Really? That's pretty cool. I had a similar idea for an indie game for when I started to really get into Flash/game-design, but now I can just go straight to playing (hopefully). Any idea what the name was, or anything about it?Silver said:Speaking of suicide, there was a game a while back I read about where dying was a major mechanic. When you died you lay there until someone came along, then you took control of the first person to see your body. Everyone had different abilities and skills. Seemed really cool, and something like that would be nice.
Having the player as something distinctly unhuman could be a very powerful thing, I think, if done well. If you play as a ghost-like being that can possess humans, it could be really cool. Add some bigger enemy chasing you, remove the players ability to fight back (humans can't hurt the ghosts, since they're incorporeal, but each other, so the host bodies can be destroyed, and you can't hurt the other, bigger ghosts in your ghost form), so you have to hide, and dodge, and come up with clever solutions. Maybe you can't hurt anyone directly, but indirectly you might be able to.
So, what "Condemned: Criminal Origins" should have been? No offense, I liked the game but thought that the cult bit was pointless (and just a way to explain a sequel...seriously though, you're serial killer hunter after serial killers, do you really need to add that other stuff? How many people watch "Criminal Minds"?). The parts where it was more about the psycho were scarier than the whole cult bit which seemed kinda added on. Have you seen the infamous Tibbits scene? Check that out on Youtube. That was pretty scary. It's too bad they felt the need to continually break up the slow suspense with quick combat action which, kinda took away from the eerie bits.Estocavio said:How about have the antagonist as a regular human being for once? I can guarantee that humans are more malicious, deadly and psychotic than any deformed monster.
I believe that was Omikron: The Nomad SoulSilver said:Speaking of suicide, there was a game a while back I read about where dying was a major mechanic. When you died you lay there until someone came along, then you took control of the first person to see your body. Everyone had different abilities and skills. Seemed really cool, and something like that would be nice.
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something like this would be good. FPS have better immersion and adding the fact your cant fight would increase the horror aspect polish out the wrinkles of FPS running and it would be really scary.DJmagma said:first person, no shooter. you know those moments where you see an enemy in the corner of your vision and jump out of the way just in time? imagine that, but not being able to move quick enough to dodge.
Care to explain the many deaths in Project Zero then? Because that game was fucking scary.Silver said:The most important thing in a horror game is to not break the immersion. Ideally a player won't die a single time, but always feel really close to it, dying, and respawning or reloading will break the immersion. This shouldn't be done cheaply, the player should just be given the necessary means to escape death, at a cost, maybe being able to climb where enemies can't reach. Maybe being able to run faster by throwing away stuff in your inventory, or dropping your backpack (and losing everything).
Another important part is to not explain too much, that often ruins stuff. Let the players' imaginations run wild with vague hints, and don't explain things too well.
A Message pops up: "Turn the safety off you dumbass! XDwootsman said:your gun jamming randomly
Basically, yep. Having played Condemned, it does have alot of potential. What i don t get is why this hasnt been done...swolf said:So, what "Condemned: Criminal Origins" should have been? No offense, I liked the game but thought that the cult bit was pointless (and just a way to explain a sequel...seriously though, you're serial killer hunter after serial killers, do you really need to add that other stuff? How many people watch "Criminal Minds"?). The parts where it was more about the psycho were scarier than the whole cult bit which seemed kinda added on. Have you seen the infamous Tibbits scene? Check that out on Youtube. That was pretty scary. It's too bad they felt the need to continually break up the slow suspense with quick combat action which, kinda took away from the eerie bits.Estocavio said:How about have the antagonist as a regular human being for once? I can guarantee that humans are more malicious, deadly and psychotic than any deformed monster.
Wall of text much? But great idea, up until the part with the console failure; I don't like the idea, and it'd probably get a lot of people to turn it off and stop playing before they realise. And I'm not sure the red light thing is possible.dathwampeer said:may need a snip here
If I had to guess why, I'd say $ and controversy (even though, as Vince Mcmahon says "controversy creates cash". BTW, according to Forbes.com [see http://www.forbes.com/2001/06/22/billdropoffs_print.html ] on Aug 2000 [in my opinion, that was around the "peak of the WWE"], his wealth was $1.1 billion and is "now" $700 million. My point being, when they were controversial, he became obscenely rich and, while they "clean up their act" his wealth has decreased). Anyways, for the most part (Rockstar had controversy with GTA and Manhunt but are also trying to "clean up their act"), game companies want to avoid controversy because it may give them a bad image. This is complicated by all the watchdog groups who still believe that games are for children and brainwash every person who plays them gets trained to become ruthless killers. So, yeah, creating a game with an "ultimate villain" human would be controversial. Also, they would probably be pressed to explain why that person acted the way they did or be considered "unrealistic". Um, I would also guess that it has to do with macho, ego, machismo (whatever you want to call it). I think the companies are trying to outdo each other with "who can make the bigger/grosser monster?" I would like to see this trend change but I won't hold my breath. I would also like to play a video game with a 360 projector, accurate motion controls, and a surround sound system which accurately reacts to the direction that I'm facing (it wouldn't make sense to view something on a 360 degree projection if the sounds still react as though you're facing in one particular direction). So, yeah, those are some of my thoughts.Estocavio said:Basically, yep. Having played Condemned, it does have alot of potential. What i don t get is why this hasnt been done...swolf said:So, what "Condemned: Criminal Origins" should have been? No offense, I liked the game but thought that the cult bit was pointless (and just a way to explain a sequel...seriously though, you're serial killer hunter after serial killers, do you really need to add that other stuff? How many people watch "Criminal Minds"?). The parts where it was more about the psycho were scarier than the whole cult bit which seemed kinda added on. Have you seen the infamous Tibbits scene? Check that out on Youtube. That was pretty scary. It's too bad they felt the need to continually break up the slow suspense with quick combat action which, kinda took away from the eerie bits.Estocavio said:How about have the antagonist as a regular human being for once? I can guarantee that humans are more malicious, deadly and psychotic than any deformed monster.