First Draft for Distorted
Delirium’s In-Game Mechanics
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As you can see from my previous post with the table of
contents for our design document, there is a large amount of contents dedicated
to the ingame mechanics. I have spent the past few days trying to iron out
these areas so that they make sense. These areas are, psyche, fear and health.
All of which needed a system to back them up so that they would work in game.
They are also the more complicated aspects of gameplay in Distorted Delirium so
I felt I needed to take some time to write it up properly.
This is only a first draft and there
will be illustrations and visual examples to follow for the document, but for now you can read
this if you are interested in our gameplay concept design. There are a few bits
missing from this document but like I said, it’s a first draft!
In Game
Mechanics
Overview
Gameplay mechanics are
going to be simple, players will have a DSLR
camera and a battery powered torch at their disposal,
both of which the player can operate
at any time around the museum.
Players will need to
use their camera to solve puzzles
throughout the museum but it also acts as a
means of documentation. Player will be able to take
photographs whenever they like in the museum.
The player will assume
a first person perspective in game
and movement mechanics won't be complicated so that the player feels fully
immersed in the experience of the museum. A "peek" mechanic will be incorporated
into the controls giving the player more realistic approaches to basic
movement.
There is one mechanic
which will affect the players control over their gameplay and that is Lianna's psyche. This will create various types of
gameplay based obstacles for the player to overcome throughout the game.
Health & Damage | In Game
Mechanics
Overview
During Lianna's
experience in the museum she will experience a variety of different emotions
which will affect the way the player passes through the world. These emotions
will affect Lianna both mentally and physically during the game. There are 2
core fundamental elements which effect Lianna constantly throughout the game,
the first one is HEALTH. (Of
course, with health comes damage as damage needs to be dealt to Lianna in order
for health to be a part of the game).
So, What Is Health? | In Game
Mechanics
Health is the mechanic
the player uses to measure how injured Lianna is in game. Lianna loses health
when damage is dealt to her. Damage is calculated using a 100-point scale and,
while the game isn't encouraging or enabling combat with enemies, it is possible
that Lianna will become hurt from various enemies, actions or areas of the
world/environments.
How Does Lianna Lose Health? | In Game
Mechanics
Overview
Health and damage
come hand in hand. Lianna will lose health when damage is dealt to her through
various methods. These include environmental, physical and monster damage all
of which vary in pattern, ferociousness, speed and severity. Examples are as follows:
- Phobia and symptom monsters.
- Boss monsters.
- Environments which relate to Lianna's
repressed memories and bad life (for example: the needle hallway which
represents Lianna's parents abuse of drugs)
- Jumping from high areas to a floor (if
Lianna was faced with an “infinite drop” she would die if the player forced her
to jump off the edge).
- In-game elements the player might face
in different areas of the museum as standard such as contact with fireplaces,
trapdoors, gas pipe leaks, broken electrics, radiation, water damage, drowning,
dropping through broken floors. (These are only examples of possible
environmental hazards the world could have).
Environmental Damage & Health | In Game
Mechanics
Overview
Environmental damage
is caused from various hazards encountered by the player throughout the museum.
The museum itself will be presented as derelict, run down and dangerous
location but there will still be active hazardous elements which will harm
Lianna and reduce her health.
Environmental
Damage
The damage dealt from
environmental hazards would be calculated on a damage per second model, where
the longer the player remains in the damage radius of the hazard the more
damage is sustained. The damage per second increases accordingly when the
player is faced with a platforming section or an environment which is based on
Lianna's past where the hazard might be larger in scale.
Each hazard also
carries its own damage modifier, from the small fire of a torch to a more
volatile electrical cable. For example, if the player comes into contact with a
fireplace (small fire) then they would sustain 5 damage per second, but contact
with electrified water would cause 20 damage per second indicating to the
player that separate hazards can cause different damage.
The reason small time
environmental hazards are included are to give a more realistic in-game world.
They only deal small amounts of damage to Lianna but, while one or two hits are
nothing to cause concern for the player at full health, extended contact would
result in death.
Monster Damage & Health | In Game
Mechanics
Overview
Monster damage will be
harsh and unforgiving to the player if they find themselves in close quarter
combat with a monster. The player needs to realise that these monsters are
incredibly powerful and that if they catch the player, they will often attack viciously
and fast; not leaving much time for the player to escape.
