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(05-12-2012, 08:44 PM)
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#51
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(05-12-2012, 08:45 PM)
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#52
It's up to European PC devs to make progress in the horror genre.
See also: http://www.neogaf.com/forum/showthread.php?t=455526
Last edited by Dascu; 05-12-2012 at 08:55 PM.
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(05-12-2012, 08:49 PM)
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#54
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Banned
(05-12-2012, 08:58 PM)
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#56
After playing DayZ, I'd like to see a horror MMO. Maybe one in a sprawling Metropolis with outlying towns\villages...with multiple factions (zombies, military, civilians, bandits, etc) all vying for control. I'd prefer something akin to Eve Online with a single server and multiple population centers. If the population of the game rises, they'd add a couple of towns..if it drops, the military faction nukes a city, effectively killing off the equivalent to a server.
Bring back old school Everquest traveling where the trek is dangerous and takes time. Also: other players are far more frightening than predictable AI. |
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(05-12-2012, 09:00 PM)
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#57
They're good, but they've also been recycling the same gameplay and setting forever now. Give the franchise one more title on the WiiU (it'd be a shame not to utilize the controller potential as a camera), and then let the team do a new type of horror game.
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Member
(05-12-2012, 09:37 PM)
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#58
Completely agree with 7. I think Cry of Fear does this where they introduce a monster through a cut scene. It really cheapens that first encounter and would have been better if they brought him out in a different way. Other games do it well, but most I have played tend to fail at it.
Last edited by MuddyDonut; 05-12-2012 at 09:43 PM.
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(05-12-2012, 09:46 PM)
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#59
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Junior Member
(05-12-2012, 09:59 PM)
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#60
Originally Posted by Undubbed:
From wiki: Glass Rose takes place in the 1920s. The player assumes the role of Takashi Kagetani — a rookie reporter. After waking up on the floor of a strange house seventy years in the past, Takashi must embark on a new case and in answering these questions he can return to his own time. Takashi realises that the time warp has left him with special powers - the ability to read a person’s mind, with which he has a brief glimpse into the mind of the person he is talking with. These powers will be invaluable to Takashi if he is to decipher what is fact and what is fiction. A detective mystery thriller. Really creepy and I liked it.
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Banned
(05-12-2012, 10:30 PM)
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#61
Really, there just can't be one way of any given thing unfolding, and there should be a lot of situations in which you could find yourself. Really, no two players should have the same experience. |
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(05-12-2012, 10:31 PM)
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#62
Certainly. Nothing is scarier than the unknown, and randomization can ensure that gameplay remains unpredictable and that no two playthroughs are alike.
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Junior Member
(05-12-2012, 11:18 PM)
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#64
I would say deadly premontion too, sorta
EDIT: I would like a survival horror based on the Aliens Franchise, yes I know dead space etc, but imagine the noise of the motion tracker the fact the enemies coudl be coming from above or below, acid splash back, being constantly out numbered.. |
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Member
(05-12-2012, 11:27 PM)
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#65
Funny you should mention that as the earlier gameplay concept for the game I was REALLLY looking forward to. Open World horror game ala GTA and RDR. You can kinda still see some of the elements when you have the driving missions later.
Really wished they went down that road. |
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Banned
(05-12-2012, 11:28 PM)
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#66
1) Normality - I agree that normalcy can heighten the atmosphere in a game. While SWAT 4 isn't a horror game, I do consider it to be rather frightening at times. Part of what makes the game so effective at keeping me on edge is how normal most of the environments appear to be initially. Sure, you're aware of what's wrong before you even enter, so things are already tense. Thing is, the environments have this way of further intensifying matters once you stumble upon areas within those environments that almost turn your stomach. Example: You're trying to get things under control at an apartment complex in which a bunch of cultists are holed up. It's evident shortly after you enter that they're planning a mass suicide by blowing up the place (not to mention an entire city block), but what really intensifies the entire situation for me is stumbling upon their children's graves in the basement.
I think that part of the problem with horror games is that they're labeled as horror games. They're known to be horror games before you even play them. I'm not sure how you'd really sell a horror game that wasn't somehow advertised as a horror game without potentially wrecking your audience, though. I expect that you'd open yourself up to a lot of lawsuits by selling a product as one thing and having it turn out to be another. I'll comment on the other suggested points in the article later. |
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Banned
(05-12-2012, 11:31 PM)
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#67
Happy Video Game Nerd's Review of Enemy Zero (Saturn) |
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Banned
(05-12-2012, 11:34 PM)
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#68
Deadly Premonition makes weird strides in that direction, what with a day-night cycle including opening times for shops and houses, sidequests (not exactly a horror game staple), and what is pretty much an open world you can explore (if not at your leisure).
