please give me a source for your first claim? Oh right, it never happened, it's a strawman and you're obviously arguing in bad faith because I touched a nerve. The "cuz" is really the cherry on top. Try to be more subtle next time, you're a little too obvious you're trolling.
The only one being pretentious and a smart-ass is you. The game tells you this because there are certain elements that are placed there for you to experiment, thats it. Acting like a douchbag because the game doesnt let you complete It in the first fucking ten minutes is a clear indicator than neither you nor Joseph knows a fucking thing about game design
No, the pretentious thing is taking that statement as some sort of absolute and then finding reasons to moan about it when you inevitably find the limitations with the gaming simulation...
Was it really so hard to call this game "Le Bunker" instead of "THE Bunker?" FFS it takes place in France. And pretty sure most people on the internet know what LE means lol. The Bunker sounds so coarse and absent of any nuance as to the setting of the game. It's very beneficial to include some foreign language in titles of media that takes place in foreign countries.
So 4 huge barrels of "explosive" won't make a dent in the pile of rubble. But there's a monster be scared plz. These Amnesia games got real boring after the first one.
Well, yeah. Gunpowder doesn't explode very violently to begin with, and all of the force would be pushed toward the open air (into the bunker) rather than the stone. That's why dynamite is stuck into holes in stone and sealed in with wax rather than just.. propped up against a stone wall. Additionally, the kegs do not even go off at the same time, so the explosive force is not additive between them. And that's using real life logic. Using in-game logic is the same though. The kegs are enough to destroy a flimsy wooden door, but not much else. And the dynamite is also not strong enough to blow open the caved-in entrance. This is actually a significant plot point, that setting a few sticks of dynamite on top of a cave-in does not, in fact, clear the cave in. That is like. A Thing in the game. The whole final encounter hinges on the fact that an explosive placed on top of a cave-in will not clear the cave-in. Cinemasins level criticism you got there. Joe''s idea would work in like minecraft. This is an immersive sim.
@@cractor6307 when you boil everything down to zoomer talk maybe, but if you actually read whats been said the exchange is "this guy fell off" and "how so?". Not remotely close to "mid" and "source"
Why Joe Scares Horror Games
Video too dark? ua-cam.com/video/q9dHOokOuxM/v-deo.html
Prefer chatless? ua-cam.com/video/MAFuvw-QlGc/v-deo.html
Both? ua-cam.com/video/8CScJxggDN4/v-deo.html
The horror game's horror game
you're a legend for this
you are so dedicated editing these streams, its extremely impressive
CHAD
90% of amnesia players go into the depths of the bunker just before they carry that last required explosives barrel to the entrance
it’s like when in a far cry game you just afk and get the good ending immediately
well they play video game as entertainment, so they want to extract the most fun out of it.
Joe plays these games as a job on his stream, so he want to extract the most view out of it. And to attract view, he needs to stand out from the majority
@@HO1ySh33tyeah and to add to that he seems to do this by attempting to break a game or at least try to do things that you should literally be able to do if it were real life, especially when that thing is so obviously what a person would do and it’s simultaneously implied to you that there’s a different thing the game wants you to do instead which makes less sense.
@@HO1ySh33t I mean it is a shtick that works. I found the dynamite hassle frustrating but the part at 1:20:00 onward was very funny. can't get these sort of experiences much elsewhere unless you yourself are very patient with experimenting with games.
@@willostrand6555of it we're?
at one point joe asks "how come we never do that?" in regards to leaving notes behind and someone in chat says "i wanna play a horror notes writer simulator" and i just wanna say that alan wake has been out for a while
funny you say that, he about to start playing 1 and 2.
Joe is a master of emergent storytelling, taking things too literally, semantically scrutinizing the devs' thought process when it comes to design, and being absolutely terrible at video games.
He really is a dad.
His obsession with finding the next “Gollum Bad Game” grows every day.
Watching joseph anderson play games is great until you watch him play a game you love lmao
I watched him play Persona 4. It was hilarious.
What are you talking about? The trolley chan saga was legendary!
Hard agree
I love how dark amnesia games are. It makes it really pleasurable to watch them get streamed. It reminds me of videos of cave exploring in minecraft without torches
Its not terrible on pc where the monitors are designed the way games expect them to be, but on mobile its always so dark haha.
It makes me wonder, it would be interesting to have an option to record brightness differently than display... Like an output with a different brightness render or a filter on the players game screen. Lots of horror games are sufficiently and oppressively dark for the player, but not cripplingly so unless designed that way... But too many non pc devices are too dark. So the streamer has to choose to ruin the darkness effect entirely and preemptively delete any tension it might bring, if not making the game look ugly, just for viewers. Back in the day, video creators would brighten in post. So a stream or output filter could mimic that for real time content.
