ZombiU or Sleepy Dawgs.
MikeGosot's forum posts
What do we know?
That it's gonna be called "Xeno____________"?
Or maybe XXXeno____________... I mean, look at dat mech ass.
It's almost always the execution that's lacking.
Yeah, most of the time i find myself saying "You know, that would be cool with a little more polish". And even when the game is GREAT(Silent Hill: Shattered Memories), it's... Not scary at all.
EDIT: Did you played Metro 2033? It wasn't an horror game, but that was great too.
God, i think i don't like horror games.
Well, the concepts are cool as fuck... Sometimes.
I would argue with you that most videogames don't even know how to make the horror setting itself.
Maybe. Clock Tower's the only survival horror game that I could see as reasonably scary, so it's at least possible.
I like Fatal Frame III. I wasn't scared playing it, but it's okay, it has some good tricks and at least it knows how to create tension(Even if that goes to hell when you're lost and just want to move on but your character is slow as fuck.). Siren is a weird game, and i really enjoy it. Again, not scary, but a worthy experience. But yeah, i think the SNES Clock Tower is the closest i have ever gotten to a truly scary game.
God, i think i don't like horror games.
Isn't it more that developers wouldn't know how to use camera control for a horror setting? Penumbra's a first person horror game, and I can kind of imagine that being scary. (More on that when it comes.)
I would argue with you that most videogames don't even know how to make the horror setting itself. I just think that the fixed camera is a valid tactic that opens some cool possibilities, and yet... we don't see that anymore. About Penumbra, well, i said it in my first post that i was talking about third-person games only, so yeah.
It definitely takes away from the experience. Horror can be enhanced by the lack of ability to control and asses the situation. This can be achieved with other ways like when using 1st person perspective where you can't see what is behind you. Mind you that lack of camera control does not necessarily make a game scary by default.
No, but it can be used to make a game more scary.
I can't say i agree with that there have been recent games that are third person which were pretty good horror games in my mind. Dead space, Resident evil 4/Resident evil revelations, siren, copse party( which is not third person but it does not have a camera to work with at all) no turning corner or anything but it still pretty scary.
I feel the real reason is pure horror games have fallen into a nich appeal which means many who are passionate on making a true horror game will have a hard time making it how they want. It's much more marketable to create a watered down horror game than to make it even more scary.
I guess that's just opinion, but Dead Space and Resident Evil 4 weren't scary. Siren was fucking great, and i haven't played Corpse Party. About the last part, i do agree that it's quite hard marketing ultra scary games.
I disagree. Compared to todays standards, it's clunky and doesn't feel satisfying (for me personally). And the few moments I did play of Dead Space, I was on the edge of my seat.
The horror comes down to you feeling vulnerable, and that can be achieved several ways. One is limiting your vision, through fixed angles and/or lighting. Another is making the enemy hard or even impossible to fight, which is where Dead Space, Amnesia and Slender succeeds.
I do not agree that Dead Space succeeds in making the enemies hard to fight. I always felt like i could CRUSH the enemies easily, even at harder difficulties. When i played Dead Space 2, i bumped up the difficulty and the game became frustrating, not scary.
In my opinion horror game is not just about surprising the gamer.
Take Alan Wake, you usually have slow motion part telling you they are surrounding you. It's not about there appearence, it's about the ambiance, getting in your characters shoes, letting the game get under your skin, wondering what's comming next.
"What" is comming at you is more relevent than "From where ?".
I'm personnaly not a fan of fixed camera as I find it harder to really get into the story as I feel more like a spectator with some limited power on the story rather than actually living it.
To be fair, the fixed camera does a very good job at making the gamer question what's coming next, because well... You can't see what's coming next. And when the designer chooses what you can or cannot see, it gives a whole new world of opportunities to create atmosphere, so both of these criticisms are flawed. The "feeling like an spectator" is a valid one, but i guess it's more of an opinion than an argument. Also, one question, do you enjoy horror movies?