If each player started in completely separate locations, and had no way to tell themselves out at a distance would add a powerful factor.
Just saying...StriderShinryu said:Interesting, and it could work well. Think SH mixed with the sanity effects of Eternal Darkness where you didn't always know if the people you were playing with were real or were monsters.. or if they just appeared as monsters based on flaws in your own characters psyche.
Glad to hear if they do it they aren't going to be doing it in a mainline series entry though, just in case it doesn't work out.
The only Resident Evil game I've put more hours into than RE5 was RE4, and that's not by much. I think they did Co-Op damn well.9_6 said:Sure, it worked great in resident evil too after all.
Oh wait.
You're basically describing the design behind Left4Dead. And while that worked well as a way to make zombie apocalypse scary and intense again, that is the exact opposite of what Silent Hill multiplayer should be.Sniper Team 4 said:The thing that makes Silent Hill scary is that you are utterly alone in an alien place. Throwing in extra people would ruin that. If they DID insist on doing this, then there are two rules that need to be put in place:
If you die, YOU ARE DEAD. No rescuing from a closet, no reviving after a set amount of time. Dead. Done. Finished. And your death has to hurt the team so badly that they will try to save you instead of just running for their lives.
When you die, no more talking. You mic gets cut off and you can't chat with the other players. No giving hints, no making jokes to ease the tension.
These things must be put in place to try and keep the feeling of Silent Hill intact, but for the record I still think multiplayer is a bad idea.
This is a good idea.girl_in_background said:One thing that could make this work is if you go back to the roots of Silent Hill. Remember, in many of the games you were never sure if you were actually seeing monsters, or if your mind was turning against you and the things you've been bludgeoning to death are actually people. If Konami makes a multiplayer game, one way to keep it scary is to show other people as monsters, or not at all. You could be running around in the dark with a bunch of other people, but all you see is random stuff moving as the other players interact with it, or you see some monsters running around with you. In order for this to work, there would have to also be actual monsters, but in a multiplayer game, that's a given.
Also, they could show random flickers of the characters, like how in cutscenes you see other people, but they're actually memories? Maybe every once in a while the game records a players death and plays it back. Now it's starting to sound like Demons Souls, but if it was implemented properly it could be extremely effective.
My point it, don't just start bashing Konami for deciding to try something new. If you just say "Silent Hill is about being alone, therefore multiplayer will suck balls", then if you do try it out you'll have the preconceived notion that it sucks and won't ever like it. Also, please try this at home: play a scary game with a friend. I assure you, their reactions will scare the shit out of you more than the game will.
Oh, I like that idea. That could work for Silent Hill. And I know I described Left 4 Dead. The things I listed that they needed to avoid can be found in L4D. Still being able to talk, being able to come back to life after a brief time. That just feels like cheating to me. I want to feel alone if I lose one of my teammates, not have them going, "Watch out, there's a monster around that corner because I'm a ghost and can travel all over the place warning you now."Fleaman said:You're basically describing the design behind Left4Dead. And while that worked well as a way to make zombie apocalypse scary and intense again, that is the exact opposite of what Silent Hill multiplayer should be.Sniper Team 4 said:The thing that makes Silent Hill scary is that you are utterly alone in an alien place. Throwing in extra people would ruin that. If they DID insist on doing this, then there are two rules that need to be put in place:
If you die, YOU ARE DEAD. No rescuing from a closet, no reviving after a set amount of time. Dead. Done. Finished. And your death has to hurt the team so badly that they will try to save you instead of just running for their lives.
When you die, no more talking. You mic gets cut off and you can't chat with the other players. No giving hints, no making jokes to ease the tension.
These things must be put in place to try and keep the feeling of Silent Hill intact, but for the record I still think multiplayer is a bad idea.
We're very used to the idea of co-op now. Stick together, split up, got your back. The theme is camraderie. Silent Hill does not know what this is. In Silent Hill, you and your buddy enter the town, and ONE of you is immediately swallowed by the Otherworld and vomited out on the other side of the lake. You work together to solve Weird Puzzle Shit and to try to reunite and kick some ass, communicating by radio except for when your radio is only playing static. Sometimes you get messages from ten minutes ago. Sometimes you get the same messages twice. Sometimes Silent Hill makes them up.
Most of the game will probably be trying to figure out if you're talking to a human or to the town. When you meet up, one of you is probably the game.
I have played Silent Hill 1-4 with my best friend. Seeing his reactions to the hideous things in the game were definitely interesting, but his presence did not make the game scarier.Fleaman said:You're basically describing the design behind Left4Dead. And while that worked well as a way to make zombie apocalypse scary and intense again, that is the exact opposite of what Silent Hill multiplayer should be.Sniper Team 4 said:The thing that makes Silent Hill scary is that you are utterly alone in an alien place. Throwing in extra people would ruin that. If they DID insist on doing this, then there are two rules that need to be put in place:
If you die, YOU ARE DEAD. No rescuing from a closet, no reviving after a set amount of time. Dead. Done. Finished. And your death has to hurt the team so badly that they will try to save you instead of just running for their lives.
When you die, no more talking. You mic gets cut off and you can't chat with the other players. No giving hints, no making jokes to ease the tension.
These things must be put in place to try and keep the feeling of Silent Hill intact, but for the record I still think multiplayer is a bad idea.
We're very used to the idea of co-op now. Stick together, split up, got your back. The theme is camraderie. Silent Hill does not know what this is. In Silent Hill, you and your buddy enter the town, and ONE of you is immediately swallowed by the Otherworld and vomited out on the other side of the lake. You work together to solve Weird Puzzle Shit and to try to reunite and kick some ass, communicating by radio except for when your radio is only playing static. Sometimes you get messages from ten minutes ago. Sometimes you get the same messages twice. Sometimes Silent Hill makes them up.
Most of the game will probably be trying to figure out if you're talking to a human or to the town. When you meet up, one of you is probably the game.
This is a good idea.girl_in_background said:One thing that could make this work is if you go back to the roots of Silent Hill. Remember, in many of the games you were never sure if you were actually seeing monsters, or if your mind was turning against you and the things you've been bludgeoning to death are actually people. If Konami makes a multiplayer game, one way to keep it scary is to show other people as monsters, or not at all. You could be running around in the dark with a bunch of other people, but all you see is random stuff moving as the other players interact with it, or you see some monsters running around with you. In order for this to work, there would have to also be actual monsters, but in a multiplayer game, that's a given.
Also, they could show random flickers of the characters, like how in cutscenes you see other people, but they're actually memories? Maybe every once in a while the game records a players death and plays it back. Now it's starting to sound like Demons Souls, but if it was implemented properly it could be extremely effective.
My point it, don't just start bashing Konami for deciding to try something new. If you just say "Silent Hill is about being alone, therefore multiplayer will suck balls", then if you do try it out you'll have the preconceived notion that it sucks and won't ever like it. Also, please try this at home: play a scary game with a friend. I assure you, their reactions will scare the shit out of you more than the game will.
The point is that the security of having allies must be eliminated either by making them unreliable (maybe), unavailable (maybe), or untrustworthy (maybe).