Are you twelve, or just autistic?
@@Charmlie.R That might be a good suggestion for Twitch, why don't write them about it? They must have a forum or something.
Narcissus wrote this
Joe's playthrough is both the best and worst gaming stream I've ever seen
There’s something to be said for breaking games and pushing the stereotypes of them and such. But oh gods is it just a little bit annoying
Thats how all his streams are. Joe is a pretentious soylent chugger but he has the intelligence to understand proper game design, there aren't really any better options unless you want to listen to Jacob Gellers gay ass monologues about a fish with a parasite for a tongue.
Honestly I’m tempted to make a Darksydephil’s “This is how you don’t play” type compilation with Joe lol
@@Sm0k3turt Part of my issue with it is when he is playing these games entirely wrong intentionally, breaking them, making them look stupid and the chat is going "wwow this game looks like trash" like ???
@@kitt5208 Thats like 90% of the streams I have watched of him. He always try to break the game, and always everygame can be broken if thats all you want to do. This doesn't make the games bad, I like that games are imperfect and has holes, its what makes speedrunning so cool.
Only a superhero would upload all off these blessed highlights. I love this community cause it's full of them lol
what "community"
31:46 - for a second I thought that this closet is a toilet, and that the bandage is toilet paper, and that you heal in this game by wiping your ass
lmfao
Although that sounds like a great mechanic, this game might not be the best place for it.
No, that's how you heal irl
He's bullying a poor monster.
At what point in these streams does he realize there's no such thing as "rat tax" and you can permanently get rid of rats? Even the chat just believed him when he implied that the rats were some unavoidable tax that the player is forced to take damage from for the entire game. I'm pretty sure the game even tells you how to clear them from an area.
He doesn't, for all the complaining at the beginning about how the game tells you "if you think it's possible then it probably is" and how the game doesn't give you enough freedom to do things, then proceeds to barely use flares, molotovs, gas grenades, and just brute forced his way through the game and proceeded to call the game design primitive lol.
@@brandonstevens7371 I don't know why people hold his reviews in such high regard. He's a funny streamer because of his ignorance, though.
So basically the point in the generator is, if you have it on he won't come out as often, there's a sign on the side of the generator on a pipe saying something like "Kepp the generator on at all times that fucker hates light!" Also the explosive barrels are used for blowing up locked wooden doors and taking off locks etc.
42:13 I love this part so much
I liked how this was more of a survival horror game than the other Frictional games. As much as Amnesia was basically another Penumbra, Bunker felt like it met the tone of those older games to me better, and it wasn't a jump scare walking sim like SOMA. Though SOMA still has the best story, it's clear they recognized the weakness of their monsters as actual in game obstacles when they added the mode where the monsters don't attack.
the bunker solidly has the best gameplay from frictional to date, it'll be extremely hard to ever top SOMA's story, but they've outdone themselves with the survival horror stuff here
Thank you for making these bc i do not have the time to watch streams but love joes content
Expecting a sandbox game out of a puzzle solving horror game just because of a single hint is a such a joe thing to do
The game *introduces itself* as a sandbox. "Experiment" is the very definition of a sandbox game. Telling players they can do anything only for the main quest to be a linear non-negotiable task is a complete mistake.
@@Dante02d12there's a difference between a sandbox and an immersive sim.
@@hotpocketsat2am Lol, playing with words won't get you anywhere. It doesn't change the fact the game STARTS with the advice "if you think something works, it works" and it turns out you have to follow a linear quest.
@@Dante02d12i mean the game expects you to have common sense. joeseph andy or whatever his name is is just being intentionally obtuse for content. no normal person really thinks that if you bring all the explosive barrels to the entrance you unlock a secret ending or whatever.
@@hotpocketsat2am In Far Cry 5, you start by meeting the future villain. He asks you to wait for 15 minutes. If you do it (like, literally wait for 15 minutes), you unlock a secret ending. And that's just one example off the top of my mind.
So no. If you tell players that they can do anything, they do expect that whatever they try (at least any idea that makes sense) would work.
I don't know why you feel so much the need to defend the game on that point. No one is telling you not to like the game. Just admit that telling players anything would work is a straight-up lie here.
I wonder why he didnt enjoy the intro, it was definitely ambitious for Amnesia but i feel like it worked out well.
Joe was pretty negative on this game in the first stream
tbf the entire chat didn't really like the intro either. I think Amnesia is best played when you, as the player, are unaware of the history of the character (as an amnesiac would be)
@@HappyLarry.Yeah thats my only complaint, you never really have amnesia. Henri regains his memories near immediately after recovering, given that he titles his own journal entries as (me).
Asides from that, I think the intro is great. It's tense and atmospheric, all without even entering the bunker or seeing a monster.
