Survival Horror on a Cruise Ship

Cursed Frogurt

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Aug 17, 2010
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You often have interesting game ideas, Mr. Croshaw. I don't always think they sound good, but they are always interesting.

Reading this just made me sad, very sad, because I'm not playing this game right now. I'm 100% serious, that sounds utterly brilliant. I would also love it if certain cameras were damaged so you (at least initially) were totally "blind" in a given area and had to just use sound and tactile feedback (vibration) to proceed.

Kickstarter.

KICKSTARTER!!

Someone make it as an XBLA/PSN game with PS2 era graphics for the creepiness factor a la Silent Hill 2.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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I really like the idea of a blind, or otherwise crippled, character having to rely on external sources for basic sensory function.

I do not particularly like the idea of trying to control such a character. Awkward controls are nigh-unforgivable in a game. Like having a really great car with a broken steering shaft.
 

WanderingFool

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Zen Toombs said:
I'd buy that game. It sounds really cool. However, I'm not sure that Yahtzee will get around to making such a masterpiece. Sad day.
Ditto.

That is actually the most in universe explanation for a third person camera like view. And calling back to that shit game thats called Amy, IT IS A MUCH BETTER IDEA! Infact, the whole virus detail that messes with your preciption is fantastic, what could be a true sense of horror and paranoia that modern horror games are missing.
 

empirialtank

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Jan 22, 2010
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hmmm, is it just me or is Yahtzee saying that Resident Evil Revelations would have been a better game if it had been made in a pre-Resident Evil 4 style?
 

Zen Toombs

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Cursed Frogurt said:
You often have interesting game ideas, Mr. Croshaw. I don't always think they sound good, but they are always interesting.

Reading this just made me sad, very sad, because I'm not playing this game right now. I'm 100% serious, that sounds utterly brilliant. I would also love it if certain cameras were damaged so you (at least initially) were totally "blind" in a given area and had to just use sound and tactile feedback (vibration) to proceed.

Kickstarter.

KICKSTARTER!!

Someone make it as an XBLA/PSN game with PS2 era graphics for the creepiness factor a la Silent Hill 2.
Ninja'd! I was just thinking to say that Yahtzee should use Kickstarter to support this project's creation. As well as some of your other good ideas.
 

Char-Nobyl

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May 8, 2009
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Damn. Like a lot of the game suggestions he makes, this one is particularly good. It's original, awesome-sounding, and (unfortunately) was never actually acted upon.

If I could offer suggestions, mostly in regard to the control scheme and perspective thing, why not allow the use of the first person perspective instead of constant second-person? And yeah, normally it's third-person, but I think this would be the first instance of a second-person game.

But, at any rate, the perspective: allow players to view things through their destroyed eyes, but view the ship by its blueprints or floorplans. In other words, the world you see is basically darkness covered by the lines that denote where everything is supposed to be. A wire-frame world, I suppose.

That leaves the monsters, however. They're obviously not a part of the blueprints, and neither would debris, wreckage, etc. That's where the security cameras come into play. When you 'activate' a camera, it adds the camera's field of vision to your perspective. In essence, it takes the slice of the room/hallway that the camera can see and puts it onto the wireframe. You can't view every camera at once, so you need to pick which one you're looking through. As an upgrade to your neural chip, maybe you can 'look' through two at one time, widening the area in any given zone that you can see.

As a backup, and for areas without working cameras, you get a handheld camera. It's not a great camera to begin with, and it didn't fare too well in the chaos, but it can give you a tunnel of vision that sees the world as it is. Think of it as a flashlight for an environment that's still fully lit, yet completely black from where you're standing.

I think that the handheld would be powered by semi-common powercells that can automatically recharge, but only if you don't burn them out. That way, you won't be punished for lingering or exploring provided you pause to let them recharge (or venture forward and rely on the blueprints/security cameras), but there's an element of urgency to using it in an unexplored area that you haven't found cameras for. And, to be generous, you can recharge a dead cell at a designated port of some kind, just so you never get caught having used all the cells in an area and can't continue.

As for the plot twist...that could easily play into the rising difficulty of the game. Early enemies might be survivors or infected, and thus be largely melee-centered or wielding light weapons/light ranged attacks. Later on, suddenly there are enemies who are tougher and stronger, and fighting with the existing ones. And finally, you're up against creatures that dwarf all previous, and it's not so much about 'fighting' them as evading and surviving their presence. The second group is the first-responders to the disaster, and the third group would be whatever paramilitary unit that gets called in when it's clear that the ship can't be reclaimed without force.

