caffeine4671
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RE: New Game Design/Gameplay needed for dealing with Enemies in future games
(10-03-2015, 05:31 PM)EnDash Wrote: (10-02-2015, 04:33 PM)brus Wrote:
but if the player is able to overcome those monsters, even small unimportant ones, the result is that he is no longer afraid. sure you may have the exhilarating survival instinct of "is something going to jump on me?" or the proud feeling of using your wits to overcome obstacles. but those situations are not horror.
i gave cthulhu as an example, he is the extreme of what i'm trying to say. if you can understand and overcome it, you are not scared. which is why making enemies in horror games is so hard.
caffeine4671 Wrote:
exactly, which is why alexander was not scary but the shadow was (although to me he wasn't really that scary because he seemed very limited, he could never hurt you or obstruct you for long).
i still maintain the water lurker is the scariest monster of all times in video games. you can't directly see him, you only know he exists indirectly through water and the unintelligible sounds he make, you can't attack or obstruct him, only distract him. and you can't at any point kill him, in amnesia daniel simply ran away from him as fast he could.
I wish I could quote your post twice. You basically summed up why the water lurker worked so well.
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10-03-2015, 05:35 PM |
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