Splatterhouse in Australia?

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Sarah Frazier

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Dec 7, 2010
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Multiple ways of murderizing enemies is something to have on any list for games of violence. Blowing up or ripping off pieces can be quick and to the point, but any kind of one trick pony gets old pretty quick when it becomes clear that you've seen all there is to see and still have another half hour of show left.

Burning with fire, dissolving with acid, and watching a mass of mooks dance around as electricity gets pumped through their bodies has an interesting touch that doesn't have to be too complicated. It definitely will help break up the copy/paste feel of meeting a big bad something and hitting the same button combo until it stops moving, and using the same set of moves every time. With more ways to make something die, that gives more variety for strengths and weaknesses as well as a sense of "What could possibly work best?" if it isn't all that obvious.

Also, leaving an actual mess that persists for more than a minute is a great way to reward players by letting them see just how much destruction they brought to an area. It's almost depressing to turn a corner and find myself staring at a corridor packed with enemies, barely make it through the fight, and then turn around and see only the last few bodies just in time for them to fade away. There's nothing to boast about; no sense of achievement or glory, and nobody would believe it happened since the area is as clean and tidy as it was when I turned that corner.
 

thegamesman101

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redisforever said:
So...Rune mixed with Serious Sam?
Exactly my thought. Best part about Rune: the prospect of beating down other baddies with the severed limb/head of the first baddie you take down. (Side note: PS2 version the better of the two. While the PC version felt like it had more content, that feeling was marred by the impossible learning curve of some of the puzzles.)
 

warrenEBB

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beefpelican said:
warrenEBB said:
1) Have the enemies (victims?) notice all the violence you're perpetrating against them: and react somehow.
...
4) Might be interesting to play with your "control of the character".
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Have you seen them actually used in anything you've played? Did it work well?
- I dimly remember some click-adventure game from the Loom era where you could click to jump off a cliff (or into fire?), and the character would refuse. i thought it was hilarious, and kept trying.

- I've played several games where the creatures start running away, and you find them stuck in a corner. (still running, maybe a glitch). but. still weirdly enjoyable to waste them.

- early in Manhunt 2, after your first or second kill, your character bends over and vomits. I thought this was genius. And thought it very interesting how I thought he was a wimpy victim at first, but the whole storyline of the game is revealing what a twisted psycho he is. I never finished this title, but made it pretty far. And had definitely changed how I felt about the character. he turned into something gross that I was not proud to be playing, going into weird sick places I would not have chosen to enter. which is kinda damned interesting design.

really loved the first manhunt by the way. Think it's a wildly underrated franchise. First game was all about (Spoiler warning?) being controlled by a sick rich person, who demands you perform the goriest kills you can - so he can record them on video. You do this for quite a while. But eventually you break free and the game becomes about tracking down the rich guy. the "controlling force" that forced "you" to kill. also, very interesting when you finally discover guns in the game - because the whole game changes from frustrating stealthy mechanics to boldly running around blasting everyone to kibble. So it changes from terror to thrill. thought that was a really fascinating and rewarding twist on core gameplay/experience.

- I keep thinking I should mention "chiller". I remember begging my mom for quarters so I could sneak off and play this in an arcade tent, while at a carnival/fair. it was a light gun game that really disturbed me as a kid. because it was basically pure sadism. I only played it that one day, then never saw it again (until I discovered THE INTERNET!). very strange/important example of gore gaming.
http://www.retrocrush.com/archive2/chiller/
hmm.
I'd like to know more about who was running the (design) show at Exidy. Crossbow and Cheyenne were probably my favorite video games as a kid. Maybe because their genre went away. but they were all about protecting virtual people. the characters just wander around, while you struggle to protect them from the hostile environment they're in. And sometimes shoot zany triggers when you have time, like any good shooting gallery. love the idea of protecting characters rather than trying to control them. maybe it ties into social psychology of seeking to help and nurture? genius?

