YO WHO WANTS TO PLAY HIDDEN: SOURCE
MY FRIENDS ARE BEING GOOF-ASSES AND NOT RESPONDING
WE HAVE 6 SLOTS OPEN MESSAGE ME FOR THE SERVER NAME AND PASSWORD
seen from China

seen from Singapore
seen from Malaysia
seen from Netherlands
seen from Ukraine

seen from Singapore
seen from Canada
seen from United States

seen from Sweden
seen from Brazil
seen from South Africa
seen from Sweden
seen from Czechia
seen from Russia
seen from United Kingdom
seen from Russia
seen from United Kingdom
seen from China
seen from United States
seen from Sweden
YO WHO WANTS TO PLAY HIDDEN: SOURCE
MY FRIENDS ARE BEING GOOF-ASSES AND NOT RESPONDING
WE HAVE 6 SLOTS OPEN MESSAGE ME FOR THE SERVER NAME AND PASSWORD
Watching Seananners play The Hidden is incredibly amusing and makes me smile.
Look at that maniacal joy on his face...
So, if any of you have any Source engine games (HL2, TF2, Portal 1 or 2) and want to join me in a fucking terrifying game night....
http://www.hidden-source.com/
It's a Source mod (so if you have any of the above-mentioned games you can run it--hell, if you want, you can just install TF2 since it's free now and do this that way). And it's fucking terrifying.
I'm gonna be playing it later tonight, and it's a lot better with lots of people. Add me on Steam and I'll totally message you when I'm about to start.
Do any of my followers have Hidden: Source?
Good lord that was me, two years ago I think? I play with a YouTuber called kilplixism and well. I was different back then. I wanted to be "that guy" who play with people on YouTube. Cut me some slack I was a moron back then. But still THAT WAS ME! 12 seconds of fame...and a annoying gift of gab. :|
BA7 - Week 6 - Game play and Theme Research
Hidden: Source
Hidden:Source is an online first person shooter with strong co-op elements and a survival horror theme. The game pits 1 semi-invisible player known as Subject 617 aka The Hidden against a team of up to 7 soldier players known as the Infinitum Research Intercept Squad (I.R.I.S.). Subject 617 is armed with a knife, 3 explosive grenades and has the ability to pounce, hang onto and see through walls. The I.R.I.S are armed with modern day weaponry and devices for aiding in the neutralization of Subject 617.
Hidden: Source has two game modes; Classic and Overrun. Classic game mode has 1 Subject 617 versus a team of I.R.I.S and the game is won when all the members of one team are dead. Overrun game mode starts exactly the same as Classic but instead of the I.R.I.S simply dying when they are killed, instead they re-spawn as Subject 617. The game is still won when all the members of one team are dead.
Hidden:Source has a very similar pace, style, and game play to what i intend to create with Fullmoon. The element I like the most about the game is the air of suspense that you feel when playing as an I.R.I.S and you know that the person currently playing as Subject 617 is skilled at the game. There is a real tension as you are constantly on the lookout for a shimmering and half invisible figure flying at speed across your screen. When you do finally spot him your instinct is to open fire immediately, thus causing you and your team mates to start shooting wildly and increasing your chances of being killed in the confusion. I want to incorporate some of the fear and respect felt towards Subject 617 into Fullmoon's Werewolves.
The I.R.I.S in Hidden:Source share the same base body and the same voice but all have different heads and faces. This means visually it feels like you are in a team of individuals all with the same uniform, but without there being any real conversations between players it's hard to really empathize with any of the characters. However, I feel that having too much narrative in a game that is based around a repeatable instance such as constantly fighting in the same place, at the same time with the same people, can often lose its meaning and become pointless. In Fullmoon I want to have an element of individualism within each characters appearance but not to the extent of fully realised dialog and scripted conversations between characters, I will leave that up to the players via in-game microphone communication and text based chat.
Stalker
Loosely based on a movie of the same name, Stalker is a Ukrainian made single player first person shooter with a narrative driven plot and a horror theme. It is full of suspense and atmosphere and is graphically very gritty and realistic. The story puts the player in the shoes of a lone ranger type of mercenary character called a stalker who wanders the baron, radioactive wastelands of Chernobyl's fall out zone in search of the artefact that will offer eternal life and fighting with and against other stalkers and mutant creatures along the way.
The game succeeds most notably in achieving beautifully rendered environments with very acutely unsettling atmospheres. It does this through the use of animated detailed environment models and textures, fog, wind and weather effects, lighting and ambient noise. All the environments seem to be alive and breathing. Nothing organic in the game feels static or solid, even the concrete sewers and abandoned power stations have a life to them in some way through their ambience. It is this ambience and character to the levels that I want to incorporate into Fullmoons environments.
References
The Hidden: Source (2010) The Hidden: Source.
Available from:
<http://www.hidden-source.com/>
[Accessed 5 November 2010].
Giant Bomb (2010) The Hidden: Source. Available from:
<http://www.giantbomb.com/the-hidden-source/61-24429/>
[Accessed 5 November 2010].
pcgameshardware (2009) Stalker: Call of Pripyat. Available from:
<http://www.pcgameshardware.com/aid,694840/Stalker-Call-of-Pripyat-DirectX-10-versus-DirectX-9-comparison/Practice/>
[Accessed 5 November 2010].
softpedia (2009) Stalker: Clear Sky. Available from:
<http://games.softpedia.com/progScreenshots/S-T-A-L-K-E-R-Clear-Sky-1507-8-Trainer-Screenshot-29131.html>
[Accessed 5 November 2010].