Monster
Damage
Monsters are the
players biggest enemy, they can cause the most damage in the least amount of
time. Monster damage is calculated by hits with both damage and attack patterns
varying between monsters. For example, the Mother Monster could deal 25 damage
per hit in very quick succession resulting in Lianna's death (from full health)
if she is caught in extremely close proximity and unable to escape. This would
indicate to the player that they will die very easily when engaged in close
quarter combat with the monsters and fortifies why the game advises the player
to avoid physical contact from the beginning.
Health Mechanics | In Game
Mechanics
How
is health presented?
Health is not
something that will be explained through tutorial to the player; they will only
learn about it through exploration of the inventory screen and discovering the
health illustration.
Health won't be
represented by a health bar featured on the playing screen in-game. The player
will have to enter their inventory to view their health status, represented by
a context-sensitive illustration and a basic sentence. It is then up to the
player to decide whether this sentence means they are in need of a health item.
>>
NEED EXAMPLES OF HEALTH SENTENCES AND HEALTH ILLUSTRATION <<
How
does the player know they are injured, being hurt or dying?
The main point at
which the player will be aware of their health is when damage is caused. Losing
health and taking damage wont effect playing mechanics, such as movement, but
will cause Lianna to make a verbal sound as if she
has been wounded when damage is
dealt to her. This notifies the player that
damage has been dealt. When Lianna is hit the sentence in the players inventory
will change depending on the amount of damage she has taken.
There will be an on screen, in-game tell which will warn the
player that Lianna could die if she
suffers a couple more hits (the number of hits
depends on Lianna's current health status at that time) and that they must
escape to safety immediately in an attempt to survive. Once an monster has
Lianna in their sights it isn't impossible for the player to escape but if the
monster does catch up to it will be difficult to avoid being violently attacked
causing a very fast death.
What
is the in-game tell?
There will be various
visual and audio evidence that Lianna is on the brink of death (for example, 70
points of damage sustained out of a possible 100). These will evoke fear and
panic into the player and also act as a hint/warning that they are in imminent danger if they do
not escape and recuperate.
It is important to
remember that these "damage hint phases" are usually triggered where
players have engaged in combat (purposefully or not) with monsters and in
return the monsters have been able to inflict large amounts of damage in short
amounts of time onto Lianna, causing need for an in game hint that the player
is seriously close to death. Often the player would be considered very lucky if
they were able to escape death at these stages of damage/injury, this is not to
frustrate the player but to emphasise just how
dangerous these monsters actually are.
Damage
hint phase 1 - Minor colour desaturation & a prominent heart beat: When
Lianna is first headed quickly towards death (possibly around the 70/100 point
damage mark and if the player hasn't used/got health regain items), in game
colours will gradually start becoming desaturated as Lianna loses her health.
This is the first visual on screen hint for the player. Lianna's heart will
also begin to slowly thud out loud so that the player can hear it. This is the
first audio hint for the player. These 2 mechanics happen simultaneously until
Lianna sustains enough damage to push onto damage hint phase 2.
Damage
hint phase 2 - Severe colour desaturation, louder, faster heartbeat & minor
red pulsing border: Colours in game are now severely, if not
completely, desaturated (possibly around the 80/100 damage point mark).
Lianna's heart would continue to thud only now it would be beating much faster
and louder causing a great sense of urgency in the player to use/find health or
safety. The players first person view would also, at this point, begin pulsing
alongside the beat of Lianna's heart. The edges of the screen would display a
deep, dark red border which leaks like veins into the players field of vision (not
so they can't see where they are going, just to show that this is now seriously
affecting Lianna).
Damage
hint phase 3 - Total colour desaturation, incredibly loud, fast heartbeat &
severe red pulse border: At this stage of the death phase Lianna
would be 1 critical hit away from death (possibly around the 90/100 damage
point mark). Any colour the game world had is now completely desaturated for
the player. The main audio heard, other than monster audio, will be the deep
heavy thud of Lianna's incredibly fast beating heart. The minor pulsing red
boarder from the previous phase is now an incredibly dark red colour, almost as
if Lianna were leaking blood from her eyes, and is pulsing viciously around the
edge of the players view. It would pulse out of sync with the heart now to
emphasise the panic and severity of the situation.
How
do I regain my health?
Exploring the museum
thoroughly will result in players finding medi-pill
bottles, these medi-pills can be used to heal
Lianna. Some medi-pills will be in more obvious places so that player who do
not chose to explore won't be left without ways to heal, however, players who
do explore will be rewarded.
Medi-pills are
medication, they restore health when used. As to not make the health system
anymore complex, medi-pills will simply restore a percentage of Lianna's health
when used, this is calculated in-game and will adjust the players health status
accordingly if enough health is restored.
