OkExtraintrovert said:Most important of all, it must be in first person. No peripheral vision and more relation with the player character equals more effective scares for me. Secondly, the actual scares must be intermittent and contrasted with moments of safety and security. I suppose it is why I find levels such as Ravenholm (Half-Life 2), City 17 Underground (Episode One), The Cradle (Thief) and Ocean House (Vampire: The Masquerade) so terrifying, because they are drastically different to the rest of the game. Thirdly, don't go overboard; it's no good to have things popping at me the entire time, as I will become desensitised. Maintaining an atmosphere is more important than scaring me directly, as my imagination will do the rest. Finally, fuck with my head in every way possible. This includes standard scares such as noises caused my things that aren't there and glimpses of things that dissappear soon after, as well as scares unique to the genre like messing with the controls and field of vision.
For an example of all of these, watch this short video:
Yeah, you pretty much nailed it.Abanic said:I like survival horror, but EXTRA CREDITS hit the nail on the head for me: it's dying out. I'd love to see a new, kick ass, scary-as-hell, survivor horror game.
How about this?
You play a geologist that monitors remote geologic measuring stations on the West Coast of the US. You just checked a monitoring post in the middle of nowhere and you're heading back to civiliztion.
Start the game driving on a road in remote Oregon or Washington (think Harry and the Hendersons) you know, 'Bigfoot territory'. The main character swerves to avoid a cute, fuzzy, forest animal and drives into a ravine. The car catches on fire and the character hurriedly staggers out and makes it about 50 feet before passing out as the gas tank goes up. The character awakes hours later as the sun is going down.(and the mist is rising)
You find your car is a burnt out crisp, your eyeglasses must've fallen off in the car during the crash, and your left knee is purple and swollen. You check your cell phone: no service, you can't call for help. As long as the remote stations are up and running, the lab isn't going to miss you for weeks, because you are a field researcher.
It's night time, it's foggy, you're injured, you can't see clearly, you're in the middle of a temperate rain forest, and you have to get 12 miles back up the mountain to get back to the monitoring station so you can use it's GPS transmitter to send a distress signal.
THAT is a setting! Now all you have to do is drop some scary encounters into that setting and you have a game. I don't care if it's a pack of wolves that's hunting you, mountain lion, grizzly bear, cannibals, cultists, ninjas, hippies, or a horny bigfoot looking for your ass; you can make a brutal survival horror game out of that. Or better yet, give ME 40 million dollars and I'll make it, and then let Yahtzee review it (maybe then he'll get off Silent Hill 2's dick).
So, how would you 'strategize' against a horny bigfoot?SyphonX said:Yeah, you pretty much nailed it.Abanic said:I like survival horror, but EXTRA CREDITS hit the nail on the head for me: it's dying out. I'd love to see a new, kick ass, scary-as-hell, survivor horror game.
How about this?
You play a geologist that monitors remote geologic measuring stations on the West Coast of the US. You just checked a monitoring post in the middle of nowhere and you're heading back to civiliztion.
Start the game driving on a road in remote Oregon or Washington (think Harry and the Hendersons) you know, 'Bigfoot territory'. The main character swerves to avoid a cute, fuzzy, forest animal and drives into a ravine. The car catches on fire and the character hurriedly staggers out and makes it about 50 feet before passing out as the gas tank goes up. The character awakes hours later as the sun is going down.(and the mist is rising)
You find your car is a burnt out crisp, your eyeglasses must've fallen off in the car during the crash, and your left knee is purple and swollen. You check your cell phone: no service, you can't call for help. As long as the remote stations are up and running, the lab isn't going to miss you for weeks, because you are a field researcher.
It's night time, it's foggy, you're injured, you can't see clearly, you're in the middle of a temperate rain forest, and you have to get 12 miles back up the mountain to get back to the monitoring station so you can use it's GPS transmitter to send a distress signal.
THAT is a setting! Now all you have to do is drop some scary encounters into that setting and you have a game. I don't care if it's a pack of wolves that's hunting you, mountain lion, grizzly bear, cannibals, cultists, ninjas, hippies, or a horny bigfoot looking for your ass; you can make a brutal survival horror game out of that. Or better yet, give ME 40 million dollars and I'll make it, and then let Yahtzee review it (maybe then he'll get off Silent Hill 2's dick).
It matters not, what the monsters are and it certainly doesn't matter if they are a supernatural creature at all. You see, it's ruined during "the reveal", unless the reveal of your fateful enemy is truly terrifying you will instinctively strategize. There is my threat. It is large, I am small. It is slow, I am fast. I now know everything that it is capable of.
You don't have instincts on dealing with irrational fear, and the unknown. The most classic of horrors is the depths of the mind. This is best characterized by the labyrinth, an endless snaking dark corridor of unknown. With nothing but your mind's dirty tricks, your inability to apply logic to the situation, and the true unknown of what can be around every single corner, or just out of your field of vision, in the shades of darkness. Coinciding with the answers just out of reach in your mind, shrouded also in shades of darkness.
When you're dealing with "necromorphs" and tactically tearing off limbs, or when dealing with zombies and strategically outpacing them, then you become an exterminator of creatures. You're not afraid, just tense, and possibly startled. You have all your answers in front of you, beyond the barrel of a gun or at the tip of your sword. The narrative would have to be quite mind-blowing to inject any sort of original terror back into the mix, at that point.
It is a game by the name of Amnesia: The Dark Descent by a Swedish company called Friction Games, the same group that made the Penumbra series. I wont play it myself because I'm a dirty rotten coward, but from what I've seen it is an absolutely perfect example of what is discussed in this topic and those like it, so I decided to share.WrcklessIntent said:Ok
1. Holy shit i think i just pissed myself that video is so scary
2. Your an ass hole because i can't sleep now (jk)
3. Is this an actual game cause now i want!