(Only works on main menu) Brings up a level select, doesn't turn off when re-typed. Unknown (it's mentioned in the game's code, might have to do something with collision). Maybe it's trying to pull up a menu it can't find). Unknown (might be broken or currently not working, all it does is dim the Main Menu's lights. (Note: The numerical keypad does not work with this) Teleports player to different level checkpoints using the number row keys while holding one of the shift keys. Goes to the previous scene level (does not work if you are in the Main Menu, which is the first scene). The KeystrokeTracker timeouts after 0.25 seconds. For example, typing fxps still activates data statistics. The uncanny valley works because it's a barely noticeable difference, when you make the entity look entirely not human, the effect doesn't work anymore.Note: These commands can still be activated even if another character is pressed. The way they had him originally, where he just had blanked out, bright yellow eyes worked just as bad arguably and made him about as scary as the snapchat smiley filter we got in the New War. His features are too exaggerated, to a point where it doesn't look like something trying to burrow into your head and make you think it's human, but rather a clown putting on a big smile to try and make you laugh(which I did laugh when I saw him in NW). The Uncanny Valley occurs within what, one character? The man in the wall is the only actual example I can think of relating to Uncanny Valley, and even then it really doesn't work. Warframe doesn't mindless drive hopelessness into your skull like Lovecraftian horror does, but rather attempts to fight it, which is a direct removal from the concept of this despair. This is again, not something that works for Warframe. This aesthetic is almost entirely opposite to the more gothic aesthetic of Warframe, where scary stuff is all black, with spikes and chains, you know the deal.Īnother big theme of Lovecraft horror is despair, most protagonists of Lovecraft's books are bystanders, as they get to see the true effects of the horror while also maintaining their own humanity. However the aesthetic is much different, Lovecraftian horror is notorious ocean based, because of H.P's fear of the ocean, so it's a lot of slime, tentacles, etc. Lovecraft horror is based on the horror of the unknown, which Warframe does kind of share, at least it did within the chains of Harrow quest. Everything that has 3 dimensions is non Euclidean.Īnd besides the other links are not really related to Lovecraft at all. Euclidean math is simple planar geometry, or 2d geometry. When we find things like the Man in the Wall, our reaction is less "oh God, life is meaningless and the Void is the true chaos that renders all logic and order moot," and more "this is an incredibly dangerous third party to the conflict, we need to keep a close eye on it with regular sitreps, though we should also check if negotiations and alliances are on the table."Īll geometry on earth is non Euclidean, Lovecraft was just an idiot. Uncanny Valley, non-Euclidean geometry, body horror, and inhuman design are all flourishes, not the point. Lovecraftian horror, at it's core, replies much more on existential dread, fear of the unknown, and hopelessness. Objects that are farther or closer than they look,Īll of your examples are tangential at best to Lovecraftian horror Non-elucidean geometry, like hallways that are longer or shorter on the inside than the outside. Not many games go full Lovecraft these days.
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