(... seems Larry Hutcherson was the programmer responsible for all these games I love. and/or Nick Ilyin? but Larry's info has been deleted from wikipedia? wha?)

anywho. blah. I could rant on and on, but not sure I'd be making an interesting point. :\
 

Drake_Dercon

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Sep 13, 2010
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I can see one problem immediately, though: Lag
With all that blood spraying around (and calculation of limb detachment) graphical quality would have to drop to an absolute low in order to circumvent that (Of course, that might actually help the game). I also have a couple small changes to add to the list:
Mood music: No soundtrack, a low drumming, soft violin or (quiet) ominous organ music (or other ominous but unobtrusive sounds/music) outside of combat. Metal starts the first time you hit something and fades out about 5-10 seconds after you stop hitting things. Loud music stops the blood sounds from grating on the nerves and the quietness sets the stage for it. A varied track of about 20 combat songs and 5 non-combat (they're going to be quiet and inftequent, so largely unnoticed) dodges monotony healthily.
Varied powerups: When you kill a certain amount of enemies (within a certain amount of time, say, 100 and each second not spent maiming the bar drops by 1), you will obtain a random powerup based on the level you have unlocked. Perhaps trees; there would be four ability trees each activated by a button on the D-pad. At 50 kills, you gain access to lv.1 powerups; at 100, lv.2; at 200, lv.3; at 400, lv.4, etc. The maximum level of powerup you can use from a tree can be bought with experience. This means that the problem with splatterhouse (the always-the-same-broken-powerup one) can be avoided.
No in-game collectibles for exploration: Running around takes away from the killing. If the scenery is special enough that you want players to explore it (or worse, they do) then you're not doing it right. Not for this kind of game, at least. Collectibles could be added for advancement, streches of powerup-free kills, high killstreaks and purchasing with experience.
Keep it going one way: Make sure the game can only be defined by one genre (in this case probably hack n' slash). Switching play styles can become annoying if done improperly and when people buy a game, that usually means they intend to buy one game, not two or more half-games mashed into one (exception: spore).
Customization: It shouldn't do much mechanically (with the exception of weapons), but that investment can add attechment. Starting players should have a wide range of equipment, but more can be gained through collectibles.
No death animations for the little ones: This is pretty straightforward; the time it takes to die should be directly related to the time it takes to be killed.
Less death punishment: Dieing while fighting a massive horde, only to have to run back through previous hordes in order to get to the same horde becomes frustrating. Respawn points between waves on easy, between combats on normal, between important sections on hard and between levels on extreme only.
Ixnay on the utscenecay: Lengthy cutscenes=annoying. The only reason you need them is for a game with a developed plot (and even then, cutscenes should be short, frequent and merged into gameplay), a game like this should not have a developed plot. Instead, short, infrequent sections to add humor and take a break from the endless gore can mix it up a bit.
No complex combos: wasted time and effort, especially when most enemies die in one hit.
That's really all that comes to mind right now.
 

acolyte

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Nov 20, 2010
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awesomeClaw said:
How about being able to choose and customize your weapons and (own) character design? Like in AC:B multiplayer? That´d be awesome.
If you like that kind of stuff then i guess you will like Brink, when it will be released ofc, unless it doesn't get screwd in the last moment by the devs...off topic sorry...

On topic : I couldn't stand and read all the replies so i don't know if any1 said this before but another addition could be tits...because, hey...if there is gore there has to be tits too ^^
 

brainslurper

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i had a great idea. the dismemberment would look different depending on what weapon you dismembered them with, the wound from a katana would be nice and clean, while a chainsaw would also tear up the bloody stump. also, these limbs should not hesitate to come off. think, bloody mess perk being a permanent effect on some weapons like a sledgehammer.
 

brainslurper

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omg, what if like you violently dismembered one enemy with a chainsaw, the other enemies around him would run into a corner unarmed, so you would choose whether to kill them or not. in fact, an entire game mode could be based around not killing enemies, but just killing a couple in the most overly gross way possible so all the others surrender
 

AmericanWarMachine

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A Few Notes on Weapons:

1) Guns need to be reffed to as whatever their gun-type is in a game, that is all. I don't need to, nor do I want to, know the name of the weapon I am using, and I certainly don't need several variations of the same iron-sighted, recoil-riddled boomstick. Just a simple name such as "Pistol" or "Shotgun" or "Shuriken-and-Lightning-Deathpipe" will suffice.