Medi-pills will be
fairly rare, as to not make the players experience a constant walk in the park.
The more the player explores the more likely they are to find medi-pills. This
both encourages the player to fully explore the museum world so that they can
take a small comfort in finding some extra medi-pills and highlights the
dangers they might face if attacked with no way to regain health.
Another way in which
players can regain health is by using a safe-bed. When
used, an safe-bed will bestow health back onto the player provided there is a
light above the bed. This action is immediate and will not need to be activated
by the player. The only determining factor is the light, safe-beds won't deal
health if there is no light.
How
the health mechanics affect the player
When cornered,
captured or in close proximity to monsters Lianna will die easily. She will
take minimal hits before falling to the floor dead causing the player to
restart from a previous checkpoint or saved game. The game will be unforgiving
as there needs to be a severe sense of fear if the player is being chased or
pursued by an monster. If a monster does attack Lianna and the player can't
escape fast enough to hide, the monster will strike quickly, precisely and
often won't leave much room for the player to escape which will enforce more
fear and panic towards monsters.
Psyche | In Game Mechanics
Mentioned previously
in the mechanic overview, psyche is a core factor in Distorted Delirium which
can greatly affect gameplay. It will often lead to, and result in, Lianna
responding differently to a variety of situations throughout the game. Psyche
is the term used to describe Lianna's mental stability as the game focuses on
her developing and suffering from an
psychotic episode "inside her own head". It will affect her
both mentally and physically.
How Does Psyche Work? | In Game
Mechanics
The idea behind psyche
is that it's a way of physically presenting Lianna's fear and mental stability presenting it
through various gameplay mechanics. Psyche is supposed to represent the amount
of darkness Lianna consumes (metaphorically and literally speaking) while in
the alternate museum.
Psyche will be
affected by various actions in game such as having repeat
associations/encounters with monsters, witnessing randomised paranormal events
in game, remembering repressed memories, travelling through environments linked
to her past and having flashbacks etc.
With the inventory
screen open, the player will be presented with a psyche gauge informing them on
how mentally stable Lianna is. The player will learn that maintaining a low
level of psyche is best for stealthy movement around the museum. Sustaining a high
level of psyche will result in randomly generated paranormal events occurring
live, in game. Gameplay will also become
altered in conjunction with the severity of the psyche level. The higher psyche
Lianna has, the more noticeable by monsters she is.
Okay, So How is the Psyche Calculated? | In Game Mechanics
Because there are an
assortment of features that can alter the way psyche is dealt to Lianna, there
needs to be an overall psyche damage model for the game to calculate how
mentally stable the player is at any given point in game. To do this, the game
will use the same calculating system as health. Using an 100-point scale, each
specific factor listed can deal psyche damage which will be calculated on an
damage per second(s) basis. For example, if Lianna's psyche takes no damage it
would be calculated at 0 points signifying that she is completely mentally
stable. In this situation, the gameplay wouldn't need to alter. Alternatively,
if Lianna has a psyche damage of 100 points it renders her completely mentally
unstable.
What Factors Effect Lianna's Psyche? | In Game Mechanics
The 3 predominant
factors which will effect Lianna's psyche are darkness, monsters and paranormal
activity. Of course these are very basic descriptions which can be separated
into many specific areas, each having an varying effect on Lianna's psyche, often
fluctuating in severity depending on the situation. Specific examples include
the following:
- Scripted jump scares
- Non scripted jump scares
- Randomised/paranormal in game situations
(examples include: doors opening and closing, exhibitions falling over and
moving around off their own accord, sinister museum PA audio etc)
- Random encounters with "boss"
monsters
- Random encounters with phobia symptom
monsters.
- Being in areas of utter darkness for
prolonged amounts of time (with no torch, ambient lighting or environment
lights such as fireplaces, fire torches, windows with moonlight etc)
Scripted scares
Distorted Delirium includes pre-written/coded scares. When witnessed, these scares will cause Lianna's psyche gauge to increase. Because they are scripted, the psyche would adjust a pre-determined amount (provided there is enough room in the 100 point scale to do so, otherwise it would just fill to maximum) so that it relates to the nature and severity of the scare. A creaky door opening on its own accord in front of Lianna would not increase her psyche as much as if she imagined an monster tearing through a wall behind her. Each pre-determined event would deal its own amount of psyche damage.