@@unfortunatecircumstances8870 it's been so long, but did the first game have multiple journals with different views? I feel like if it didn't, that could've been a really cool thing. Like finding all the different keys and trying to figure out which locker was yours.
@@HappyLarry. I believe in the beginning you learn about Daniel as he writes a note addressed to you after he loses his memories. But the important bit is that his relation to this place, his goals, and his sins are all hidden until much later.
On the other hand, you play as Henri before he even loses his memories. You see the inciting incident and play it yourself. Really the only "reveal" is the depths of how bad Henri messed up, but even still, if you're perceptive you can figure that out yourself.
I think Amnesia did have journals from other people, but it was never in question who you were yourself, just what you had done.
God bless you for uploading these highlights Avarisi
man the people who put these highlights together are heroes fr
Joe will still collect the explosives to open the exit, but now for the right reasons
Him getting upset that he can’t literally blow up the exit is the most smart ass Joe thing to do with a horror game
Don't take it as me attacking you over a comment, but does that really make Joe a smartass(even though I agree that he is)?
Developers made the exit look so easy to get through, that its comparable to being unable to climb over a fence/bush in some older games. They then tell you to do whatever you want and give an example of destructible piece of environment. Anyone with half a brain would see climbing through or exploding the exit are the quickest and easiest solutions. Especially when you compare it to going deeper into it to get gnawed on by some beastie.
Devs could be smarter about the situation and make it so that when you explode the entrance it causes ceiling to break and crash down while also wounding the player with shrapnel or causing eardrum rupture. It would make the situation seem even more hopeless. And the game would become even more difficult/scary for normal players. It would also be fun for someone who tries to break the game like Joe. Even Ubisoft managed to come up with similar stuff ffs
@@Poppenheimer69that’s totally fair actually! Yeah they should’ve thought about that if they wanted to out smart players in a clever way that is also effective for the horror.
Maybe it’s just my understanding of horror tropes that I knew it would be dumb if I could just blow it open and leave.
@@Poppenheimer69 i absolutely agree on some points but i also feel like the player has a very clear understanding that the end-goal of the game is to retrieve the requirerd components. I wouldnt be surprised if the vast majority of players never even thought about trying to blow up the rubble their own way (gotta hand it to joseph to using the barrels is a clever idea). I think the reason why they left a gap in there was to let the player see the faint beams of sunlight seep in to emphasize how trapped the player truly is by taunting them with the faintest reminder of the outside world. But yeah i would've appreciated some more wooden beams or something to make it clear theres no way you would be able to squeeze in there. Maybe it could've been solved by requiring the player to actually drill a hole in the rock to create a blasthole like you do in real-life explosive excavation. I mean they were excavating the ruins so could've had an narrative excuse why you could find such equipment in the first place and why normal explosives wouldn't work for removing the rubble.
I think all this stuff would be excusable as typical video game logic but Joe was extra upset because this game had the gall to suggest you could do almost anything you can imagine
He wasn't upset that he couldn't blow up the exit, he specifically thought it was stupid that the devs had that 'if you think something is possible it probably is' like they'd made some clever in depth immersive sim when they just made another bog standard adventure game. There's nothing wrong with being a standard adventure game and so breaking logical problem solving, there IS when you present it like your game allows clever logical problem solving. As he pointed out basic logic says even the goal of getting the detonator makes absolutely zero sense, even without stuff like only being able to break a trap by using bullets and nothing else that provides force, or that they give you explosives in a situation where the goal is to get explosives, but those explosives do literally nothing. It's bad enough to say that to the player when your game isn't an immersive sim and was never intended to be, but saying it when you literally CAN'T do anything BUT the single intended way of solving problems is straight up retarded.
7:51 holy shit, it is so satisfying to finally see Joe do this. Usually he just brute forces everything and stumbles his way through puzzles. I think puzzle games are way more enjoyable when you do what the game wants you to do.
The thing is, this game literally tells you to try and experiment and be creative in solving problems, which is the style of puzzle problem-solving Joe enjoys most, so of course he's going to do that.
When the monster grabbed the solider he should have said "calm down Mia."
Dude this guy loves anime so much
for a guy claiming to hate anime games, he does seem to be enjoying those the most
well he gets suggested really beloved and solid titles tbf
1:15:30 this is actually something you can do in the original Deus Ex from 2000. If you flee through a closable door from a hostile enemy, close it, and then quickly close it every time they try to open it and go through, you'll have broken line of sight and eventually the enemy will just go "I lost him" and wander away.
Nah man this is the Alien Isolation sequel we're never getting.
just yesterday i thought to myself: "sheesh i wish there was a streamhighlights video of joe's amnesia stream". thamks :3
To be as fair to Amnesia trying to blow up the exit instead of playing the entire game because "If you think you can do it you probably can" is like getting mad at a game for saying "press any button" and then pressing the power button.