2) Guns need to be FUN again. Back in the day, guns always got their job done. They were fun, there were plenty, and you were encouraged to use the biggest, baddest gun you could find. That is not the case today. Instead, you are almost always restricted to infinite ammo of the base starting gun (usually a very weak pistol), with about 8 or 9 bullets for the fun gun. This always leads to you never using the special gun because of the "But I might need this later" feeling, and you have to trough through a horde of enemies with really fun laser-rifles and grenade-launchers while you're stuck with a bag of peas and a bendy straw.

3) Where are all the swords ands chainsaws? Other than Left4Dead2, there haven't been ANY chainsaws in almost any games that have been a viable part of game-play since GTA Vice City. Why the hell not? They're fun, they're iconic, they're always desired, and they're so amazingly rewarding! I'll take a Chainsaw over a Shotgun any day.

4) Shotguns need to actually be shotguns. I'm not sure why, but Shotguns seem to be given this idea that they have an effective range of 20 feet, TOPS, in every medium they are represented in. Yes, I understand that a REAL shotgun would dominate in every game, but what's so bad about that? If players don't abuse the shotgun, they're just going to abuse another weapon anyways, so why not let them have their cake and eat it too?

5) More health, health-bars, and health packs. If you were to stub your toe in a game like Modern Warfare 2 you'd probably end up on the ground in Last Stand or looking at the Kill Cam from a broken cinder block's devious perspective. Also, it would be nice if I could actually see a good representation of how much health I have. This way, I can judge what I should do. Case in point: Left4Dead(2) allows for the players to see exactly what their health is at, from this, they can determine what is and isn't a proper action to take. A red screen can only tell me what I hurt myself, but if I can actually see how much damage something did, I can get a point of reference. ALSO, health packs are much more appreciated over regenerating heatlh. Oddly enough, regenerating health RUINS games for me. There's no penalty to being hurt anymore, I can do whatever stupid thing I want in a game and just sit behind a cover and regenerate my health for no penalty other than 5 seconds of staring at some poor-resolution gravel. True, this can be fun from a "dicking around" standpoint, but I don't see how this can be viable if a game wants to pass off any kind of a challenge.
 

xqxm

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Oct 17, 2008
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Sounds great. Here's my addition:

Later in the game you unlock some sort of Psy-augmentation /gravity gun / deus ex machina that makes you able to pick up enemies in the air with your mind. (Or gravity gun. Or whatever.).

You can then use these alive and flailing enemies, ideally shitting their pants in fear, and just slam them into their comrades like a human battering ram.

Perhaps pick two up at the same time and just beat them silly against each other.
 

tahrey

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Sep 18, 2009
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I like the way you think on the discombobulatable bodies front, though it's not a new idea so much (the "ripping off an arm and beating the owner to death with the soggy end" part might be). One point of note: have the head be various parts as well. Else how are you supposed to cleave it in two (vertically or horizontally) with a big sword or axe, nick off a nose/ears/scalp, smash a jaw, gouge eyes?

Get the guys from Apogee and iD in whilst you're at it, to talk tales of Quad Damage and Ludicrous Gibs, I'm sure they'd be happy to help out upping the bloody entertainment quotient. There's gotta be at least 100 different ways to dispatch a Quake zombie with a rocket, well-aimed grenade or point-blank double barrelled shotgun to the head after all, and I still reminisce about letting loose a salvo of Drunk Missiles towards a closely spaced group of grunts and bathing in the scarlet rain.
 

tahrey

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AmericanWarMachine said:
A Few Notes on Weapons:

1) Guns need to be reffed to as whatever their gun-type is in a game, that is all. I don't need to, nor do I want to, know the name of the weapon I am using
I'll admit to having tired of traditional-type FPSes at least 5 years ago. Apart from something like CS or MW/COD where its sort of justified, have games generally drifted away from the old fists-chainsaw-pistol/x2-shotgun/db-chain/nailgun-plasma/railgun-various_uberweapons (grenade/rocket/bfg/etc) progression? Even GTA seems to keep it quite simple.

