Yahtzee Croshaw said:
Extra Punctuation: Splatterhouse in Australia?
Yahtzee offers some suggestions on how to maximize blood and gore.
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Animations, animations, animations.
Too much damned time and energy are spent on textures. Not nearly enough is spent, in most games, on the animations. It's the way that something
moves that makes it feel real--which, on an unrelated note, is why Pixar beats the AllFuck out of Dreamworks in the animation business. The characters don't
look real, but they
feel real.
Animations and game physics convey that sense of mass and substance that is necessary for the mind to register something as "getting hit" or "being chopped off." Speaking of which, the animations need to
include the removal of the limb. The actual process of the limb coming detached. Otherwise, you've got a real-looking person... and then a real-looking person standing next to a real-looking severed limb. It's the connective bits (literally and figuratively) that sell the realism.
This is what made the first
Hostel far more painful to watch than the second. Neither were "great" movies, but the first must at least be called "effective." The camera stays on the subject during the whole process of each cut/stab/burn/peel. The camera refuses to flinch, so
you have to. Things weren't fast and obscured by sprays of blood. They were slower, more highly visible. It's these kinds of visuals that sell the gore--not just
what comes off or goes in, but
how it happens.
At that point, all you need are good sound effects. Exaggerated is one thing, sure, like you said. The descriptors you gave were also good. But from a technical standpoint, the one thing that ruins most sound effects is
too much high-end. Larger objects have lower resonant frequencies, so using "bass-ier" sound effects helps to convey that sense of weight. Same goes for guns. High, sharp "pop pop" sounds don't do it. Some low-frequency "gwoohm!" type stuff is what you need.
This also allows a contrast in sounds. Your reloading, talking, enemy claws and fangs clicking, all that kind of stuff can occupy the higher end. With an increase in the range of frequencies being represented, your soundscape is larger and deeper. Your caverns will be more cavernous. You'll look heavier, feel heavier, and sound heavier. And this is sounding more and more like I'm lapsing into another love letter to your mom.
Eh, basically, smoother and heavier animations, lower and heavier sounds.