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Things that would have made Amnesia scarier
Cactus Jack Offline
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RE: Things that would have made Amnesia scarier

I'd like to see a couple different monster mechanics. We had the regular ones, the stronger ones, the water monster, and the Justine suitors. Perhaps a monster that can't look down? You would have to crawl around it/in front of it and make sure you don't go too far ahead of it so it doesn't see you. Not as a monster just to have wondering around, but a scripted area. Having different monsters spawn regularly would make you have to guess which is chasing you D: But I think having a couple different encounters like the water monster would up the scare factor.

I think we should see different skins. Have all the enemies of one type share a similar, identifiable look but changes in detail. Blood splatter, clothing, body parts impaled/attached to them, etc. And I think they should also seem a little more human. We know that the gatherers in TDD were servants, so they should have names and backstories. I think it'd be a little scarier if you knew more about the people who were chasing you. Not necessarily how they got deformed, but who they were previously. It'd make the transformation seem more gruesome knowing that they used to be human.

I hated the sanity system. It was more like a crutch than an actual gameplay element. It should be more real and organic. Instead of walking like a drunk sailor, I think it should affect how you perceive the environment. Ie: The lower your sanity goes, the darker the game gets; things in the darkness seem to move; hallucinating things in the distance (a hallucination chasing you isn't in line with the what Amnesia does); and lights seem to flicker slowly (not in a startling way, just a way to make you look back at it to see if it really happened, or if something passed in front of it). In a real-life scary situation, I start to feel paranoid. Always checking my back and what not. I dont know how, but if Amnesia can convey this it'd be amazing. Maybe others are feeling it, but I'm not...

I also think the way sanity is lost and gained should be changed - being in the darkness shouldn't lower your sanity, it should act like a multiplier. If you're in the light, you have less of a chance of being affected by low sanity. I think this would give some consequence to being in the dark without ruining gameplay. The sanity meter is also way too large. It should either be easier to sink into insanity, or the different levels should have effects of different intensities. Currently, being anything between "Slight Headache" and "Head is pounding" seems to have no side effects from what I've seen. My biggest hope for AAMFP is a more realistic sanity system.

That's a lot more than I thought it was going to be 0.o But hopefully someone will enjoy reading it. Cheers!

EDIT: I saw someone thought of randomly placed enemies, but why not take it a step further and make a random level generator? It would take A LOT of time to accomplish (maybe a year of two of dev time specifically for it), but if they pulled it off there would be so much replay value. People who don't want to or can't install Custom Stories would have something to play over and over (maybe even future console versions where CS aren't available? - Coming from a PC guy). The story mode would be hand-made like normal, just add another mode.
(This post was last modified: 01-06-2013, 08:21 AM by Cactus Jack.)
01-06-2013, 08:15 AM
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RE: Things that would have made Amnesia scarier - by Cactus Jack - 01-06-2013, 08:15 AM



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