(Guns) were fun, there were plenty, and you were encouraged to use the biggest, baddest gun you could find. That is not the case today. Instead, you are almost always restricted to infinite ammo of the base starting gun (usually a very weak pistol), with about 8 or 9 bullets for the fun gun.
I'm not sure what old game you're referring to... even in Doom or Wolfenstein (the one that proudly claimed to be "3D"), you could get plenty of clips and shells for the workaday sidearm and boomstick, but had to be careful to ration your power cells for the plasma and BFG... or maybe you always played with "IDDQD" god-mode on?
(what am i saying... of COURSE you did. EVERYONE did. Just as everyone tweaked things in the Quake console for extra ammo/health/armour, low gravity, noclip/flight and crazy view angles. That sort of stuff also makes it more fun - Gary's Mod sandbox style :D)


Where are all the swords ands chainsaws? Other than Left4Dead2, there haven't been ANY chainsaws in almost any games that have been a viable part of game-play since GTA Vice City.
Seriously? I'm going to have to boot up San Andreas now and check :)
I think it's probably because on the whole, ranged weapons are a lot easier and more satisfying to use than melee ones. Certainly a lot *safer*. As is in real life, so is in most games. The chainsaw was pretty cool to use for a bit in the old 2.5D games, but after the first few goes quickly got banished to the "weapon of last resort" bin, as it was slightly better than using fists and was genuinely the only one with infinite ammo.
Besides you can generally get the same effect by just running someone down.

The question I feel like asking is: have we got enough RPGs and flamethrowers? Both are weapons with fantastic comedic/entertainment value and surprising flexibility. And remember: Ninjas can't catch you if you're on fire.


Shotguns need to actually be shotguns. I'm not sure why, but Shotguns seem to be given this idea that they have an effective range of 20 feet, TOPS, in every medium they are represented in.
Real shotguns actually don't have a great effective range, certainly if you want it to have much stopping power against anything more than a fox-sized opponent, and usually don't have a magazine that will store more than 4 shots. They're built as utility and close-range hunting firearms rather than proper offensive weapons. What you're probably thinking of is a rifle, one built to take large calibre rounds, possibly in a 10+ bullet magazine, rather than an un-rifled 12-guage twin barrel with a very limited shot capacity that fires cartridges of lead pellets.

Close up, they'll take your face off in a very ugly and effective fashion, but once the target is more than a few seconds' sprint away, all the accuracy and stopping power is gone, and you'll only realistically take down a pigeon (or a clay substitute). There's a reason that large-game huntsmen (deer, big cats, whatever) use hunting rifles instead. It's because that kind of gun will pwn the shotgun in any condition other than close-quarters combat where you won't be able to squeeze off more than a few rounds.

Sawn-offs are even worse and only suitable for pushing in someones face during a bank raid.

I'll take a proper semi- or full-automatic assault rifle with a 15+ shot magazine for preference, thanks.


More health, health-bars, and health packs (...) ALSO, health packs are much more appreciated over regenerating heatlh. Oddly enough, regenerating health RUINS games for me. There's no penalty to being hurt anymore
THIS, so badly it hurts. It's taken away some of the challenge element, for a start. Maybe you could have an "easy mode for wimpy people" setting with regenerating health, a "normal mode for people who aren't dicks", and "hard mode for double hard bastards" (well, people who think they are) which either removes the healthpacks or gives you the number that it would have, had it been designed as a regenerative health game.
Because I can sort of suspend my disbelief on the grounds of "there might actually be something in the healthpack that can help my avatar recover from a gunshot wound, and the sequence in which s/he finds suitable cover and attends to the wound has been cut for flow and brevity", but not so much "we have unmentioned super soldier healing powers, so if we hide here for two minutes the shrapnel literally just falls out of us and doesn't even leave a scar".

