History SoYouWantTo / WriteASurvivalHorrorGame

14th Jun '16 8:20:53 PM Miracle@StOlaf
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** Nor should you make the mistake of assuming that the inability to kill enemies equates to giving the player no means to at least temporarily ward off threats. The need to stop what you were doing to run away from the ImplacableMan every 30 seconds quickly stops being scary and starts being ''annoying'', which is not the effect you're supposed to be going for.

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** Nor should you make the mistake of assuming that the inability to kill enemies equates to giving the player no means to at least temporarily ward off threats. The need to stop what you were doing to run away from the ImplacableMan every 30 seconds quickly stops being scary and starts being ''annoying'', which is not the effect you're supposed to be going for. ''VideoGame/SilentHillShatteredMemories'' is one example of how to handle the defenseless approach well: You can only run away from enemies, but they also never show up in areas where you have to solve a puzzle.
11th May '16 7:44:56 AM TheOneWhoTropes
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* ''VideoGame/{{AMY}}'', a downloadable game from Vectorcell, is a prime example of how '''not''' to make a SurvivalHorror game for your PlayStation3 or {{Xbox360}}. [[http://www.metacritic.com/game/xbox-360/amy As these reviews point out,]] there's nothing quite like a perfect storm of horrible controls, repetitive scares, and FakeDifficulty to buzz-kill an otherwise interesting premise.

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* ''VideoGame/{{AMY}}'', a downloadable game from Vectorcell, is a prime example of how '''not''' to make a SurvivalHorror game for your PlayStation3 UsefulNotes/PlayStation3 or {{Xbox360}}.UsefulNotes/{{Xbox360}}. [[http://www.metacritic.com/game/xbox-360/amy As these reviews point out,]] there's nothing quite like a perfect storm of horrible controls, repetitive scares, and FakeDifficulty to buzz-kill an otherwise interesting premise.
14th Dec '15 6:07:45 AM Nohbody
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* The ''VideoGame/SystemShock'' games and their SpiritualSuccessor, the ''Franchise/BioShock'' series, are also examples of horror-shooters done right. In particular, in ''VideoGame/SystemShock2'' ASpaceMarineIsYou, and it substracts nothing from the game's spookiness. Same applies to ''VideoGame/BioShock'', as supplies can be scare if used unwisely, and some [[BossInMookClothing common enemies are extremely tough to fight and kill.]] ''VideoGame/BioShockInfinite'', however, is a straight-up first-person shooter with plentiful supplies and non-scary enemies, [[spoiler: except in Comstock House.]]

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* The ''VideoGame/SystemShock'' games and their SpiritualSuccessor, the ''Franchise/BioShock'' ''VideoGame/BioShock'' series, are also examples of horror-shooters done right. In particular, in ''VideoGame/SystemShock2'' ASpaceMarineIsYou, and it substracts nothing from the game's spookiness. Same applies to ''VideoGame/BioShock'', as supplies can be scare if used unwisely, and some [[BossInMookClothing common enemies are extremely tough to fight and kill.]] ''VideoGame/BioShockInfinite'', however, is a straight-up first-person shooter with plentiful supplies and non-scary enemies, [[spoiler: except in Comstock House.]]
13th Dec '15 4:31:36 AM Morgenthaler
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* '''What "flavor" of horror?:''' Western horror is visceral (the horror comes from the threat of being eaten or otherwise painfully murdered; a prime example would be ''Franchise/DeadSpace'', where the enemies are basically ZergRush zombies with tentacles and claws and have to be mauled to death), while eastern horror is cerebral (feelings of isolation and paranoia, some RuleOfSymbolism, and "being trapped with something that hates you in a very passive-aggressive way"; a prime example would be ''SilentHill'' where there are few enemies, but the ones that are there are very symbolic and can be tied directly to regrets, frustrations and mental trauma). Something in the middle would be like ''VideoGame/TheThing'', where you're soaked in as much ParanoiaFuel as the writer thinks he can get away with, and he then provides a lit match in the form of an enemy [[ChestBurster popping messily out of a teammate]]. You could have something down the middle by starting out fighting hordes of zombies, and as you start to get mentally fatigued, pile on more and more Freudian imagery until the player is fighting (un)living Creator/HRGiger sculptures.

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* '''What "flavor" of horror?:''' Western horror is visceral (the horror comes from the threat of being eaten or otherwise painfully murdered; a prime example would be ''Franchise/DeadSpace'', where the enemies are basically ZergRush zombies with tentacles and claws and have to be mauled to death), while eastern horror is cerebral (feelings of isolation and paranoia, some RuleOfSymbolism, and "being trapped with something that hates you in a very passive-aggressive way"; a prime example would be ''SilentHill'' where there are few enemies, but the ones that are there are very symbolic and can be tied directly to regrets, frustrations and mental trauma). Something in the middle would be like ''VideoGame/TheThing'', ''VideoGame/TheThing2002'', where you're soaked in as much ParanoiaFuel as the writer thinks he can get away with, and he then provides a lit match in the form of an enemy [[ChestBurster popping messily out of a teammate]]. You could have something down the middle by starting out fighting hordes of zombies, and as you start to get mentally fatigued, pile on more and more Freudian imagery until the player is fighting (un)living Creator/HRGiger sculptures.
19th Nov '15 12:01:57 PM FF32
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* ''VideoGame/{{Manhunt}}''. [[DoingInTheWizard Trading away supernatural entities for all-too-human criminals]], these games are notable for their stealth mechanics, compelling atmosphere, and [[BloodierAndGorier brutally gory executions]] that whipped the MoralGuardians into a riot. The first game follows the story of a DeathRow inmate forced into playing TheMostDangerousGame at the behest of a SnuffFilm director, and the second is about two BedlamHouse patients forced into unraveling a GovernmentConspiracy. The first game truly nails its atmosphere, and while the second game got some flack for being a SlasherMovie ClicheStorm, it's still worth checking out, especially since [[TheReveal its main twist]] makes it [[SpiritualLicensee a more compelling video game adaptation]] of [[spoiler:''Film/FightClub'']] than [[InNameOnly the actual video game]].