They really shouldn't have stated that line. Good immersive sims that give players mechanical freedom don't spell it out so blatantly.
@@LckD008good immersive sims also have internally consistent logic i.e. if a barrel filled with gunpowder explodes when it is shot then so should dynamite
@@Echantediamond1 reminds me of Prey where you get the toy (bow? I forgot) that shoots foam projectiles which can activate door buttons and can actually be used to operate a computer from far away.
@@LckD008 Yes!!!! This is what I mean! Makes me think about how a game like Noita would be reviewed if there was this one specific item that doesn’t operate by the rules anything else does
Far Cry 5 lets you see the ending by literally just waiting like you're told to and everyone loves that. It's kinda the same thing.
"Wait for me."/Explode the door."
"Okay."
*he comes back and gives you the important story info from the ending*/*BOOM*
*game ends and now you decide whether you're good with that or if you want to actually play the game*
This is cool and good to do I think, especially if you straight up say, "If you think you can do it, it will probably work."
Thanks for uploading these highlights! Honestly I really struggled to see anything on my phone screen though, would you consider slightly increasing the brightness if Joe plays one of these super dark games again? Thanks!
When I get the time I will render a copy with higher brightness settings and post it in the description.
I dont agree with his opinion about the game. I feel as if I can make any game feel bad based on playing the way he did, but at least I loved it and had incredible moments.
He harped on it too much but saying “you can do anything you think should be possible” then making the game about getting explosives to blow up rubble, then not letting you use explosives to blow up the rubble is very silly.
@@SomeOne-vf1rs They should have made the barrels less intimidating.
Were there even explosive gunpowder barrels of that quantity in ww1 bunkers anyway?
@@Craft2299 Probably not lol. I think the barrels being littered around is very silly. Honestly this problem could be solved if they had just… tiny bricks of explosives. Something still powerful enough to scare away the monster and break doors, but that you wouldn’t expect to destroy the debris. Maybe have it so if you stack up a ton of bricks, you can destroy the rubble, but they’re so scattered that you’d have been better off just getting the tnt, but you’d have the option.
@@SomeOne-vf1rsYeah that's not what the game says at all. It says to try whatever you think may be possible, as it likely is.
They refer to the fact that there are multiple ways to bypass the traps, puzzles, and the monster. The fact that you're complaining about the game not allowing you to simply bypass the entire experience by grabbing a few explosive barrels (which you can get before the monster even spawns) shows just how petty the argument really is.
Survival sim or not, it's still a game.
@@unfortunatecircumstances8870 True. Expecting that you could blow up the rubble isn't that unreasonable, though. Perhaps there should be less explosives around...
Joe being completely baffled at how things worked in the opening minutes and seemingly having no idea what a flare is, then calling it a rough opening, did not bode well.
Disappointed in joe's playthrough here. I was curious about this game, and I've liked some of Joe's playthroughs before, but I'm really seeing so much nitpicky pedantry and negativity the more i watch his stuff. It makes it very grating to watch.
anyone else find it super gross that one of the recurring chatters is called top_l*li?
aye tbh
Yep, irks me...
Lolis are great tho. Imagine literally censoring that word lmao couldn't be me.
@@JohnDoeWasntTaken"Lolis are great tho. Imagine literally censoring that word lmao couldn't be me."-hitler
I get that many people don't like the "If you think it's possible, it probably is." line, but I think it was mostly the devs wanting to make sure the player is told at least once to be experimental. The amount of UA-camrs/streamers/"Critics" that immediately take that as a cue to be assholes about it, and especially the amount of people who roll the barrel up to the exit and then act like they totally called the game on being hypocritical is just sad.
Yeah, you're totally right dude. We should've just been able to immediately open the exit with an easily accessible explosive barrel 15 minutes into the game. I'm sure that would've been totally awesome and compelling.
Not trying to call you out in particular but are the people arguing this just new to games? Old games had Easter eggs like that all the time. It’s completely reasonable to reward players for being clever when the game explicitly encourages them to be.
These super low expectations for what games can be must be coming from people who have only played linear cinematic AAA games from the past two decades.
It’s easy to both allow this clever thinking as an Easter egg while not making it the primary win condition. Maybe you find other items/info that give you a better/proper ending or maybe there’s a reason why using the explosive barrels doesn’t work other than “the rubble is immune to all explosives except one”. Or maybe you have to kill the monster by going deeper and progressing normally and if you don’t it gets out and causes a bad ending.
If you really think it’s reasonable to 1. Tell the player to try things and that common sense applies, 2. Make an obvious and easy exit, and 3. Make that obvious and easy exit non responsive to obvious interaction, then I have to ask, why even make this game interactive if the player’s input does not matter? It seems like really bad design to me.
