REmake 2: How to bring survival horror into 2016/17
Aug 31, 2016 9:24:35 GMT -6
nevets1558 likes this
Post by pigger on Aug 31, 2016 9:24:35 GMT -6
What is always going to be the scariest thing? The unknown.
As most are probably familiar with once you've played a classic RE title a couple of times it loses a lot of it's edge because the more you replay it the more you
become accustomed to where everything spawns and jumps out. Usually once a room has been cleared more often than not it's empty for the rest of the game. Snore..
But what if you introduced a system where no matter how many times you replay you never quite know what is going to happen as you go from room to room?
Past RE games have touched on this idea in the past like when REmake did the clever reverse bait and switch on the dog corridor and RE3 actually did introduce some random item placement and randomized the type of enemy that spawns in certain areas.
But i'm talking about a totally organic environment where every window and ceiling grate is not just a piece of the background, and going past them is a constant throw of the dice not matter how far into the game you are.
Where you enter a room and are totally at the mercy of where the stats have landed.
e.g: a room upon initial entry has a 15% chance of a dog jumping through the window, 25% chance of having zombies in it and 60% chance of being empty and the stats change based on whether you have seen combat in there yet or not and where you are in the story etc. But it's never totally safe, there's always a chance of something taking you by surprise.
No longer should we feel "safe" to dart through a room once we've cleared it
But at the same time using ammo can't feel futile. Which is obviously a system that needs to be balanced properly. But save rooms are the only place the player should truly feel "safe" and the only place where there is 0% chance of anything bad happening.
Mr X
Mr X would be perfect for a system like this. First things first, a Nemesis grab to punish people who try to tank it past him. Throw you great distances and deal absurd damage. Getting within grabbing distance should be tantamount to suicide.
Wouldn't that make him slowly walking towards you in a tight corridor much more terrifying? As you slowly lose more and more room to back away?
Trying to be clever and use a table as a barrier? He should be able to rageflip the table to counteract your tactics.
Also a variable system for how often and where he will come after you based on things like how much of a coward you are. If you try to run away from him he will
outflank you and once you think you're safe you and jump scare you through walls which can later be used to your advantage as shortcuts. And much like before bravery
should be rewarded with ammo and health.
I think that a system like that built around a classic survival horror game would give it so much more replay value and more importantly, give it everlasting scariness.
**Tl:dr** mix it up and introduce an unpredictable element to enemy placement and events to keep the player constantly on edge. It's 2016 this shouldn't be too taxing.
As most are probably familiar with once you've played a classic RE title a couple of times it loses a lot of it's edge because the more you replay it the more you
become accustomed to where everything spawns and jumps out. Usually once a room has been cleared more often than not it's empty for the rest of the game. Snore..
But what if you introduced a system where no matter how many times you replay you never quite know what is going to happen as you go from room to room?
Past RE games have touched on this idea in the past like when REmake did the clever reverse bait and switch on the dog corridor and RE3 actually did introduce some random item placement and randomized the type of enemy that spawns in certain areas.
But i'm talking about a totally organic environment where every window and ceiling grate is not just a piece of the background, and going past them is a constant throw of the dice not matter how far into the game you are.
Where you enter a room and are totally at the mercy of where the stats have landed.
e.g: a room upon initial entry has a 15% chance of a dog jumping through the window, 25% chance of having zombies in it and 60% chance of being empty and the stats change based on whether you have seen combat in there yet or not and where you are in the story etc. But it's never totally safe, there's always a chance of something taking you by surprise.
No longer should we feel "safe" to dart through a room once we've cleared it
But at the same time using ammo can't feel futile. Which is obviously a system that needs to be balanced properly. But save rooms are the only place the player should truly feel "safe" and the only place where there is 0% chance of anything bad happening.
Mr X
Mr X would be perfect for a system like this. First things first, a Nemesis grab to punish people who try to tank it past him. Throw you great distances and deal absurd damage. Getting within grabbing distance should be tantamount to suicide.
Wouldn't that make him slowly walking towards you in a tight corridor much more terrifying? As you slowly lose more and more room to back away?
Trying to be clever and use a table as a barrier? He should be able to rageflip the table to counteract your tactics.
Also a variable system for how often and where he will come after you based on things like how much of a coward you are. If you try to run away from him he will
outflank you and once you think you're safe you and jump scare you through walls which can later be used to your advantage as shortcuts. And much like before bravery
should be rewarded with ammo and health.
I think that a system like that built around a classic survival horror game would give it so much more replay value and more importantly, give it everlasting scariness.
**Tl:dr** mix it up and introduce an unpredictable element to enemy placement and events to keep the player constantly on edge. It's 2016 this shouldn't be too taxing.