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Bioware with a Horror Game?


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#26
Fast Jimmy

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Games like Amnesia have shown horror can work well without guns or even combat in general.

I'm with Exile in that I wont be afraid if I don't feel threatened in some way however, and if I'm not either fighting or running away and hiding from the threat then I'm not really sure what I'm doing.


Outlast had good horror/suspense while not being very combat-oriented. The character is vulnerable, yes, but there's honestly a minority of sections where the player can be truly "hurt." Many of the scares are pre-scripted and not a result of the player failing or losing to a threat.

#27
Sully13

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Hmm i always thaughr a survival horror RPG would be cool.

 

you start off vulnerable in lets say your undies and need clothes you can scave for clothes food and weapons.ect 

 

if they are looking for a licence id love an accurate Max Brooks WWZ or a Charlie Higson the Enemy setting.


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#28
In Exile

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VTMB managed to scared the crap out of me in the hotel section.

Just because the character ain't scared doesn't mean the player is too.


I don't think the character has to or doesn't have to feel scared. All I mean is that if the character isn't vulnerable then I as the player am not scared.

#29
Sully13

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Kinda why i sugested the Enemy the only non inffected ate those under 16.



#30
Fast Jimmy

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I don't think the character has to or doesn't have to feel scared. All I mean is that if the character isn't vulnerable then I as the player am not scared.


What if the character's vulnerability was dubious? People mention VTM:B haunted section as being skillfully spooky, despite there being no danger to the character.

#31
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I don't think the character has to or doesn't have to feel scared. All I mean is that if the character isn't vulnerable then I as the player am not scared.

 

Fair enough then.

 

VTMB is an exception since well... it's an exceptional game, it manages to pull off tons of stuff that's admirable.

 

But a horror-focused RPG could work in my opinion and still follow your requirements, you just have to be creative.

 

For example, let's say that stats remain the same, yet some function differently.

 

Strength would work for objects you can move. There could be a number of scenarios where the MC is running away from a monster only to lay an obstacle in its path. You could always say "why can't my MC fight back if he's so strong?" It's simple to fix that by making your enemies monsters. You can be as strong as any strong man but if you don't know how to fight your strength is pretty much limited, not to mention what you'll be throwing punches at aren't human.

 

Intelligence would go into your ability to read certain runes in dungeons or devise traps for your enemies (of which are limited as well as the resources to make them.)

 

Dexterity would obviously go into your sneak skill and perhaps even speed.

 

I could go on but you get the jist.

 

The problem is "BioWare" which automatically means stuff like character interaction. Well... again, creativity springs to mind. A horror game doesn't need to be set in some dungeon from start to finish. You could have a hub, a town, multiple towns etc...

 

In fact, I think having safe places to relax yourself after an exhausting journey in shitmypantsland would make the dread to return to shitmypantsland all the more effective.


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#32
Fast Jimmy

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The problem is "BioWare" which automatically means stuff like character interaction.


Yeah... and like I said:



Sierra already did a game that was horror and the elements of "character interaction" Bioware is known for.

A horror game doesn't need to be set in some dungeon from start to finish. You could have a hub, a town, multiple towns etc...

In fact, I think having safe places to relax yourself after an exhausting journey in shitmypantsland would make the dread to return to shitmypantsland all the more effective.


Especially if there was the occasional chance that returning to the safe place wound up bringing no shelter at all, but instead more peril and threat.

#33
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Yeah... and like I said:



Sierra already did a game that was horror and the elements of "character interaction" Bioware is known for.


Especially if there was the occasional chance that returning to the safe place wound up bringing no shelter at all, but instead more peril and threat.

 

lol that reminded me of Gabriel Knight two :lol:

 

There's also this game that had pretty good characters too.

 

I wouldn't call it "scary" but it's still a horror.

 

 

Especially if there was the occasional chance that returning to the safe place wound up bringing no shelter at all, but instead more peril and threat.

 

Hell, imagine having your own player home that you get used to as the safest place in the world only to return to it one night and have it haunted?



#34
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I take your example, but I find Silent Hill 2 to have a great deal of non-physical horror. It may be a shortcoming on my part - unless I feel threatened in some physical or material way, I don't feel afraid. The Collector Ship in ME2 is a great example. It didn't feel even remotely unnerving - it was like a jaunt through the Emerald Graves the entire time. This is because there was nothing to find threatening about the experience. Same with the derelict reaper.

 

A different example of something that I did find unnerving was the haunted house in Vampire the Masquerade: Bloodlines. Put that came from the fact that the PC was not quite so strong.  

 

Fair enough, fair enough.