@@ilikeshiba Just to repeat: I do think the "It's probably possible" line is badly worded and easily proven to be an overstatement. But I think anybody that has been playing games for a substantial amount of time should immediately understand that it doesn't mean "Real world logic 100% applies here" and instead just calls for creative thinking in places.
Instead, so many people immediately embark on proving that they're smarter than the game and then act like its some galaxy brain move to throw grenades or explosive barrels at the exit. Wanna know why it doesn't work? For the same reason that the Monster does not just camp the safe room, or tunnel straight into it for that matter. There wouldn't be a game if it did. And even if you allowed the exit to be cleared via the simple methods, it would at best be a joke ending in a game that is trying to be serious. (Important word here is TRYING)
People doing this kind of thing are on the same level as those who used to complain that they don't just take the eagles to the Volcano in LotR. You're not necessarily wrong, you're just an a**hole.
@@stuebi7179 yeah so I agree with what you’re saying as a practical way to approach it as a user but in terms of the design itself, it’s bad.
In design there’s something called an “affordance” which is the set of actions you can do with an object. For example ladders can be climbed. Good design uses the fact that we intuitively have an understanding of how objects work. Bad design does not.
The problem presented is, “rubble is blocking the exit, we need to explode it” and the player is provided with objects whose affordances are “explodes” but even worse, the explosive barrels do actually explode, it’s not just an expectation of what they should do. They just don’t do anything to the rubble.
It’s like if the player was told “you need to get up to the second story” and then given a ladder and the character refuses to climb it because you need a step stool. It’s a textbook example of bad design. This is the kind of thing students learn about when learning about design for the first time.
Also to play devil’s advocate about the eagles thing: it’s a writer’s job to address obvious things to keep the reader focused. In a horror movie you need lines like, “we can’t call the police because it will just make us look guilty!” because otherwise the audience will just feel disconnected and think “why don’t they just call the police?” for the entire movie. That said, I think the eagle situation isn’t as obvious and it’s from an era before focus testing was as common in media but it really isn’t that hard to deal with as a writer, just add a throw away line explaining why it’s not possible. That’s really all you need, and it’s what good writing does. The eagle situation is only obvious at the end of the story though so I’d argue it’s not really even distracting just a “huh that’s weird” when reflecting on the story.
If we were living in a word where breath of the wild and games taking cues from breath of the wild didn't exist, I may be agreeing with you, but the fact is, once you tell a player "if you can think of it, it's probably possible" in a post breath of the wild world, that player is 100% going to think the world of the game works on some kind of similar logic. We live in a world where games exist that WOULD let you blow up that door, or cut a rope with a bullet to drop something on the monster. By putting that line in the game the devs shot themselves in the foot.@@stuebi7179
For some he was obviously being facetious and wasn't expecting them to work (Like shooting the support bar to drop the roof or pushing things through the bars, he was shocked he actually could), but for the explosives one that's pretty fair. You're literally using big explosives to find small explosives to blow open something. It's quite silly.
And yeah, they could have just had a simple fakeout ending. You blow it open with a barrel, try to leave, monster kills you just before you get out, death message along the lines of "Seems like I can't just leave without weakening it in some way..." and then have you incapacitate it at the end of the intended path in some way.
congrats theres a new update for this game that allows permadeath (i think) and difficulty scaling.
Probably my favorite and only horror game that I managed to finish lol. Hope more horror games go this route. A mix of resident evil and immersive sim fits perfect to horror.
The cinemasins of game critique
That’s either a horrible compliment or a good insult.
@@yonneye2427 its definitely a good insult, watching this was a little annoying and he felt very smartass through the whole thing, he wanted a bad game so he saw a bad game is how it felt to me. his streams have never made me feel like this before but with how recently jacob geller made a wonderful video on the mechanics and design choices in this game it just hurts a little
@@bingusbongus9807 In fairness, maybe don't set up the expectation of being able to creatively solve problems, explicitly, in white text on a black background, and then fail to follow up when the player comes up with creative, immersive sim-esque solutions to problems. I feel like if that text hadn't been there I wouldn't think twice about a ton of explosives failing to open a door because then it isn't "canon"; if you tell me any solution I can think up will probably work I'm going to expect that to be true-- that any weird decision I decide to make will ultimately be "canon" because the story of the game is now how you, the player, solves your situation, not how the character does.
TL;DR the real problem isn't the design, it's the expectations being set by the game.
@@DarthKain0 The game gives you plenty of ways to experiment with the environment with molotovs, gas grenades, explosive barrels, flares, fuel, etc. which Joseph barely even attempted to interact with throughout the playthrough, but because he couldn't blow up the exit before the game has even started somehow that's somehow not enough freedom. But if you never bother to play the game or watch any other critique of the game besides this playthrough I could see this having this take.