Distorted Delirium includes pre-written/coded scares. When witnessed, these scares will cause Lianna's psyche gauge to increase. Because they are scripted, the psyche would adjust a pre-determined amount (provided there is enough room in the 100 point scale to do so, otherwise it would just fill to maximum) so that it relates to the nature and severity of the scare. A creaky door opening on its own accord in front of Lianna would not increase her psyche as much as if she imagined an monster tearing through a wall behind her. Each pre-determined event would deal its own amount of psyche damage.
Non scripted
scares
Psyche damage is dealt similarly to scripted scares however, these scares are randomly generated and come in two varieties, standard non scripted scares and psyche related non scripted scares. Standard non scripted scares, for example, can occur any time during the game regardless of the players psyche level, of course witnessing these scares will have an impact on the psyche, but they can happen even if the players psyche is rock bottom. Psyche related non scripted jump scares will gradually occur more and more around the player the worse their psyche gets, raising the psyche level higher in accordance to the severity of the scare.
Psyche damage is dealt similarly to scripted scares however, these scares are randomly generated and come in two varieties, standard non scripted scares and psyche related non scripted scares. Standard non scripted scares, for example, can occur any time during the game regardless of the players psyche level, of course witnessing these scares will have an impact on the psyche, but they can happen even if the players psyche is rock bottom. Psyche related non scripted jump scares will gradually occur more and more around the player the worse their psyche gets, raising the psyche level higher in accordance to the severity of the scare.
Paranormal/mentally
unstable related activities
Activities which can't be explained fall into this category, doors shutting on their own, random objects moving, witnessing silhouettes, hearing disturbing noises, voices, imagining monsters and other similar actions for example. These will be a mixture of normal behaviour as part of museum gameplay as well as being a direct result of heightened psyche/fear which will only get worse the more the player sees.
Activities which can't be explained fall into this category, doors shutting on their own, random objects moving, witnessing silhouettes, hearing disturbing noises, voices, imagining monsters and other similar actions for example. These will be a mixture of normal behaviour as part of museum gameplay as well as being a direct result of heightened psyche/fear which will only get worse the more the player sees.
Random/Scripted
encounters with boss/phobia monsters
Distorted Delirium will force the player to encounter monsters (both boss and related to Lianna's phobias and possible mental health symptoms) at both pre determined times (during the story) as well as allowing the player to randomly encounter them throughout their exploration of the museum.
Distorted Delirium will force the player to encounter monsters (both boss and related to Lianna's phobias and possible mental health symptoms) at both pre determined times (during the story) as well as allowing the player to randomly encounter them throughout their exploration of the museum.
Some of these encounters will force
player monster interaction which will obviously raise Lianna's psyche/fear.
However, other encounters might suggest embracing the monster isn't necessary,
this means the player can avoid the monster and not have their psyche raised as
much.
Scripted encounters will raise psyche
a pre determined amount. Non scripted is based encounters take into account
radius, eye contact, prolonged viewing,
photographs, camera flashes, movement and sound (etc). The time spent embracing
the monsters in these ways will determine how fast Lianna's psyche and fear
rise as well as by how much (if the player moves away and hides from the
monster then Lianna's psyche will stop increasing).
Darkness
There will be
environments in Distorted Delirium which are pitch black. The game is very dark
generally anyway, but spending prolonged amounts of time in the pitch black
environments will cause Lianna's psyche and fear to rise.
As stated, all these
elements contribute to Lianna's psyche in different manners. It often depends
on the situation when calculating the psyche and fear damage. Gameplay
mechanics will become effected depending on the amount of psyche damage Lianna
has taken and will be represented through a mirror image of Lianna for the
player to see whenever they wish.
One way psyche is
effected is through monster encounters, both scripted and non scripted. These
will result in Lianna's psyche increasing depending on her proximity to the
monster. Ultimately it depends on the situation the player is in as to how much
psyche damage they take.
How is Psyche Damage Dealt? | In Game Mechanics
Monsters have a
circular "psyche radius" surrounding them so that the game can
calculate the amount of psyche damage to deal to Lianna depending on where she
is situated within that radius. The closer she is to the monster, the faster
and higher her psyche becomes. For example, if the player is near the edges of
the psyche radius, far away from the monster and generally out of sight,
Lianna's psyche will only increase slowly and in small amounts such as 5points
every 40 seconds. However, if she is in incredibly close proximity to the
monster (the inner section radius)
Lianna's safety, presence and mentality is compromised so her psyche will
increase much faster.
