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Banned
(05-09-2012, 02:17 PM)
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#151
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Member
(05-09-2012, 02:31 PM)
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#153
I'd love to see co-op survival horror done right. Where there's a lot of time spent apart and out of contact, but you still need to work on your individual tasks for both of you to get by. Like if you're looking for someone, but split up to cover more ground faster. Or if, say, there was some machinery malfunctioning, and one player goes to fix it while the other stays behind to get it started when they do. It's the kind of setup you see a lot of times in horror films, and it's really effective at building tension and pacing the scares, due to how much safer everything seems in a group. Don't treat it like RE5, where it's just a 2 minute fork in the road, where you're constantly assisting one another. Go totally dark with it. 15 minute stints totally solo, maybe even cut the voice comms so you have no idea where your partner is or how long you have to wait for him to open a locked door from the other side. Basically, make any time me and my partner meet up to be one of overwhelming relief, rather than fist-bumping congratulations. I'd want to be saying "thank god you made it", rather than "good work, bro".
The biggest hurdle for something like this I could see would be dealing with the event of one player dying while apart. It'd be annoying as hell being booted back to a checkpoint when nothing's going wrong on your end, but it'd take the sting out if you respawned easily when alone. I'm sure someone could figure out a happy medium, though. |
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Banned
(05-09-2012, 02:41 PM)
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#154
My cynicism usually saves me money and stops me from buying crap games with tacked on multiplayer and/or co-op. |
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Member
(05-09-2012, 05:25 PM)
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#155
Hehehe. I'm in for some co-op!
Ya know what tickles me about hardcore "survival-horror" fans? Nothing is ever scary enough, or lonely enough, or atmospheric enough. Most of us aren't afraid of the dark, or things that jump out of the shadows, and doubly so when we are wielding pin-point accurate futuristic weapons. Dead Space never seemed to me like survival horror. Action horror, sure but survival? Maybe in the closing minutes of the game after you find out that the entire reason that you purposely came to the Ishimura was moot, shifting your focus to getting the fuck outta dodge. Dead Space 2 was even less "survival." You get the opening scene where you're entirely defenseless (which IS scary and all about surviving) and then after that Isaac is all, "Fuck this shit, I'm bringin em down!" At no point does someone who is simply trying to survive decide to stand up and take the fight to their aggressors. You want a game about hiding in ventilation for weeks until the rescue crews arrive to save you? Well I'm glad that not many other people do. Lots of us like blasting blood soaked aliens, draculas, angry spirits, and blasting those things is always better in space. Anyone who doesn't understand that Dead Space isn't a survivors tale, but a tale of vengence isn't paying attention. I won't be surprised when they go full Commando on this bitch and Isaac is driving tanks right into the Unitologist head quarters on space Earth 2. *guess I was a little slow on hitting the submit button this morning. lol.
Last edited by pvpness; 05-09-2012 at 05:45 PM.
Reason: Cause time means nothing to me.
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(05-09-2012, 05:52 PM)
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#163
Can't wait to see it. First game was good but Dead Space 2 was pretty fantastic. Don't care if they beef up the action elements, they were never subtle to begin with IMO. Yeah the first game had your cliche baby crying noise every now and then and satanic scribbling all over the walls but it never really creeped me out due to not trying anything new where horror elements are concerned.
Dead Space 2, on the flipside, had more action elements but at the same time I felt it had creepier moments than the first game. |
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(05-09-2012, 05:54 PM)
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#164
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Super Adventure Boxing
(05-09-2012, 06:01 PM)
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#165
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Member
(05-09-2012, 06:19 PM)
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#169
I hope they make the levels a bit more mazy and non-linear, a bit like grimrock. Then, each time you die the enemies would appear at random locations so that you NEVER know where to be ambushed. Also adding firmer mid-level gameplay mechanics that drive the player forward without necessary story elements. Kind of like a metroidvania game, or even doom (find door, look for key).
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Member
(05-09-2012, 06:20 PM)
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#170
I'm okay with this! :D
Edit: Can I get different jump scares and enemy placements on different difficulties this time please? :D At the very least in co-op? If not, I can fix that for Dead Space 4, no problem, just say the word.
Last edited by Minamu; 05-09-2012 at 06:35 PM.