Also try to include as much of the dialogue as possible from that mental old Doom comic. Or at least, any parts that would seem funny in the game's context. It may be stupid, but it'll certainly get the post-ironic fanboy vote. Combat Quips? are always a neat addition anyway, just ask Duke Nukem ... erm... ahem. OK maybe not.

When hell freezes over... only one man is badass enough to relight its fire...
 

Oedipus 3000

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One of the most horrifying aspects of modern video gaming is with it's obsession with gore and tits, gore most definately then tits but tits none the less.

it has flooded the medium so fucking much that you can't find any E rated games unless they have some professional sports player on it.

Yes, I'm an adult, I can go out and buy as many gory gory gory games I can visibly find, but unlike most, I don't equate my manhood to how many fake things I kill.

I ask again, where is the creativity that once thrived in video games long long ago? where is the variation? where is the fun? People don't play video games nowadays to have fun with them or have an enthralling experiance, they just play it to see the gobs and gobs of gore fly onto the monitor screen. Fuck even older PC games, which never cared about experience or style once had far far FAR more uniqueness in their games then nowadays.

this will fall on deaf ear nonetheless but doe it bother anyone but me? Am I alone in this? Fuck this medium once had strong exuberance and style, almost rival to literature and cinema in it's artistic individuality, now each and every game is like a Steven Segal film.
 

AmericanWarMachine

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tahrey said:
Real shotguns actually don't have a great effective range, certainly if you want it to have much stopping power against anything more than a fox-sized opponent, and usually don't have a magazine that will store more than 4 shots. They're built as utility and close-range hunting firearms rather than proper offensive weapons. What you're probably thinking of is a rifle, one built to take large calibre rounds, possibly in a 10+ bullet magazine, rather than an un-rifled 12-guage twin barrel with a very limited shot capacity that fires cartridges of lead pellets.

Close up, they'll take your face off in a very ugly and effective fashion, but once the target is more than a few seconds' sprint away, all the accuracy and stopping power is gone, and you'll only realistically take down a pigeon (or a clay substitute). There's a reason that large-game huntsmen (deer, big cats, whatever) use hunting rifles instead. It's because that kind of gun will pwn the shotgun in any condition other than close-quarters combat where you won't be able to squeeze off more than a few rounds.

Sawn-offs are even worse and only suitable for pushing in someones face during a bank raid.

I'll take a proper semi- or full-automatic assault rifle with a 15+ shot magazine for preference, thanks.
Shotguns are actually very effective at distances much larger than "a few seconds sprint". I wasn't thinking of a rifle, either. I know what a shotgun is, I own several. I know how they're supposed to function, too, and clearly you do not. Shotguns are also very capable of having clip/magazine capacities well over 4 rounds... I'm really not sure where you're getting these figures from, actually.
 

tahrey

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Sep 18, 2009
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Fair enough then, I'm not going to argue with someone who's actually got first hand experience (...and, more to the point, owns several shotguns).

Having not got said experience myself I'm just relying on the theory and various things I've been told/shown before.

I would however ponder out loud why soldiers don't go around with shotguns instead then, particularly (if the rest of my lernings are vaguely correct) the wider blast radius could be helpful...

The figures come from said previously reported stuff, as far as I knew yer general shotgun wasn't much cop much beyond 25 yards, certainly not more than 50 (which is a fair distance when you're on the ground, and e.g. stalking some large game or shooting at a bird in the air), and a sawnoff very limited, more for close work, shock value and concealment. Lack of rifling in the barrel and all that.

And for the number of bullets, maybe it's a UK legistlation specific thing, but it seemed to have some weight in the US as well. You could stick a few extra rounds in the stock of a pump-action one (maybe 8?), but often it'd be two in the bore and two waiting to be loaded in place, if it wasn't even one of those where you had to crack it open, dump out the spent carts, and load a couple more in place manually.

Might not be fully au fait with it all but I'd hope at least some of what I've been taught is accurate?
 

WaReloaded

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Jan 20, 2011
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I still feel more compelled to play a game based on the story/plot more so than the graphics or gameplay, graphic violence or not.