white_salad said:
I could see something like this, but put those bars on you.
Imagine. You're a mental patient, diagnosed with cases of blacking out and being incredibly aggressive. You have previous training ( like black ops or navy seal stuff) and you hear through the grapevine of someone important to you is in danger from like mob or some shit I'm not sure. You escape to go after them.
However, you have an insanity meter. At the lowest meter, you're efficient, basically like sam fisher. The more you kill, the more insane you get. You're actions become more shaky and violent, and once you get to the top, the screen goes black, and it comes back with the insanity meter back to the lowest and everyone who was around you viciously murdered. This you want to avoid, because you're trying to stay low key to avoid cops and the asylum trying to recapture you.
So...ya.
Awesome. So overusing violence and brutality will make you lose your grip on reality, affecting gameplay as well as the overarching story.
The more often you flip out and murder people, the more likely you are to flip out and murder people.
Also, can anyone suggest and ways to keep enemies scared? I'll start a list.
In no particular order:
1. Suspicious noises (Throw stones)
2. Whispered threats (I see you...)
3. Lack of communication (Jamming radios)
4. Dead comrades
5. Unwelcome surprises (Bodies in lockers)
6. Mutilated bodies (Slashed faces)
7. Torture
8. Living torture victims (Mutilated enemies/civilians)
9. Gory displays (Dismembered limbs/organs)
10. Pinned corpses (Nailed to walls)
11. Pinned comrades (Living, nailed to walls)
12. Cannibalism (Partially eaten bodies)
13. Combinations!
Remember, you need to be one really sick individual to do something like nail a still-living enemy to a wall. More gruesome displays require you to be more desensitized to doing this sort of thing. However, that increases your chances of undergoing your own Sanity Break.