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Member
(05-09-2012, 06:44 PM)
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#172
I loved Dead Space 1 & 2 (and Extraction!) so I'm definitely excited for DS3 but I hope they don't try to make the game too much like Gears of War with the new co-op/cover mechanics. :S
I wonder what role, if any, Ellie will play in the new game. Also, any news on another animated prequel/side-story like Downfall/Aftermath? Here's hoping Dead Space 3 is in 3D!! :) |
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Member
(05-09-2012, 06:48 PM)
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#173
Bleh. I really can't say I'm happy with human enemies and a cover system. Dead Space 1 and 2 were so good partly because there weren't any typical gunfights.
Also, fuck you Visceral for screwing about with the Plasma Cutter. The first time I played through both Dead Space 1 and 2, I used only the Plasma Cutter, because it's all around the best weapon in the game. It's useful in any situation, ammo is (relatively) plentiful, and it does a good amount of damage when upgraded. I still have high hopes regardless, but those are honestly my first reactions. |
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Banned
(05-09-2012, 06:52 PM)
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#175
But yeah, fuck 'em if they've messed with the PC. |
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(05-30-2012, 12:40 AM)
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#181
Quote:
![]() I mean, makes sense that it would eventually happen, but... ugh... UncharDEAD |
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Member
(05-30-2012, 12:45 AM)
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#182
I liked the isolated pacing of Dead Space 1, which basically brought out the thriller/suspense aspects of the game.
Dead Space 2 did away with this a little by having more action/noise sequences than the eerie silence of the first game. Dead Space 3 seems to be going more full on action like Resident Evil did, and just about all action games take away a big sense of suspense and dread that made the first game create the series. |
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demodded, not denutted
(05-30-2012, 12:51 AM)
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#183
I think there can be a great co-op horror game, but I just doubt this would be. A co-op horror game would really need to emphasize the survival aspect, with extremely limited supplies (you and your buddy have to make decisions about who gets what) and overwhelming odds. The idea being that, say, you'd frequently be backed into a corner, surviving with your last bullet, you and your friends back pressed against one another, heaving. plenty of horror concepts could work with more than one.
I've always thought someone could make an awesome 4 player co-op horror multiplayer game. My idea was always something like... Rule 1.) Voice communication only works when you're in proximity to your partners. If you're turned, you can no longer voice communicate with your pals. There's this creature, he can shift through walls and what not. You start out in, say, a haunted mansion or a graveyard or a some suitably horrible place. As you continue through your session, your friends might get picked off one by one... if the enemy grabs you for a set amount of time, you'll be shifted with him and turn against your friends. Your friends would look the same to you, but you won't know they've been turned from looking at them... they'd just suddenly have extra powers, and will be able to attack you. The goal of course is to try to survive a set amount of time or maybe survive a journey to some destination, without all your friends being turned. Rule 2.) The more friends that are turned, the more your adrenaline builds. The final player will have extra abilities and speed, but of course turned friends/enemy working together can take advantage of your added buffs and stop you. As the match goes on, if the match starts turning against you, you'd realize you're becoming more and more alone, and your own adrenaline might start building in real life. But your avatar would be able to run faster, would require two or more enemies/turned friends to pin you down, and have other basic abilities. Rule 3.) Progressive atmosphere Each environment will have a progressive atmosphere. For example, it might start out with a cloudy skies, eventually it'll be full on typhoon, rain and wind obscuring your vision and making surviving even more scary. On the graveyard, fog might gradually roll in, making visibility next to impossible. In a dungeon, wind gusts might suddenly blow out the candles and torches, forcing you to find oil for your lantern in order to keep in the light and survive. I always think people have an extremely limited idea of what 'survival horror' can really be |
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Member
(05-30-2012, 01:08 AM)
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#184
Additionally, I'd throw in a walkie or some other sort of communication device for long distances, but I'd keep the same rules (i.e. friend calls you while you're trying to sneak around and it will blow your cover) so you have to decide whether turning the device off in specific cases (and then risking missing important communication from your partner). I'd also add battery drainage for the device (i.e. you have to recharge it eventually if you're using it all the time). To try and keep the talkers silent for a bit (not ruining atmosphere). But yeah, I agree with your post. I think co-op can definitely work. And in Survival Games, actual cooperation would make for a very tense game. |
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Currently boycotting the Wolfenstein franchise
(05-30-2012, 01:13 AM)
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#185
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An blind dancing ho
(05-30-2012, 01:21 AM)
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#186
:(
But yeah we saw this coming, Dead Space 2 changed to an action game than a survival horror, the last level was pure Gears of Wars action, so these new changes they are going for are logical move of what EA/Visceral want from the series apparently. oh well survival horror genre may return next gen.. I hope. |