@@DarthKain0 That wasn't a creative solution. "Put explosives at the entrance" is the literal only solution put forth to the player, and it doesn't work anyway. The only direction Henri gets is from a man bleeding out with no hope, and it didn't work. It opens a hole to the cave below through sheer luck. And, crucially, Joe clearly didn't expect his solution to work. ""If you think it may be possible" does not apply since he obv did not think it was possible.
That line is useful for anybody actually interested in engaging with the mechanics of the game. It allows a lot of mechanical freedom **for a video game**. Not that setting a keg of gunpowder and a frag grenade next to a cave-in in a mine would work in real life either, of course, but you get my point.
I'm just gonna say the obvious thing. Everyone in their right mind knows that the barrel thingy wouldn't work and if joe honestly thought that then he was delluded. The game message did not get invalidated by joes experience
Yeah the thing about Joe's gameplay being fun to watch until its in a game you like is really true. Constantly quoting "if you think it may be possible" while doing things that he's making extremely clear he doesn't think are possible, and then everyone's like "wow devs are very misleading". No?? It would be funny if it was possible, but also really goofy since the dynamite didn't clear the exit either.
The job of that line is to get people to try using their tools and resources in various ways, and it works. Wooden door in your way? Beat it with a brick. Throw a grenade at it. Put a barrel next to it and shoot it. Put a barrel next to it, pour a trail of gas from the barrel around a corner, light the gas with the lighter to save a bullet. Throw a flare over the door and let the monster destroy the door. Shoot it with a shotgun.
@@CaeruleanWren But it's a joke
@@wicked5999 Then its a truly bad one at that
this was great thanks
Kinda shocked he didnt do what faze Jev did
bless this channel
Hey Avarisi, thank you so much for these. Can you do DeadlyPremo next?
i second this request!!
@@Baconomics1 im surprised there arent highlights of that one yet... Vampire masquerade could be a decent candidate too, underrated playthrough imo
Hypothetical Walrus is working on a Deadly Premonition cut and since NODJA also has a light edit (you can watch now), these two should cover most of the stream experience. I might do my own later in the future - maybe a comedic highlight version - I recommend watching these creators in the meantime!
I'm working on Vampire edits. If I don't get them done by Halloween for a spooky October, they will be on pause for about two or three videos.
@@avarisi yeah I know about all of these, thanks for the response,im glad for VMB
Can someone timestamp the part where he screams I'm bored.
What’s the song he keeps humming? At 1:23:18 and throughout
"Like a Dream Come True," persona 4 OST. he also often hums "Life is Beautiful," deadly premonition OST - it's not the song he was humming at that point, but I wouldn't be surprised if he was humming it at a different point in the video.
EDIT: he hums "Life is Beautiful" at 1:24:12
@@alexisc3918 thanks! It was the persona 4 one
The horror only really works humans
I am a big fan of the Amnesia series, but man, I could not finish this game. Not because it was scary, but because I thought it was horrible.
@@PigGuy2301 Why was it horrible?
What is the name of the track on 57:22?
This might be the most annoying stream he's ever done
joe is the king of making a headass criticism about something not being the way he wanted it to be just to sound smart, even though his way is infinitely less engaging from a story/game design standpoint. He's the "lord of the rings sucks because why didn't they just fly to the mountain" guy of video game critics
Ok but like it's literally as simple as flying to the mountain the story is stupid
@@culfre you definitely just disproved my point with that
While I agree that Joe is not always the best at making his points, I don't think this criticism is baseless. If a character is facing a problem in a story and an easy solution is available to them, you have 2 easy ways to make an engaging story that addresses said solution: 1. Make the character(s) unaware of the solution or 2. Provide a reason why the easy solution will not work.
In the case of LotR, option 1 ONLY works if Gandalf/anyone else who know about the eagles specifically don't tell the fellowship because they decide not to for whatever reason (i.e. Gandalf saw how much Bilbo grew on his journey and wanted to see Frodo do the same). While this option technically works... it isn't great given the stakes of the story.
Option 2 on the other hand could work really well. Have an off-handed line about how the eagles would like to remain neutral as both sides have captured animals and beasts to use as weapons of war and they don't wish to support anyone who engages in those actions. Or you could introduce some sort of specific air-defence unit designed to prevent attackers from getting behind enemy lines.
All of these solutions address why the obvious solution wasn't used and builds upon the world (I haven't read LotR but I have read The Hobbit so if any of these options were addressed already in the books I apologize but I'm just trying to make a point) and doesn't make the story less engaging at all. Telling the reader/engager of the story "just don't think too hard about it" isn't good storytelling.
As for the Bunker, the devs could have omitted interactable explosives from everywhere except for the armory and focused more on using gas grenades/flashbangs/bullets to get rid of the monster instead of explosives. Have some narrative explanation like "all explosives need to be stored in the lowermost level as the upper levels have less stable rock and thus is more likely to cave in".
