|
Post by nolwat on Jul 25, 2014 13:47:38 GMT -6
A good part of making a scary game is atmosphere, which is important in the Silent Hill series, and equally as important is making the player do something they don't want to. As in, making them go into a creepy basement where they heard a noise who had a vision about. Think about when characters in horror movies go to open a closet. People watching the movie might be covering their eyes or something. Put them in the character's shoes. Anyways, happy to be a part of this project and will help in any way I can. I recommend playing Silent Hill: Alchemilla. It's a fan game that has no combat but focuses on the atmosphere. www.moddb.com/mods/alchemilla-mod
|
|
|
Post by leftshoe18 on Jul 25, 2014 14:12:59 GMT -6
I think this would fit better under gameplay suggestions than story suggestions.
Moved.
|
|
|
Post by Renard on Jul 29, 2014 23:29:31 GMT -6
I think Silent Hill is so scary because it looks like a normal, everyday town but it's creepy as hell. I think the environments, areas, and objects should all look like something you'd see every day, except really creepy. Is that kind of a given? Music and sound also play a big role in making atmosphere.
|
|
|
Post by nolwat on Jul 30, 2014 10:03:17 GMT -6
You're totally right. I was talking more gameplay wise. You're talking about atmosphere.
|
|
|
Post by becomebatman on Jul 30, 2014 21:28:52 GMT -6
As far as game play goes we could have extended periods without monsters. I know that makes me really nervous. Long roads where you don't feel like turning back and going all the way back. I know that scariest thing about the monsters themselves all look somewhat human but the way they move and the sounds they make are very inhuman.
|
|
|
Post by nolwat on Jul 30, 2014 23:52:14 GMT -6
I like that idea.
|
|
|
Post by Renard on Jul 31, 2014 0:03:23 GMT -6
You're totally right. I was talking more gameplay wise. You're talking about atmosphere. OH. Oops. Well when I play Silent Hill, the thing that scared me the most was hearing the radio static when enemies were nearby and not knowing where they were. Then trying to avoid/evade said enemies. I think there should be plenty of dead ends.
|
|
|
Post by becomebatman on Jul 31, 2014 0:33:48 GMT -6
You're totally right. I was talking more gameplay wise. You're talking about atmosphere. OH. Oops. Well when I play Silent Hill, the thing that scared me the most was hearing the radio static when enemies were nearby and not knowing where they were. We could totally play on that and have the radio go crazy at one point with no enemies around.
|
|
|
Post by leftshoe18 on Jul 31, 2014 8:58:19 GMT -6
Additionally, we could have a monster that doesn't set off the radio.
|
|
|
Post by becomebatman on Aug 30, 2014 18:16:53 GMT -6
Just watched a few videos from the "Escapist" channel on youtube about the more recent western silent hill games. The one big thing he pointed out was subtlety. Subtlety makes things scary. Instead of seeing the monster we hear it. Instead of telling the player what's behind the door we make them imagine it. Ect.
|
|