Doctor Glyndwr wrote:
People not playing this need to know what it does with voice chat, because it's very good.
(Background if you don't know: it's asymmetric multiplayer. Up to seven camp counsellors are trying to escape Jason. Jason is the last player, trying to kill them all.)
Voice chat only works when you are close by. This means humans can talk, and co-ordinate, but only when near to each other... until they find a walkie-talkie. This means the start of the game is scary and lonely as fuck, with the only sounds your character's hysterical muttering to themselves and (hopefully not) the OH SHIT SON music that plays when Jason gets near. Once you find a radio, all counsellors with radios can talk to each other freely. BUT: Jason follows these rules too! At one point last night, I saw Riles sprinting for me, Jason on his heels, as I lurked in some bushes. "Don't lead him towards me!" I squeaked, only to hear Cras (as Jason) reply "you know I can hear you, right?" as he coolly speared Riles between the shoulderblades.
Once you die, you get a "dead thread." Everyone dead can spectate anyone in the game, and communicate freely with all the other dead people. This is good, because if you die early on and the game goes the distance you might spend 15 minutes in there. But like Mafia, this is actually pretty good fun in its own right: you can follow any player and do a lot of "WHAT THE FUCK ARE THEY DOING" with the other dead folks. It's also much less stressful.
This also means we have suspended the usual Beex rule and have no party chat in-game. You can still join the party -- we'll probably have one going for co-ordination -- but in the PS's quick menu (the thing that appears when you long press the PS button) you can scroll down to Party and select Prefer Game Chat. Then the game will override the party.
Strangely enough, the game I'm making has similar voice chat mechanics (well, is planned to.) would be interested to see how it works if I could join in with you at some point.