As previously stated,
there are a variety of small mechanics which can alter how severe a situation
is. Maintaining eye contact with a monster, approaching it, photographing it,
running past it and flashing the torch near it, for example, will all increase
the severity of the situation making the monster increasingly more aware of
Lianna. All these extra mechanics contribute to Lianna's psyche raising faster
and becoming worse.
How Does Psyche Affect Gameplay for the Player? | In
Game Mechanics
Psyche will become
more apparent the higher it becomes but it won't affect physical elements, such
as player control and commands, it will control mental aspects of the game. As
Lianna's psyche rises, there will be greater chances of randomly generated in
game content such as more frequent encounters with monsters, sudden jump scares
(e.g. doors opening and slamming shut, items falling over, windows and
exhibition displays shattering) and delusion based elements such as the player
witnessing "ghosts", silhouettes moving in dark places and strange
noises.
Of course, all these
elements will occur naturally throughout the game regardless of psyche however,
players will notice an definite increase in these activities when psyche is
higher. A Higher psyche results in higher fear, and fear will begin to take control,
literally.
Fear...What is Fear!? | In Game Mechanics
Fear is the apple of
the psyche tree, they both grow in strength together. The bigger the psyche
tree, the riper the fear apple. Fear is a part of Lianna's psyche, the two
naturally come hand in hand. Fear has the ability to disrupt the players
physical controls in game depending on its severity.
Raised psyche is
always a result of something scary happening
in game, such as darkness, monsters or jump scares. The more of these
elements consumed and embraced by the player, the higher Lianna's psyche level
will become and thus the more scared she'll become.
How Does Fear Affect the Player? | In Game Mechanics
The player will have a
fear gauge in their inventory, closely aligned with the psyche gauge, which
will signify the level of fear at which Lianna is at, at any given point in the
game.
Fear, although
directly linked to psyche, gets its own gauge because it can separately affect
the players physical control over the game. The stage which Lianna's fear is at
will define how severely the controls are affected which each stage of fear
bringing different alterations to control.
How is Fear Defined, What are the Stages? | In Game Mechanics
There will be five
fear stages, from mildly nervous through to extremely terrified. The game is
never supposed to render Lianna, or the player, "comfortable"
therefore there will be no inclusion of a stage at which Lianna isn't scared of
the museum. The whole concept of the game is the strong suggestion that she is
becoming mentally ill, therefore not feeling scared, or at least un-easy,
wouldn't make sense.
Stage
1: Un-Easy
This will be the state
in which players remain mostly, so long as they keep their psyche level down.
This stage brings no alterations to gameplay, players will proceed as normal.
Normal will include audio/sound design elements such as hearing Lianna breathe/sigh/exhale
(depending on gameplay and situation) as well as footsteps, these won't be
altered at this stage of fear.
Stage
2: Anxious
This stage will
display changes to normal sound design. Lianna's breathing pattern will change
slightly and will become louder. When running, the player will find that Lianna
will remain out of breath for a prolonged period of time, often resulting in her
breathing being heavier as she moves around the game.
Stage
3: Panic
Stage three brings a
heartbeat sound mechanic into play. At this level of fear, the player will be
able to faintly hear a heartbeat when they encounter anything scary in the
museum. Footsteps while running will become even louder and Lianna will have
considerably louder breathing.
At this stage, Lianna will gradually become more noticeable to monsters in
the museum; they will sense her fear and be drawn towards her. Her psyche level
will be around 50% full, this is where the mental side effects mentioned
earlier start to creep in.
For
example, the player will now begin witnessing randomly generated
scares/encounters and suffering delusions (thinking they see/hear things which
aren't actually there or happening such as ghosts, strange silhouettes and odd
noises) as a direct impact of her heightened psyche. As a result, these
randomly generated scenarios, when embraced by the player, will also cause
Lianna's fear level to increase simultaneously with her psyche.
Consider
it a vicious circle, the more scary things happen the higher her psyche &
fear is raised. The higher her psyche the greater chance she has of witnessing
extra randomly generated scares which, if embraced by the player, will keep
BOTH her fear and psyche rising until she reaches the maximum.
Stage
4: Overwhelmed
This is the stage at
which fear will become more severe regarding player control and mechanics. Of
course the obvious will occur, Lianna will now be breathing much heavier than
previously, she will hear monsters from further away as a result of her heightened
senses through fear, her footsteps will sound much heavier too. When the player
runs, Lianna will remain short of breath much longer through sheer panic.
Lianna will often find herself panting and exhaling in shock when menial tasks
are taken out such as opening doors to new room and discovering new locations.