So...yeah. I guess that's about it. Oh, and it might be worthwhile if the virus also picked out a small group of people who would see each other as human: it allows for the protagonist to run across fellow humans to reinforce his belief that what he sees is reality, and the effects would be the same on them.
 

Cursed Frogurt

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Zen Toombs said:
Cursed Frogurt said:
You often have interesting game ideas, Mr. Croshaw. I don't always think they sound good, but they are always interesting.

Reading this just made me sad, very sad, because I'm not playing this game right now. I'm 100% serious, that sounds utterly brilliant. I would also love it if certain cameras were damaged so you (at least initially) were totally "blind" in a given area and had to just use sound and tactile feedback (vibration) to proceed.

Kickstarter.

KICKSTARTER!!

Someone make it as an XBLA/PSN game with PS2 era graphics for the creepiness factor a la Silent Hill 2.
Ninja'd! I was just thinking to say that Yahtzee should use Kickstarter to support this project's creation. As well as some of your other good ideas.
It's been 15 minutes and I'm already have all these great scenarios in my head. Imagine a loose camera that is swinging back and forth, or one locked in one position, or you happen to find hidden ones from some voyeuristic tech guy, so you're stuck looking at odd angles or most of the vision is obscured.

I also love the idea of the game not pausing while you look into other rooms, so you have to listen to stuff around you. Also, a very important detail: enemies need to be able to come through doors/vents etc. so you rarely feel safe.
 

Zen Toombs

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Cursed Frogurt said:
It's been 15 minutes and I'm already have all these great scenarios in my head. Imagine a loose camera that is swinging back and forth, or one locked in one position, or you happen to find hidden ones from some voyeuristic tech guy, so you're stuck looking at odd angles or most of the vision is obscured.

I also love the idea of the game not pausing while you look into other rooms, so you have to listen to stuff around you. Also, a very important detail: enemies need to be able to come through doors/vents etc. so you rarely feel safe.
I will say that there shouldn't be too much "fake difficulty" in the game (fake difficulty is purposefully bad camera angles, terrible controls etc. that exist to make the game harder and often more frustrating). There should definitely be the more-than-occasional rough section, the obscured camera, the moving camera (ooh, that'd be cool! A camera that's scanning the room! And you can have more than one camera in a room to give different angles, and some enemies could try to destroy the cameras, forcing you to switch camera angles mid-combat! [small]wow I got off track. regardless, for that to work it would need to have good and smooth controls[/small])

I have totally lost track of where I was going, but I like the train-of-thought way I responded to your post so I'll just keep that as it is.
 

hatseflats

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Aug 22, 2011
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Would be a nice criticism of modern surveillance as well... What with the cameras being able to follow you just about everywhere (including the huts...).
 

Samechiel

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Nov 4, 2009
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If not for the proposed "first person controls in a third person perspective" thing I could totally get behind that idea. It pretty much ruins the whole deal.
 

ImProvGamr

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Feb 2, 2012
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It's an interesting concept, but the idea of first person controls from a fixed camera third person sounds kind of iffy; not from a concept perspective but more from a gameplay perspective. It might work if you go from an Amnesia or Shattered Memories direction of making it more about stealth, traps, and running away as fast as possible, but working any kind of combat in there would be clunky and frustrating at best, and using firearms would be particularly nightmarish. Not saying that it couldn't work, but it would probably fall on the Silent Hill and original Resident Evil problems of the gameplay being kind of shit.
 

Drake666

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Sep 13, 2010
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Char-Nobyl said:
Damn. Like a lot of the game suggestions he makes, this one is particularly good. It's original, awesome-sounding, and (unfortunately) was never actually acted upon.

If I could offer suggestions, mostly in regard to the control scheme and perspective thing, why not allow the use of the first person perspective instead of constant second-person? And yeah, normally it's third-person, but I think this would be the first instance of a second-person game.

But, at any rate, the perspective: allow players to view things through their destroyed eyes, but view the ship by its blueprints or floorplans. In other words, the world you see is basically darkness covered by the lines that denote where everything is supposed to be. A wire-frame world, I suppose.

That leaves the monsters, however. They're obviously not a part of the blueprints, and neither would debris, wreckage, etc. That's where the security cameras come into play. When you 'activate' a camera, it adds the camera's field of vision to your perspective. In essence, it takes the slice of the room/hallway that the camera can see and puts it onto the wireframe. You can't view every camera at once, so you need to pick which one you're looking through. As an upgrade to your neural chip, maybe you can 'look' through two at one time, widening the area in any given zone that you can see.

As a backup, and for areas without working cameras, you get a handheld camera. It's not a great camera to begin with, and it didn't fare too well in the chaos, but it can give you a tunnel of vision that sees the world as it is. Think of it as a flashlight for an environment that's still fully lit, yet completely black from where you're standing.

