The Killing Antidote

The Killing Antidote

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Do we need a map?
Finished the available content and think the game has massive potential. Coming here in good faith to ask if we need a map feature. Personally, I had a nightmare navigating the first level because is so maze-like and overlapping. That's not a criticism- it's a design choice and I think it works for the most part. However, because it is so intricate, and often requires retreading past areas, I think a map would yield a much-improved gameplay experience. All the obvious peers (Resident Evil, etc.) have some sort of map, and I think this game would be significantly improved if one were added. Apologies in advance if I've missed where this is in development.
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Showing 1-13 of 13 comments
It's been asked a few times before, the official stance was always, if you want a map make your own with pen and paper.

The game is meant to be difficult, though some elements of design have altered and cater to an easier play style, so with regards to a map never say never I guess.
Last edited by Seishisha; 19 Jul @ 9:53am
TheElari 19 Jul @ 10:01am 
In my oppinion, since it's a linear game there isn't that much room to "explore and get lost". Every area has a distinctive color and look (offices and cargo bays), each floor is numbered, every room has a plaque/sign next or close to them. Backtracking is part of the experience, and once you unlock all doors you can appreciate it even more when the map loops itself and everything is connected. I do agree that maybe a bit of a better explanation about direction/objectives would be appreciated. Sometimes an objective dictates "go to X room", ok... where? What floor? What area? You eventually find everything but first time players might get confused "Do I go up or down? Do I push forward or check for anything I missed?". I'd keep it optional, not a crucial part of gameplay but a helping tool. As long as it's well implemented and doesn't handhold players like a baby (Dead Space) it's gonna be fine. :TEDDY_BEAR:
Xuruki 20 Jul @ 5:33am 
Getting lost is part of the game C:
If you want to mark a location, you can using position marker item.
And i noticed they recently added objective markers showing you where to go, tho only temporary when you bring it up via log/quest log. not like gps, but it shows you if it's located above or below you which is useful in multi floor office labyrinth. :delsmile:

Tho a digital map jodi finds digging through computers may be nice, downloading onto phone or whatever. Like 1 floor plan per specific computer located per floor, not telling you where you are positioned, just the layout and room names. You can go to a room named on it to figure out where you are to still have brain work a little.

would be a nice bonus and collectible, tho not required. :Quiet:
Believe that would be good enough to satisfy people who feel more in need of it~
Last edited by Xuruki; 20 Jul @ 5:35am
くu 20 Jul @ 1:41pm 
No. It's not really that confusing.
Count 20 Jul @ 6:53pm 
"We" do not need a map. You or others might, so it should be added as an option but off by default as intended by the devs. Options never hurt anyone.
John_Doe 20 Jul @ 7:27pm 
your memory is still the best map.
im also lost at first, but after playing 3-4 times it's basically auto gps now lol
so does any other game isn't
no.
hardest part is all the drawers being empty apart from the one with the key-card
I have completed the campaign level that is currently available 12 times at the time of writing and I have to say the first time playing the layout was quite hard to remember but already in the second run it was pretty much in there and after that you basically can know the entire layout from your head.

The dev has said no map will be added but I agree with Count's comment that it could be an option which would allow different types of player to enjoy the game. Perhaps even link it to the easy mode. So in easy you do have a map but on normal and harder difficulties you are just left to your own memories. I do fully support the option to not have a map though because it adds challenge and makes you think before you turn corners way more.
A unlockable map that you "fill in" Silent Hill style on your phone would be a nice QoL as the game continues to be added onto, it would also give us a reason for the phone feature to even exist, since apparently, it does nothing as of this current build.
They could even add an animation where Jodi pulls out her phone and adds important new areas, and locked things that need key-cards and such to progress.
Recently I have finished two playthroughs of RE3R, which has the very convenient map. And I paid special attention to when I was willing to use the map.
It was mostly when I was checking if I was forgetting something (an item or ammo) in the specific section. Other instances were to quickly find things just to "be done with" a specific room and to move on.

So one could say the RE style map can be used as a cheat, because it is halfway to just looking up a location of an item in a walkthrough video/guide.
That said RE games rely more on finding specific quest items than TKA. TKA has very few of those and most of them are rather obvious in their placement.
Also, TKA is more forgiving with ammo, because your melee weapons are more effective than in RE (at least for the average player). So, it's not imperative that you find every single bullet.

One thing that also comes to mind, because of the map, the environment in the RE games feels more compartmentalized than in TKA. This is equally a remnant from RE's original classic design with fixed camera perspective, where doors strictly separated all rooms.

IMO, a map is not a necessity for TKA, on the contrary it was fun exploring and understanding the map.
Originally posted by Xuruki:

Tho a digital map jodi finds digging through computers may be nice, downloading onto phone or whatever. Like 1 floor plan per specific computer located per floor, not telling you where you are positioned, just the layout and room names. You can go to a room named on it to figure out where you are to still have brain work a little.

Actually, this might be a good way to implement a limited map system. Put it in the computers, tabbed next to the emails. The most they might have is a personalized note from the previous user and/or a guide to the nearest fire exit(which do not seem to exist).

That said, I do not think we need an actual map or HUD system with a minimap. That would take away from the immersion.
Not only it doesn't need a map, but thay would completely change the way the gameplay plays and feels.

The one thing that makes the gameplay in The Last Of Us 1 so engaging is the lack of directions: each area is a relatively simple level with only 1 an exit point, but you can't really tell where it is until u get there. That makes those simple levels feel more enganging.
This is a different kind of game but concept is the same: it's not just about progress, but also the thought process to get there.

If ever, I'd add a map for those who play on easy.
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