Problem is, the game is so bonkers in pretty much every area that horror is only ever really present when you're close to having a butt load of progress obliterated, because replaying shit you've already done in that game is truly a nightmare. So shit like the hooded guy QTEs (tense, at least). Also, the fucking massive demon dogs in the middle of the fucking town, because that shit is bizarre. Plays well on the normality of things, though. But for the most part, it's got all the pieces to make a convincing world and give itself a chance to play around with horror in a convincing world, but then just says "NOPE shit be weird dawg". Bizarre, but eh. Swery. I still say one of the most convincing "worlds" ever in a game is Termina, and that's why the horror of the apocalypse actually works in Majora's Mask. |
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Oh, bitch bitch bitch.
(05-13-2012, 12:00 AM)
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#71
Then why is Condemned so terrifying despite having a lot of combat? There is nothing comforting about the combat in Condemned.
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Oh, bitch bitch bitch.
(05-13-2012, 12:03 AM)
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#72
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Member
(05-13-2012, 12:43 AM)
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#73
Does it, though? Alan Wake was very effective horror, but the game starts off in a dream sequence that introduces the horror right from the get-go. It "normalizes" itself in between the "fight or flight" sequences with the shadow beings, and does so well, but I'm not sure it's quite as Grip suggests, doling out the darkness slowly but surely. That being said, Alan Wake is definitely one of the best horror games ever, imo. I was blown away when I played it for the first time on PC earlier this year; I never see it mentioned in horror game discussions, and I have no idea why. There was one part where I was listening to a radio in a well-lit cabin in the middle of the woods at night, and I turned the camera to glimpse someone walking by the window in the underbrush outside. I screamed and nearly slammed my gaming laptop shut. Talk about preying on your periphery.
Glad to see people mentioning the line-blurring of Deadly Premonition, as well as Catherine with Vincent's doubting after Chapter 7. Catherine was especially compelling horror, in the sense of anything and everything seeming suspect. An excellent depiction of madness (and boy do I want a sequel of some sort).
Last edited by Neiteio; 05-13-2012 at 12:46 AM.
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Member
(05-13-2012, 01:13 AM)
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#75
I'm a U.S. gamer who imported Siren Blood Curse from Australia because I didn't want to clog up my PS3 hard drive. I'm willing to do something like that for a good horror game. And it -is- a good horror game, but I wish it was easier to control. It doesn't heighten my fear, feeling inept at movement. It merely frustrates me, and distracts me from the scenario on screen. Alan Wake perfected third-person gameplay in horror games, with a character that feels fluid and a camera that's effortless to control. And you know what? The game was -more- scary for it, since I felt like there was no barrier between me and my survival in-game, which meant it felt like -I- was surviving by the skin of my teeth, barreling blindly through the underbrush of some dark forest, looking for safety. Alan Wake often empowered you with a good amount of firepower/flashlight, but when it took those tools away it was scary as fuck.
RE: Amnesia never letting up, going between "intense" and "fucking intense," as someone put it: That's not completely true. It became clear rather quickly that the sanctuary was a safe hub of sorts for a good portion of the game. What's funny is it acted as a foil to the horror that made all of the areas branching off from the sanctuary all the scarier. You knew once you passed through any of those doors and found yourself standing in a pitch-black hallway with no music playing, that you were susceptible to danger. I shudder thinking about one area that I believe was a cellar of sorts... Absolutely, unequivocally dreadful. I'm so eager to see Amnesia: A Machine for Pigs and Shinji Mikami's Project Zwei. I love that someone here mentioned Termina in Majora's Mask as a place of palpable fear. Simply incredible what the game pulled off with the scenario of the falling moon. |
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Member
(05-13-2012, 01:31 AM)
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#76
My favourite in the past decade or so is definitely Forbidden Siren 2 on PS2. The original deserves a mention too but it had some pretty bad design issues.
Weapons or not, you honestly always felt outpowered in these games and of course outnumbered. Really made many moments truly intense. The PS3 version never really felt like this to me, but a solid title regardless. We just need more of these games. |
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(05-13-2012, 01:35 AM)
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#77
Also, your post made me think about when Condemned was the most horrifying, and it definitely wasn't when I was engaged in combat with an opponent opposite of me and my 2x4. It was when I was stalking around abandoned buildings, hearing things, something falling down over there, a crazed hobo grunt here... without seeing anything because it was so dark, these moments of quiet, the tension rising before anything had actually happened. When I could see my enemies, engage them 1on1 or 2on1, maybe even with a gun in my hand... that was not the terrifying aspect of Condemned. And don't get me started on Condemned 2, that one was just bad in comparison with the exception of that fucking bear. :lol But that was a different kind of "horror" altogether.
Last edited by Haunted; 05-13-2012 at 01:44 AM.