I think that the handheld would be powered by semi-common powercells that can automatically recharge, but only if you don't burn them out. That way, you won't be punished for lingering or exploring provided you pause to let them recharge (or venture forward and rely on the blueprints/security cameras), but there's an element of urgency to using it in an unexplored area that you haven't found cameras for. And, to be generous, you can recharge a dead cell at a designated port of some kind, just so you never get caught having used all the cells in an area and can't continue.

As for the plot twist...that could easily play into the rising difficulty of the game. Early enemies might be survivors or infected, and thus be largely melee-centered or wielding light weapons/light ranged attacks. Later on, suddenly there are enemies who are tougher and stronger, and fighting with the existing ones. And finally, you're up against creatures that dwarf all previous, and it's not so much about 'fighting' them as evading and surviving their presence. The second group is the first-responders to the disaster, and the third group would be whatever paramilitary unit that gets called in when it's clear that the ship can't be reclaimed without force.

So...yeah. I guess that's about it. Oh, and it might be worthwhile if the virus also picked out a small group of people who would see each other as human: it allows for the protagonist to run across fellow humans to reinforce his belief that what he sees is reality, and the effects would be the same on them.
Awesome modification there! :)
Not sure about the handheld camera, but the blueprint and the first person view mixed with camera information (like a flashlight) is genius.

I wonder if implementing that game would be though ? You would have to make a shader that use spot light mechanic as texture shader :p funny...
 

The Crazy Legs

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Nov 11, 2011
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Huh. Well, that's a first. I'm actually very intrigued by such an idea. I've never played survival horror on a boat, and combining that with the third/first person seems appropriate. Just one problem...

Why is the ship's network unsecured? I know that's a stupid question, but wouldn't there be, like, a few passwords to set up? Isn't that common logic?
 

disappointed

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Sep 14, 2011
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I don't know about the game but I think the reviewing community could definitely use a semi-mythical psychotic developer bogeyman to keep them on their toes.
 

lacktheknack

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Jan 19, 2009
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Oh, you mean this one?

http://media.giantbomb.com/uploads/0/1476/684489-front_large.jpg

You play an unknown someone trying to guide another unknown girl around a destroyed (science) vessel. You guide here around by using the security system to turn lights on and off, removed dangers for her, and generally do what you described, except she's controlled by an AI instead of FPS controls.

<img width=400>http://img.gamespot.com/gamespot/images/2008/051/reviews/938494_20080221_screen001.jpg

You can have up to three cameras active at once, and must manually switch them (unless you use the derpy "auto-follow" option).

<img width=400>http://graphics8.nytimes.com/images/2008/02/28/technology/personaltech/28game.1.600.jpg

She walks slowly, but this gives you time to solve the in-system puzzles, such as cracking user passwords, reading computer-journal entries from the ex-crew, and figuring out where important items are using the security console.

<img width=400>http://g-ecx.images-amazon.com/images/G/01/videogames/detail-page/the_experiment-04-lg.jpg

It WAS a pretty fun game, and it did get middling reviews. Albeit it was less of a horror game as much as a "WTF happened here" adventure, but it did have a very unnerving "something's going to eat me" atmosphere.
 

disappointed

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Sep 14, 2011
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Actually, I do know about the game. The control system sounds just screen smashingly awful and you'd have far too much power and knowledge for jump-out-your-seat horror game. It'd be more like Deus Ex stealth action, sneaking around, leaping out of shadows and stabbing monster-people in the back. A tricky game to balance.
 

lacktheknack

Je suis joined jewels.
Jan 19, 2009
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Zhukov said:
I really like the idea of a blind, or otherwise crippled, character having to rely on external sources for basic sensory function.

I do not particularly like the idea of trying to control such a character. Awkward controls are nigh-unforgivable in a game. Like having a really great car with a broken steering shaft.
See post 35. If you're willing to go with a less horrific experience, then the game already exists.

If you take "refuse to move without a signal" as a handicap, anyways. :p
 

Deskimus Prime

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Jan 26, 2011
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999 anyone? It's not exactly survival horror, but it goes a long way to show the creepy atmosphere you can have on an abandoned ocean liner. Although it's more being afraid of the people on your side than the monsters who aren't.

Axe endings all day every day.

Plus the neural-hijacking thing messing with your brain was pretty interestingly done in a horror/mindfuck visual novel called Chaos;Head. The secret board of shadowy figures manages to build a device that can manipulate the electrical impulses going into people's brains; thus making them see/experience whatever they wanted them to.

But then the plot shits all over itself in the final arc.

So yeah, I'd like to see Yatzhee's take on this.