I think what's interesting about gore gaming is - the concept of sadism.
If video games are this magical invention that frees you to "do anything you can think of," then why are you perpetrating all this gore?
Make the game focus on this. If you ignore this aspect of the experience (by making the game about a stylish world travelling treasure hunter, for example) then you're robbing the gore of it's punch. You're making a different genre of game that happens to have some gore in it. which strikes me as lame/irresponsible.
It often seems gore in most games is hidden behind a shiny veneer of heroism and world saving. so you don't feel bad about it.
but this's the key to how any goregame leaves you feeling about gameplay when you finally put the controller down.
I think context must be established, so it will trickle down to affecting how you feel about each attack you perpetrate against each enemy.
1) Have the enemies (victims?) notice all the violence you're perpetrating against them: and react somehow.
running away in fear. crying over wounds. or going nuts themselves and also killing off enemies. It weirds me out that in all these recent games where you enter an area and have to kill off x number of baddies - the baddies never seem afraid. or even remotely aware of what they're getting into. it's like bad guys shooting guns at Superman. don't they fucking know they have no chance? what the hell?
anywho.
even in Splatterhouse2010, this bothered me. You're basically killing wild animals that do nothing but froth and wait in turn for their chance to slowly attack you. If one of them didn't fight, and just crawled into a corner and started crying - I would have thought more about the violence.
2) Have things you aren't supposed to hurt.
Innocent bystanders you're not supposed to touch, mixed in with the baddies (as in every light gun game ever?).
Or maybe offer rewards for not breaking all the furniture.
You could still destroy these things, but if it's clear you aren't supposed, it'll feel more like a dramatic moment when you just lost it and killed everything.
3) Replace dry wooden crates with something fleshy.
In the ultimate gore game, you'd probably want animals (rats?) corpses, or innocent bystanders to stand in for crates. ie. those things that draw you to explore a room and briefly attack them for small powerups.
I think there's nothing satisfying about breaking some barrels/crates/vases in games anymore. borrrrring. Maybe the repetition is addictive? I don't know why
4) Might be interesting to play with your "control of the character".
ie, after you kill the 11th baddie in a row, maybe your character is no longer interested in doing what you tell him. He vomits, or screams, or cries.
Or turns to face you, and personally chews your ass about what you're doing.
I thought this relationship between you and the character was the most interesting thing about the Manhunt games - you're character is walking this weird line between being forced to do things he wouldn't normally - and trying to break free of control.
I just think there's something to this idea of control that is a worthy spin on the usual video game "power fantasy" cliche.
5) call it "The Borrer". heh. ok, no. ... Call it : "Bored With Horror"