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Member
(05-13-2012, 08:17 AM)
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#79
It'd be nice to see Siren 3, with Japanese people as protagonists. Nothing wrong with Americans, but the treatment of the characters in Blood Curse/New Translation in comparison with 1 & 2 ...
Last edited by encephalon; 05-13-2012 at 08:19 AM.
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Little Big NeoContra
(05-13-2012, 08:57 AM)
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#81
The soundtrack needs to be of higher importance. Siren, Silent Hill, and Lone Survivor really excel in this area.
EDIT: Actually unique soundtracks should be something every game that isnt using licensed music should have.
Last edited by Teknoman; 05-13-2012 at 09:00 AM.
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Junior Member
(05-13-2012, 09:10 AM)
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#83
More uncertainty. Little to no guarantee that weapons or recovery items will work every time exactly as they should. On the other hand, every area has a means of getting through unscathed, but you have to learn how. At no point does the game tell you either of these things.
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(05-13-2012, 09:29 AM)
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#84
- You're quickly introduced to the standard enemy type. This enemy can only shuffle left/right, or run at you if it notices you. But later in the game, you meet an enemy that looks exactly the same, but when you shoot it, it can jump up to the ceiling and then land behind you. - The other common enemy type, the little ones, walk around like the other enemies at first. And when you shoot them, they fall down. You think they're dead, but in fact they're still alive and its "corpse" can charge at you. - Speaking of corpses, dead enemies keep laying there for the rest of the game. Now there was one point where I thought that there used to be an enemy, but the corpse wasn't there. Now maybe there was no enemy in the first place and I was just misremembering, but I do know that each time I passed through that hallway, I was on my guard and wondering if the enemy had respawned. It's things like that that can be so effective at horror. Toy with the player's expectations. Give enemies new patterns or attacks. Alter room and map layouts when you backtrack through them. Have "dead" enemies suddenly rise up again. (Hello, Crimson Heads) In principle, don't let the player feel safe or in control. |
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Member
(05-13-2012, 02:17 PM)
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#86
I played Justine for the first time last night (after having finished Amnesia a few weeks ago). At some point I was being chased and I ran in the wrong direction. Next thing I know, a dark silhouette slaps me in the face. Then: Desktop.
Me: Holy shit. That said, this only works with rather short games. I spent about 10 hours on my first playthrough of Amnesia and died about 10 times, I think (damn water sequence). If every death had set me back to the very beginning, I would've probably never finished this fantastic game. I do agree though that real penalties to dying should be more prominent. |
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Member
(05-13-2012, 03:19 PM)
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#89
The issue is...it's vastly more fun to read about than to play :( It made me very sad since I desperately WANTED to like it. it nailed the atmosphere. but god is it jank. |
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Banned
(05-13-2012, 03:34 PM)
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#90
I want a Condemned-style first person Silent Hill game.
You have no idea how awesome and yet tense that would be. And the best combat ever.
Oh sure, the naysayers will pull 1 or 2 out, because if there's one really good one (Amnesia) they automatically think the entire gen is saved. |
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MeisaMcCaffrey
(05-13-2012, 03:47 PM)
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#91
I know Thief 3 isn't consistently good like its predecessors, but some of the horror elements in that game were brilliantly executed. There was one level called the 'Shalebridge Cradle' which was divided into two sections: the first one didn't feature any enemies, but if it's your first playthrough, you will realize how easy it is to get scared and feel trapped even though there were simply no enemies in that section and that's mainly because of impeccable level design and lighting techniques the developers employed.
Actually, here's a better explanation for that: http://gillen.cream.org/thecradle.pdf The designer of that Cradle level had a lot of interesting things to say as well (interview in that pdf).
Quote:
Last edited by Auto_aim1; 05-13-2012 at 04:01 PM.
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(05-13-2012, 03:55 PM)
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#92
- They're mostly on PC or Wii and therefore get ignored by the general (console) populace. - Quality differs greatly. Some really great ones, some really bad ones. - The big Japanese names from the PS2 era are gone. Silent Hill has gone down the drain, Resident Evil is more action now and Capcom's ignoring its other horror franchises like Clock Tower or Haunting Ground. My point is: If you know where to look, and if you're not too picky, there's a lot out there to satisfy the horror gamer. There's a little bit of rose-tinted glasses nostalgia going on when looking back at the PS2 era. |
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Visceral Games
(05-13-2012, 03:56 PM)
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#93
Diablo's perma-death was the inspiration for Hardcore mode in Dead Space 2 (limited save). Caring about dying definitely has a psychological/physical effect at least it does for me. DayZ is a good recent example.
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Member
(05-13-2012, 03:59 PM)
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#94
I'd also argue Alan Wake isn't even horror. It's a thriller in construction and execution - focusing on "skin of your teeth" escapes and winning battles with a smattering of horror atmosphere. |