You could also make the main character unaware of where the entrance actually is so the game is instead focused on finding said entrance before you can blow it up. This would require a little reworking of the story so it's not a perfect solution but it does address the problem.
He is the same dude who got really mad at Stray because a cat can read lol
@@thewickerman5121 I haven't seen him play Stray but if he wasn't trolling that's a REALLY stupid take lmao
Whats the song he's humming around 21:01? Please and thank you!
ua-cam.com/video/VmzGeQlyanM/v-deo.htmlsi=gZ7bshxT0YE4khBh
56:12
youre like NLs librarian but for Joe
why didnt he just play the game?
Sooooo, when are you doing all the danganronpa games in one video? 😜
I hear Man of Answers is preparing a Danganronpa series... :)
Cool man
Who can explain the meme number? (11037)
Danganronpa is a Japanese murder mystery game, where sixteen teenagers got trapped in a school and were forced to kill each other, that he played a long while ago. In the first murder that happened, the victim writes in their blood, on the wall behind them: "11037" as their dying message, though it looks more like |\|037, with a smear between the two 1's, because they didn't write down random numbers, they wrote down the name of one of the remaining characters, LEON, just upside because the wall was behind them. Works better in Japanese, but it makes the killer immediately obvious for English audiences. Joe would then continuously blame Leon for all the murders in all three games, despite him having been executed after that very first murder, and Joe would keep pretending to see 11037 everywhere, including trying to enter in the numbers for a keypad in the second game, but the game wouldn't let him type into it at that time. Then it was revealed the password for the keypad was 11037 and that was probably what made it stick for good
@@Pikaton659 big boss baby vibes
@@Pikaton659 wait... LEON!!!
it does have a workshop, im still waiting for something that isnt a meme to go on there yet
doom in amnesia is funny tho
Is there gonna be a no chat version?
ua-cam.com/video/MAFuvw-QlGc/v-deo.html
1:16:59
Prey is a game that could have a message on loading screen "If you think you can do something, you probably can". But even a game like that didn't have it, so it's really baffling that Amnesia: The Bunker has it constantly lmao
Wow this sucks. You, not the game. What’s been said by others is enough explanation.
Me and some friends had the same experience with that terribly misleading hint
Will say this game seems not very good.
That is imo the worst Amnesia/Penumbra game to date.
It feel like an Amnesia custom map more than anything else. The randomness doesn't actually make it any less linear - it only puts the line slightly differently but you still have to go following the very linear solution to it filled with video game logic to the brink. At least the previous Amnesia games had some interesting story twists, this has... war? And I guess war is horrible, so let's make it serious by changing the topic of war into a monster flick badly?
And why is it still called 'Amnesia'? Cause it was very clear in previous parts, unlike this one.
The whole gimmick with needing specific explosives to progress while there were all kind of explosives all around was also very jarring. And it's not like they didn't have any other things they could do instead of the tnt bundle needed there. Just make it keys damnit. It would make more sense if you'd need specific keys to open an exit. Have they actually ran the 'story' of the game by anyone before trudging along with execution?
Sounds like you just didn't like it. None of these points really make the game bad, they just explain why you didn't find it interesting.
Just because it's not a roguelike with procedural generation doesnt mean it still isn't the most non linear and randomized amnesia.
You have no fucking clue of what you're talking about, but pop off King. Maybe next playthrough you'll pay attention and maybe your criticism will stick
The randomization of the items encourages you to play the game differently. If on your playthrough you predominantly find gas grenades for example, as was the case in my second playthrough, them you might be tempted to go get the has mask first, which means going through that specific area and overcoming those specific obstacles first - with whatever else the game happens to give you.
Progression is not locked to specific items, but all of them have pros and cons (faster detection by monster, wasting more generator time, risk of self injury, etc) which is what makes it so great.
And the TNT thing makes sense when you realize that the barrel explosions are barely powerful enough to injure the creature and the player. I have no idea why some people have such a big problem with this.
And yes, the locked door would be so much better, as we all know nothing can get past that...
@@TheMasterMind144 Mate I really don’t understand why you refuse to actually acknowledge the criticism others bring up. I see you around this entire comments section arguing the same bad faith points and refusing to acknowledge the silliness of the game. A bunch of explosive barrels may not be able to clear out the cave in, but they definitely can make a dent in it ti make it easier to crawl out. It’s a fundamental flaw in the games plot that the dynamite mcguffin is the only way to escape when there are *pounds* of gunpowder in the bunker.
@@Echantediamond1 No idea what makes you think I'm arguing in bad faith, the reality is that this "complaint" is a minor nitpick at best hence why so few people are truly bothered by it (see the reviews that people gave this game for further confirmation), if anything I see those who bring it up as a "fundamental flaw" as being utterly disingenuous and frankly ridiculous.