The player will also find that Lianna's heart beats much faster and louder when
in the presence of monsters or when witnessing paranormal activities. These
elements combined make her far more obvious to monsters which will make sneaking past un detected much harder.
Stage
5: Terrified
This is the worst
stage to be at and players will not want to find themselves with this much
fear, it is at this stage that control is relinquished, slightly, from the
player.. Lianna's footsteps will be feel much heavier and clumsy, they will
also sound much louder making her hard to miss, even in the dark.
Every task performed
in the museum, opening doors, exploring new rooms, viewing exhibitions, reading
notes, encountering scares/monsters and travelling through darkness, for
example, will cause the player to hear a viscous heart beat indicating that they are far too
terrified to perform these tasks.
Monsters will become
incredibly drawn to the fear in Lianna, moving past them will prove incredibly
difficult and often the results will be fatal for the player. This is an
indication that they cannot carry on with such a high level of psyche and fear
as at this stage, everything will keep getting worse until Lianna dies or the
player finds light.
If the player engages
in any combat with monsters whilst at this level of fear (either on purpose or
by accident) it will be harder to escape as stage 5 fear affects the players
controls. Running will still remain the same, however Lianna will be much more
verbal. She will pant and whimper loudly as she run, possibly alerting more
unwanted attention as the player tries to hide.
Whilst running away,
if the player moves Lianna past an environment bursting with objects
(bookcases, exhibitions, pots, desks etc) then there will be a high chance her
clumsy running will knock these over, causing more noise (of course this will
work only if the player is near these objects. They won't just be flying over
un-realistically). This will cause a sense of urgency in the player to find
light.
Lastly, there is the
stumble mechanic. When at this level of fear, there will be a small chance that
Lianna will stumble and the players view would look down to clarify that they
haven't fallen over. There would be an animation, in real time, showing Lianna's
hands push out as if she were to fall, as well as her feet stumble. She won't
fall over, but she will appear to trip up, hindering escape shortly. The chance
of this happening is small, however, as to not become annoying for the player.
So, do Fear and Psyche Adjust Simultaneously? | In Game Mechanics
Yes, they do. The
simple way to view this system is to just consider psyche. Psyche will increase
under scary situation. The higher the psyche, the higher the fear. The catch
comes in the form of mental disturbances such as randomly generated jump scares
and monster encounter (which might not have occurred, had your psyche been
lower at that time) which are caused by a higher psyche. Obviously monster
encounters can be "dodged", and if so, nothing will happen. Your
Psyche remains the same. However, if you embrace the monster encounters, or are
unlucky enough to witness multiple randomly generated jump scares, then your
psyche will increase (because you are scared) alongside your fear.
This viscous circle
can only end in 2 ways. Either the player ignores psyche and tried to survive
until psyche and fear are maxed out (not recommended) or, they find light to
heal their psyche and return to gameplay. Keeping psyche low keeps fear low. It
also reduces the chances of randomly generated events occurring purely to
aggravate Lianna's psyche. Of course there will be randomly generated events
which will happen throughout the game anyway, but they will get progressively
worse if the players psyche remains high.
How
do you Reduce Psyche and Fear?
It's very simple to
reduce psyche and fear. Throughout the game players will discover safe beds and
so long as the safe bed has a light above it, Lianna can crawl in and
"absorb" the light which will reduce her psyche and fear until it
"runs out of light".
Players can also
discover light switches and lamps in certain rooms, testing them to see if
there are any lights remaining which work in the seemingly derelict museum.
Some lights will turn straight on and provide light while others may flicker
but ultimately they will all fade out eventually and need time to regenerate
before being used again (preventing unlimited use). Lights that work will be
seemingly rare and lamps/light switches can be well hidden and easily missed so
players will need to keep retain a sharp eye if they wish to diffuse their
psyche and fear.
There will also be a
few opportunities to stand near windows which flood moonlight into the area
providing another way reduce psyche and fear, although most windows will be
boarded up or obstructed in various ways as to not let light flood in.
Ambient light sources
located around the museum will also provide psyche and fear regeneration,
fireplaces, fire torch light, lit up exhibition cabinets for example will all
provide enough light for Lianna to absorb. These ambient light sources are only
small, however, and can only restore set amounts of psyche as they aren't
proper or large scale sources of light.
It is also worth
noting that the torch is far too small to use as a source of light and cannot
reduce psyche or fear. Another crucial factor to consider is that whilst Lianna
baths in any temporary light source she can find, it will also alert any nearby
monsters, they will find themselves attacked to the light source which can be
dangerous to Lianna and the player.
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