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* ''VideoGame/{{Manhunt}}''. [[DoingInTheWizard Trading away supernatural entities for all-too-human criminals]], these games are notable for their stealth mechanics, compelling atmosphere, and [[BloodierAndGorier brutally gory executions]] that whipped the MoralGuardians into a riot. The first game follows the story of a DeathRow inmate forced into playing TheMostDangerousGame at the behest of a SnuffFilm director, and the second is about two BedlamHouse patients forced into unraveling a GovernmentConspiracy. The first game truly nails its atmosphere, and while the second game got some flack for being a SlasherMovie ClicheStorm, it's still worth checking out, especially since [[TheReveal its main twist]] makes it [[SpiritualLicensee [[SpiritualAdaptation a more compelling video game adaptation]] of [[spoiler:''Film/FightClub'']] than [[InNameOnly the actual video game]].
14th Nov '15 8:56:28 PM IenHenzX
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* The ''VideoGame/SystemShock'' games and their SpiritualSuccessor, the ''Franchise/BioShock'' series, are also examples of horror-shooters done right. In particular, in ''SS2'' ASpaceMarineIsYou, and it substracts nothing from the game's spookiness.

to:

* The ''VideoGame/SystemShock'' games and their SpiritualSuccessor, the ''Franchise/BioShock'' series, are also examples of horror-shooters done right. In particular, in ''SS2'' ''VideoGame/SystemShock2'' ASpaceMarineIsYou, and it substracts nothing from the game's spookiness.spookiness. Same applies to ''VideoGame/BioShock'', as supplies can be scare if used unwisely, and some [[BossInMookClothing common enemies are extremely tough to fight and kill.]] ''VideoGame/BioShockInfinite'', however, is a straight-up first-person shooter with plentiful supplies and non-scary enemies, [[spoiler: except in Comstock House.]]
17th Jun '15 3:36:10 PM AquamarineGavial
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** You walk by a cupboard and a monster jumps out and goes "A bloogy woogy woo!" (Cheap CatScare moments, basically. Useful if not overdone.)

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** You walk by a cupboard and a monster jumps out and goes "A bloogy woogy woo!" (Cheap CatScare JumpScare moments, basically. Useful if not overdone.)
30th Dec '14 8:15:23 PM erforce
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* Don't be cribbin' ''SilentHill,'' use locations other than (or in addition to) the AbandonedHospital and Mannequin factories. ''Or'' use them in an unexpected way: the Hospital is completely clean. ''[[AsceticAesthetic Too]]'' [[AsceticAesthetic clean, even.]] And then the [[NinjaPirateZombieRobot steam-punk zombie orderlies]] show up to "clean up" the mess that is the player.

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* Don't be cribbin' ''SilentHill,'' ''Franchise/SilentHill,'' use locations other than (or in addition to) the AbandonedHospital and Mannequin factories. ''Or'' use them in an unexpected way: the Hospital is completely clean. ''[[AsceticAesthetic Too]]'' [[AsceticAesthetic clean, even.]] And then the [[NinjaPirateZombieRobot steam-punk zombie orderlies]] show up to "clean up" the mess that is the player.



* Try setting your game in a historical period or a fantasy setting instead of the usual modern or sci-fi style setting. ''[[Franchise/EvilDead Army of Darkness]]'' and ''VideoGame/RedDeadRedemption: [[RedDeadRedemptionUndeadNightmare Undead Nightmare]]'' have deadite/zombie attacks in 1300's England and in TheWildWest, for example.

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* Try setting your game in a historical period or a fantasy setting instead of the usual modern or sci-fi style setting. ''[[Franchise/EvilDead Army of Darkness]]'' ''Film/ArmyOfDarkness'' and ''VideoGame/RedDeadRedemption: [[RedDeadRedemptionUndeadNightmare Undead Nightmare]]'' ''VideoGame/RedDeadRedemptionUndeadNightmare'' have deadite/zombie attacks in 1300's England and in TheWildWest, for example.
29th Nov '14 3:58:17 PM Trogdor
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* If there happens to be any CrazySurvivalist types around, they should wear makeshift but tough armor so it implies that they're making do with what they can in the situation, but add a few bloodstains and nasty looking ImprovisedWeapons to imply they're not exactly the good guys in this situation.

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* If there happens to be any CrazySurvivalist types around, they should wear makeshift but tough armor so it implies that they're making do with what they can in the situation, but add a few bloodstains and nasty looking ImprovisedWeapons {{Improvised Weapon}}s to imply they're not exactly the good guys in this situation.
21st Nov '14 10:24:33 PM erforce
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* The 2008 reboot of ''VideoGame/AloneInTheDark''. Shitty controls just make people RageQuit, it does nothing for tension.

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* The 2008 reboot of ''VideoGame/AloneInTheDark''.''VideoGame/AloneInTheDark2008''. Shitty controls just make people RageQuit, it does nothing for tension.
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