Meanwhile people other than Anderson, who actually played through this game, saw what it really had to offer, analyzed it on its proper merits and criticized actually important stuff like the monster predictability made Frictional respond by adding a new difficulty setting and option where the monster AI is less predictable, among many other changes.
Wonder why they never patched in more rubble in the door to please the nitpickers? Because it's not a real complaint...
It's funny to see some people arguing here that "joe bad game good"
I honestly never played any amnesia game, only watched, and this is indeed horrible, and it feels closer to some custom maps made for first game.
If not for that loading tip about experimenting it would not be that bad, but everything is SO GAMIFIED.
So “me no play but Joe right because he’s my favourite” is your argument here. Fair enough, at least you admit it
@@senorbob1756 While I'll agree that there is little distinction between agreeing with someone because you like them, and liking them because they have similar view on things, I'd like to point out I'm the latter.
Amnesia series had the same level of progression as Bethesda RPGs, with this being Starfield of Amnesia games. It would be amazing 5 to 10 years ago, has a lot of gamified restrictions despite promising otherwise, and underneath it's still the same old game.
tbh i didnt like this game because the monster was the same every playthrough and the only randomization is which doors are locked.
If it had multiple monsters like Monstrum i'd care about it more.
I've heard people suggest an idea like that. I think it'd be cool for a custom mode, though the monster is important to the story, hence why it's the same.
The doors and keys aren't randomized, the items scattered through the levels are.
This was a really shitty take
This video pretty much sums up my thoughts of this game.
How pretentious it is; how smart the game pretends to be with the "if you think it's possible, it probably is hurr hurr hurr!" bs
People see that message then shit themselves they can't reverse engineer a rocket to bust their way out of the bunker cuz.
There are multiple ways to approach multiple aspects of the game. Even more so with the Halloween update. Just because you can't instantly complete the game doesnt mean there aren't multiple different solutions and ways to achieve your goal.
@@unfortunatecircumstances8870 Can you please give me a source for your first claim? Oh right, it never happened, it's a strawman and you're obviously arguing in bad faith because I touched a nerve.
The "cuz" is really the cherry on top. Try to be more subtle next time, you're a little too obvious you're trolling.
The only one being pretentious and a smart-ass is you. The game tells you this because there are certain elements that are placed there for you to experiment, thats it. Acting like a douchbag because the game doesnt let you complete It in the first fucking ten minutes is a clear indicator than neither you nor Joseph knows a fucking thing about game design
No, the pretentious thing is taking that statement as some sort of absolute and then finding reasons to moan about it when you inevitably find the limitations with the gaming simulation...
@@AveryHyena Calling me a troll doesn't exactly prove me wrong, sorry.
Was it really so hard to call this game "Le Bunker" instead of "THE Bunker?" FFS it takes place in France. And pretty sure most people on the internet know what LE means lol. The Bunker sounds so coarse and absent of any nuance as to the setting of the game. It's very beneficial to include some foreign language in titles of media that takes place in foreign countries.
Cringe
Weird take.
Amnesia fans out here defending mid with their lives
It's kinda comforting to me that I will never say anything funnier than this.
So 4 huge barrels of "explosive" won't make a dent in the pile of rubble. But there's a monster be scared plz. These Amnesia games got real boring after the first one.
Well, yeah. Gunpowder doesn't explode very violently to begin with, and all of the force would be pushed toward the open air (into the bunker) rather than the stone. That's why dynamite is stuck into holes in stone and sealed in with wax rather than just.. propped up against a stone wall. Additionally, the kegs do not even go off at the same time, so the explosive force is not additive between them. And that's using real life logic.
Using in-game logic is the same though. The kegs are enough to destroy a flimsy wooden door, but not much else. And the dynamite is also not strong enough to blow open the caved-in entrance. This is actually a significant plot point, that setting a few sticks of dynamite on top of a cave-in does not, in fact, clear the cave in. That is like. A Thing in the game. The whole final encounter hinges on the fact that an explosive placed on top of a cave-in will not clear the cave-in.
Cinemasins level criticism you got there. Joe''s idea would work in like minecraft. This is an immersive sim.
Damn, this mf really fell off since his dark souls review, huh ?
how so? or is this completely baseless and youre just an amnesia fanboy?
@@JagrasSneedandFeed imagine hearing someone say "mid" and your response is "source???"
@@cractor6307 Asking for elaboration is asking for a source? Are you stupid?
@@cractor6307 when you boil everything down to zoomer talk maybe, but if you actually read whats been said the exchange is "this guy fell off" and "how so?". Not remotely close to "mid" and "source"
@@JagrasSneedandFeed
Touch grass