Exactly! I'm not sure of this would make the game scary or not but i'm sure it would make an epic game!LordNue said:Arbitrarily removing the player's already limited health is stupid, I just had to point this out. Even if they don't get attacked. It's not scary, just tedious and annoying.
Enemies that can adapt to your weapons would be something that would be nice to add. Perhaps the game has shadowy monsters you never quite see since they attack you in the darkness and all you make out are their vague forms, but lets say you have a fondness for the shotgun. As you attack more and more of them with it they'll get larger, start keeping distance and start growing chitinous armor, making your weapon less effective. Meaning you'd have to use more then just one weapon to get through the game or you'd end up gimping yourself because by the end they'd be virtually immune to the best weapons. Ultimately this means running away would probably be the best tactic overall, but this too would mean they'd grow faster and eventually be able to over power you as they spent more time chasing you.
I think it'd be a lot more interesting if you did this with slow moving zombies in an open world.Dark2003 said:sandbox zombie-infested city, no slow moving zombie either, limited ammo, limited population, and no way out
Make this a downloadable game. There are leaderboards for whoever can survive the longest. Also an optional multiplayer mode, emphasis on the optional.Dark2003 said:sandbox zombie-infested city, no slow moving zombie either, limited ammo, limited population, and no way out
I like this, but maybe without the actual meter. And also based on context. For example, let's say you have a pistol. A zombie is approaching. You fire off 6 bullets and it doesn't flinch... that's an "oh shit" moment and your character then begins to act scared. On the other hand, if you fire 2 bullets into it's face and it drops... no problems.Zetsubou-Sama said:A scare-meter, that makes you lose the grip of your weapons, as well as killing you when you get too scared it would work like the longer you fight the more scared you'll get as well as making some of the exploring have frightening bits to make the player question if he should investigate or not, another thing would be that whenever a player let's go of a certain button in panic events the weapon or flashlight would drop and you would be in complete darkness until you found it again.
Wikipedia Charles Lindbergh and his flight to Paris. THAT would make one hell of a suspense/horror game.Horny Ico said:Here's an idea that I know hasn't been tried before: Flight simulation horror! I don't even know if that would be any good; I just know it would be original.
I've been thinking something like this too.Dark2003 said:sandbox zombie-infested city, no slow moving zombie either, limited ammo, limited population, and no way out
I agree completely with both these people. Someone hire dathwampeer for game mechanics ideas!Save us.A7X said:That would be amazing, it would be great to see someone finally using the 'your console is possessed/broken' trick again, never played Eternal Darkness but I've always loved the idea it went to that level to screw with the player.dathwampeer said:*snip*
On top of that you could add some sort of test like that Silent Hill game for the Wii to figure out how easily scared you are so when something does worry you, the character should respond accordingly.Wolfram01 said:I like this, but maybe without the actual meter. And also based on context. For example, let's say you have a pistol. A zombie is approaching. You fire off 6 bullets and it doesn't flinch... that's an "oh shit" moment and your character then begins to act scared. On the other hand, if you fire 2 bullets into it's face and it drops... no problems.Zetsubou-Sama said:A scare-meter, that makes you lose the grip of your weapons, as well as killing you when you get too scared it would work like the longer you fight the more scared you'll get as well as making some of the exploring have frightening bits to make the player question if he should investigate or not, another thing would be that whenever a player let's go of a certain button in panic events the weapon or flashlight would drop and you would be in complete darkness until you found it again.
FEAR is broken as a horror game because it's incredibly predictable and about as scary as Nacho Libre.Madkipz said:I want to take the F.E.A.R to the next level, odd warning signs like suddenly your partners face suddenly has this creepy smile and raspy sound and the sounds growing larger, with a heartbeat music and the world growing increasingly odd like people vanishing in thin air or you crashing into invisible walls.
Penumbra: Overture. Google it.Tattaglia said:http://www.amnesiagame.com/#main
Everyone watch the video. A big plus for this game (for me, anyway) is the fact that you can't fight the enemy in any way, only avoid them. This should make the game waaaay scarier.
Disagree. Good games have been made where you have a warning sign, though I do agree with you on a point needs to be farther away from FEAR. Maybe have an auditory cue when nothing happens, and scattered throughout the game have one or two where it actually does indicate something.TOGSolid said:FEAR is broken as a horror game because it's incredibly predictable and about as scary as Nacho Libre.Madkipz said:I want to take the F.E.A.R to the next level, odd warning signs like suddenly your partners face suddenly has this creepy smile and raspy sound and the sounds growing larger, with a heartbeat music and the world growing increasingly odd like people vanishing in thin air or you crashing into invisible walls.
You cannot have sudden scary music whenever something is about to happen because that is an auditory clue and lets the player mentally prepare themselves.
You cannot have radio static whenever something is about to happen because that is an auditory clue and lets the player mentally prepare themselves.
You cannot have odd visual glitches whenever something is about to happen because that is a visual clue and lets the player mentally prepare themselves.
Are you guys sensing a trend? The best horror games and movies don't have retarded clues that something is about to happen. The player needs to be constantly thinking that at any time they could get shredded or they'll stumble onto something. The music should be constant, the tension should be constant. It's ok to have fucked up things happen during a firefight, in fact, that'd be a great change of pace considering how badly written most horror games are. It's ok to have fucked up things NOT happen between firefights occasionally just to keep the player guessing.
Basically take FEAR and do the complete opposite of it and you'll have a game that has the potential to be scary.Penumbra: Overture. Google it.Tattaglia said:http://www.amnesiagame.com/#main
Everyone watch the video. A big plus for this game (for me, anyway) is the fact that you can't fight the enemy in any way, only avoid them. This should make the game waaaay scarier.
But that's just going along with my general point of the need to keep the player off balance. If you have cues happen and sometime result in nothing at all then the player will never be sure of wtf is going to happen which means that it's going to be easy to set them up for a scare.SnowdensOfYesteryear said:Disagree. Good games have been made where you have a warning sign, though I do agree with you on a point needs to be farther away from FEAR. Maybe have an auditory cue when nothing happens, and scattered throughout the game have one or two where it actually does indicate something.
Ok you have me there, instead make the first fight just enemies who are hard to hit and drain your ammo, and the second fight one with AI partners, like you run into the cache and its close to a group of friendlies, like a small makeshift base, then when the second big fight starts your gun jams, and you have to try to escape as your team is overun.kman123 said:More annoying or cinematic than anything scary. Seriously, if a large group of enemies spawned STRAIGHT AFTER a massive gunfight, depending on the difficulty, I'd probably hurl the controller at the screen, hunt you down as you are responsible for the idea and force you to play it =)HeySeansOnline said:You find a small weapons cache, the player automatically takes the big gun inside, put this cache right after an intense ammo burning firefight, now low on ammo he thinks he is saved thanks to this gun, he gets swarmed by a group of enemies, the gun jams.