I was so annoyed the bronze key didn't open it! XD
I think it works a lot better the way he did it... cool though!
Pastel Forum » the Submachines
Submachine 2: the lighthouse
(164 posts)-
Posted 10 months ago #
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What a surprise.
Brilliant“I seat myself at the typewriter and hope, and lurk”
Mignon EberhartPosted 10 months ago # -
I did not even see the blood room on my first try...

IM IN UR FORUM, CLOGGING UR THREADS.Posted 10 months ago # -
I really wish he would of given us a key to the blood room.
DAVESPRITE: gonna sleep pretty sound tonight
DAVESPRITE: with that big fucking payload of safety you just got dropped on us
Posted 10 months ago # -
lol...yeah maybe. but i think there is nothing there..i mean it would have been locked all the time...and nothing beyond...the blood is just creepy isn't it?
Posted 10 months ago # -
You mean if he would of finished the game that we still would of never seen what was through that door? Yeah, I'd assume the same.
Posted 10 months ago # -
i know it may sound pretty stupid, but after you play all the series, again, and again...and then take a break of like 2 months after playing it all like 3-5 times, the lighthouse is definetly the best episode of all.
after playing them like something like 20 times, after laying yesterday the whole series again i felt different things about different episodes, and i suggest you should do that it's really giving a totaly different aspect about the games:
1- seems very classic. nothing to improve and nothing to take points for.
2- one of the best games i have ever played...full volume and dark may be the perfect thing to do to feel the atmosphare which is so awsome...!
3- really cool. even it's a different style of point and click game, and that it has puzzles you already know how to solve, you can feel the emptiness and loneliness mur was trying (i think..) to make you feel...
4- really good episode. it's pretty long, with really good puzzles, and the whole plot seems connected although you an find many many "holes" and things that are unanswered or unlogical...
5- really weird. for my opinion, even though the idea is the stupidest (sorry :-)) idea i have ever thought of in connection to the submachine series, the "artistical" instruments are the best in the whole seris.
6- weird also... when you finish it, even when you know exactly how to solve every single thing, you stay and think, that's it? this is how it ends? what have i gone through this episode? what does it change?
also, the atmosphare in this episode really fits the idea of the episode, but i didn't enjoy it very much. it was really empty, but not as in submachine the loop, and it was also very mechanical- and i know it should be like this, because it's the defense system, but still, it feels like something is missing...7- really great...just kidding
hope it will be awsome, and acctually, i think it will be awsome due to the fact it's the core- the thing we were going toward all the time, without knowing this is even our goal, or maybe only our semi goal as mur will probably do...
anyway, sorry i put this in submachine 2, but i had to write this because of yesterday...it never felt so real
Posted 7 months ago # -
1) agreed
2) also agreed
3) also also agreed
though I wish there's few more puzzles since it ended bit too soon4) sorta agreed, but I see this as best Submachine game and not Sub_2 because it felt more completed and expansive than Sub_2 could ever be and have wealth of plot elements and thick atmosphere that really drive the series very far where Sub_2 only took few steps forward. If the "holes" you mean by flaws, I disagree. If the "holes" you mean by missing plot elements, it suppose to be that way. We cannot yet know everything about Submachine yet, just the tastes of what is yet to come.
5) I have no idea what you're trying to point out. As for the connection to the series, it worked pretty well, but I think more should have been done to clarify Root as "first ever Submachine" and create bit more of plot elements. Beside that, the game played pretty well in more of mission-based.
6) I agreed with your thoughts on Sub_6 on gameplay, puzzles, and soundtrack, except about the "changes". Our perspectives on Submachine have changed a bit because of Defense System and our attitudes toward Mur might have turned a big 180 degrees. And don't forget Liz too...
Best Submachine game? Sub_4 definitely. I am ready to argue
art is my thingyamajigs.
THING. YA. MA. JIGS. ¬_¬Posted 7 months ago # -
the lighthouse is definetly the best episode of all
6) I agreed with your thoughts on Sub_6 on gameplay, puzzles, and soundtrack, except about the "changes". Our perspectives on Submachine have changed a bit because of Defense System and our attitudes toward Mur might have turned a big 180 degrees. And don't forget Liz too...
True. The plot twist changed quite a few perspectives, or at least, made the old perspectives less certain. I keep on wondering what Murtaugh's role is in the story. Is he the bad guy? Or the good one? Or somewhere in between? The story may be more complex than just good vs. evil...
Posted 7 months ago # -
I do understand and respect the argument about Sub_2 being the best Submachine game since I also see it as one of best PNC games. Having a strong mysterious story, thick atmosphere, and great set of puzzles help its case.
Although as I pointed out, I will always see Sub_4 as the best Submachine with Sub_2 being close second thanks to more involving story, stronger set of puzzles, and better focus on exploration.
The story may be more complex than just good vs. evil...
don't forget that it might also change our role in the story AND the ever-changing goal of our. It not about escaping or solving mystery or stopping Mur anymore. It might be something else entirely now.
Posted 7 months ago # -
It not about escaping or solving mystery or stopping Mur anymore. It might be something else entirely now.
That's exactly what I'm thinking.
Posted 7 months ago # -
oddly, DayMare Town series have the similar plight in not knowing what our goals are.
Posted 7 months ago # -
hmmm..i can't totaly agree with you on that...you have always known you need to escape from the odd town. however, it's not as in submachine. submachine can be developed to maybe 10 different directions. you solve puzzles and teleport youself, but you never know what's the REAL goal of all. if it was all a big game, you wouldn't even felt it. the only thing that gave it some kind of an end is that there are different episodes. in daymare town, there isn't even plot line, or something like that you have to follow. in submachine you have to. it's different...
about submachine 5, it could be i wasn't clear. what i was trying to say was that submachine 5 felt really not in the series. it felt like submachine 0 or FLF, when you knew it has nothing with the series. for me, there was almost nothing to follow after. but what did was (how do U write this..?) is a really smart "artistical" instruments.
the bricks from submachine 2, making you to overthink about the TIME of the game. also, the ancient temple from submachine 0. you now have another timeline to think about, and even have one "unexplored" part from the temple...
the 3D rooms, and some more things i may forgot...if i needed to rank it it would go like that:
story/plot progression: 5/10
artistical instruments: 10/10
music: 9/10
puzzles: 8/10
overall: 7.5/10 (they are not all equall in the precentage if you wondered :-))anyway, my point is that submachine 2 and 4 were the best of the series till now...
Posted 7 months ago # -
the rating is for which game?
anyway, Sub_5 is taken into very different direction after the surprises that came from Sub_4. It suppose to be more mission-based with exploring for wisdom gem that would take us to the Edge where Mur want us to do something. It's very different from lack of goals and obsession with escape and mystery that prevail through first four Submachine games.
Posted 7 months ago #
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