 

 

Games like Amnesia have shown horror can work well without guns or even combat in general.

 

I'm with Exile in that I wont be afraid if I don't feel threatened in some way however, and if I'm not either fighting or running away and hiding from the threat then I'm not really sure what I'm doing.

 

Fair enough.

 

I think it can be said, though, that it's definitely possible without dis-empowering the protagonist (in combat at least).



#35
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I think it should also be said that it's possible to do horror that isn't supernatural or fantasy. I played a game called P.O.W. years ago that was great, but also pretty scary. It DID work by making the protagonist vulnerable--you were a prisoner at a POW camp and were tasked with doing various things at night when the guards were patrolling and would catch you. Great fun.



#36
AventuroLegendary

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I'm not sure if Bioware's past experiences with RPGs really matter a lot. If a traditional RTS game developer can make a good horror game (Alien Isolation), then I doubt Bioware would have much hindrance.

 

RPG and horror, though... something similar to Cthulhu tabletop would be interesting.



#37
Beerfish

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They could use a modern setting. The scariest possible plot would be for a frugal middle aged PC to be trapped in a mall with only full retail pricing and no sales. I am shuddering in horror right now at the very thought of it.

Just the thought of going to a mall scares the hell out of me.

 

To the question at hand.  Yes I'd like to see BioWare try their hand at it.  I think they have some writers that could do a good job.



#38
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I'm not sure if Bioware's past experiences with RPGs really matter a lot. If a traditional RTS game developer can make a good horror game (Alien Isolation), then I doubt Bioware would have much hindrance.
 
RPG and horror, though... something similar to Cthulhu tabletop would be interesting.


Isolation was a beautiful product

#39
Sully13

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Question what would you preffer a Infected outbrake Crossed style or a George Romero Zombie Plague?



#40
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Enough with the darned zombies. They need to, well, die, pardon the pun.

Way way too overused by now.
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#41
TheChris92

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Amnesia, while having a good atmosphere suffered from poor level design and repetition, where it came to a point that the cosmic monstrosity that is haunting you would literally always show up whenever you touched the next plot relevant object; Like they were being summoned by the auto-save function, or something. Granting self-defense would have at least provided variety to the overall gameplay instead of just the same old routine of "run into a cub-bard somewhere" and Outlast is a bunch of bullocks which can best be summarized as the kind of shock-factor-horror ala Dead Space which isn't all that scary or tense; It plays with the same stick as Amnesia without really doing much else. It's among those many pretentious indie horror titles that I find incredibly jarring, like Slender -- The best kind of horror is brought forth by the atmosphere, so the little you see of the threatening monsters, the more tension it creates. In the end, I feel no horror game would be able to reach either Silent Hill 2 or Eternal Darkness to their knees.. The most promising title so far would have to be Koji-Pro's P.T. Teaser (admittedly it is a very good demo) but it still doesn't quite feel like Silent Hill. Oh, there's also a successor to Fatal Frame coming to the Wii-U, yay.

 

But anyway, BioWare -- If they could make something akin to the haunted mansion in Masquerade or better yet.. the DLC in ME2 (what was it called?) -- The one with the rogue human VI. That one had tension.



#42
Sully13

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Enough with the darned zombies. They need to, well, die, pardon the pun.

Way way too overused by now.

Eeeeeeeup agreed there.



#43
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Amnesia, while having a good atmosphere suffered from poor level design and repetition, where it came to a point that the cosmic monstrosity that is haunting you would literally always show up whenever you touched the next plot relevant object; Like they were being summoned by the auto-save function, or something. Granting self-defense would have at least provided variety to the overall gameplay instead of just the same old routine of "run into a cub-bard somewhere" and Outlast is a bunch of bullocks which can best be summarized as the kind of shock-factor-horror ala Dead Space which isn't all that scary or tense; It plays with the same stick as Amnesia without really doing much else. It's among those many pretentious indie horror titles that I find incredibly jarring, like Slender -- The best kind of horror is brought forth by the atmosphere, so the little you see of the threatening monsters, the more tension it creates. In the end, I feel no horror game would be able to reach either Silent Hill 2 or Eternal Darkness to their knees.. The most promising title so far would have to be Koji-Pro's P.T. Teaser (admittedly it is a very good demo) but it still doesn't quite feel like Silent Hill. Oh, there's also a successor to Fatal Frame coming to the Wii-U, yay.

 

But anyway, BioWare -- If they could make something akin to the haunted mansion in Masquerade or better yet.. the DLC in ME2 (what was it called?) -- The one with the rogue human VI. That one had tension.

 

Overlord. Yeah, it was good.

 

MAKE IT STOP!


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