Splatterhouse in Australia?

 Pages 1 2 3 4 5 NEXT
 

Splatterhouse in Australia?

Yahtzee offers some suggestions on how to maximize blood and gore.

Read Full Article

Yahtzee Croshaw:

Yahtzee offers some suggestions on how to maximize blood and gore.

I know you don't like MMOs, but Requiem: Memento Mori already does a lot of what you're talking about. Limbs get splattered everywhere, including yours.

The_root_of_all_evil:

Yahtzee Croshaw:

Yahtzee offers some suggestions on how to maximize blood and gore.

I know you don't like MMOs, but Requiem: Memento Mori already does a lot of what you're talking about. Limbs get splattered everywhere, including yours.

Likewise, I was thinking of a less stylised (and less bloody difficult) Toribash when I read that list.

I also find it odd that Splatterhouse was allowed in Australia.

One as side note:

I wander if he is ever going to review Civilization 5, like he said he might do in case he started to explore more generations.

Coming to think of it, does he ever review anything that isn't a shooter, platformer, RPG, or a racing game?

How about being able to choose and customize your weapons and (own) character design? Like in AC:B multiplayer? Thatīd be awesome.

BloodRayne 2 meets almost all the requirements (the grappling hook only worked on living enemies and some scenery, otherwise pretty much a perfect score).

Those game elements sound like fun. Add them together with some kind of story that gives reason to it (Superhuman is teleported to random planet with hostile enemies, crazy ex-army guy is dropped in a drugged up city also going crazy, etc). Something simple, but fun. Things don't need to be overly complex to be enjoyable. And not foolish like Dragon Age's blood effects. Just because I killed one guy does not mean I just bathed in some kind of liquid mixture of tomato juice and dirt.

Don't design another game, especially with Space Adventure Game: The Game still on hiatus. Oh who am I kidding? He doesn't read these.

I don't know about the gun bit Yahtzee, I'd like to be able to use a Gatling without going deaf. Sound effects should be appropriate to how the gun is used, not necessarily to how it may sound in real life.

One other suggested note: the environment should be interactive and effect how the game is played. You can chose to snipe enemies from vantage points and be able to involve the environment when fighting. Things like the flying leap in Assassin's Creed, or that tendency in games to leave exploding barrels. Maybe some more complex things like involving an environmental element in a grapple. It really adds a whole other dimension to the game: the more variety there is in the ruining of the shit, the better.

Splatterhouse seems to be the same kind of violence as dead rising i.e child friendly cartoon violence.

No one seems to cater for the ultra violent fans from the late 90's.

Remember in the original Solider of Fortune when you gutted your first enemy and they bellowed their lungs out and thrased about on the dirty concrete floor and blood spurted black up the walls, their screams would echo down the maps until finally with one last shout they would gurgle out their death rattle and choke on their own blood. You could nearly feel the warm blood run over your hands and smell the sticky rusty stench of your character quickly trying to rub the blood off on his jeans in time to gut the next civilian...I mean bad guy *shifty look*

Where are these games now? Even GTA has been reduced to basically Crazy Taxi with side missions that involve going out to dinner or 'comedy' shows.

Unless Manhunt 3 is released for kinnect and I am then convinced that not all modern game developers out there are ex-children's TV presenters then I am going to sit in my corner and sulk (more).

You also need to allow for more creative ways to kill. Like setting traps or having hazards in each level, especially traps that allow massive chain reactions that inevitably lead to large amounts of murder. I've always enjoyed leaving large amounts of grenades on the ground in Halo and detonating the entire pile in one go in order to launch the warthog I parked on top of it as high as I can.

Also, there can be no weapon degradation, searching for ammo or other such gimmicks. Nothing is worse than having to run back to get a new weapon or more ammo when you could be committing more murders.

The_root_of_all_evil:

Yahtzee Croshaw:

Yahtzee offers some suggestions on how to maximize blood and gore.

I know you don't like MMOs, but Requiem: Memento Mori already does a lot of what you're talking about. Limbs get splattered everywhere, including yours.

Except Gravity is fucking that game up considerably so it's not really worth playing anymore... >.>

Though the more recent Ninja Gaiden games are pretty much exactly what he's describing, without the devs taking the game and giving it a good skullfuck. >.>

hawk533:
You also need to allow for more creative ways to kill. Like setting traps or having hazards in each level, especially traps that allow massive chain reactions that inevitably lead to large amounts of murder. I've always enjoyed leaving large amounts of grenades on the ground in Halo and detonating the entire pile in one go in order to launch the warthog I parked on top of it as high as I can.

Also, there can be no weapon degradation, searching for ammo or other such gimmicks. Nothing is worse than having to run back to get a new weapon or more ammo when you could be committing more murders.

Maybe not NO weapon degradation, but SLOW weapon degradation. If I'm holding a newly sharpened claymore, you can lop off three heads in a row without slowing down. That weapon isn't getting too dull anytime soon. But sure, let's say ou bash on people for an hour or two and the edge wears down, you might not have the sharpest object in the world, but it's still a damned nice blunt force weapon of "Go fuck yourself" I've never understood. Sure, a sword isn't MEANT to be a club, but you bash in a few skulls with that thing and it's still a weapon

hawk533:
snip

I'd second the comment about chain-reactions. Ever since the days of setting off barrels in Doom, there's been something immensely satisfying about starting an avalanche that ends up killing enemies you can't even see. Lightning weapons that can arc off one creature to another or sticky mines that can be attatched to enemies to send them off amidst their comrades might be good, too.

There was a segment in the original Blood where the hero is given full health, full armor, and the "guns akimbo" power-up, and then enters a dining car full of enemies. That was five kinds of awesome, running in full bore, blasting flares right and left, shotgunning a cultist as you leaped across the bar to take cover behind it... There's something to be said for wide-open spaces a'la Serious Sam and Painkiller, but there's also something to be said for giving the player a space that fills them with delight to engage. IDKFA in a china shop, so to speak.

this should have the "save anywhere at anytime" feature. 15 minutes of mindless gorefestivities is fun. hours on end becomes routine.

::Puts on pedant hat::

It's not "Attorney Generals." They aren't the Generals of Attorney. They are the Attorneys General. Think in terms of, say, the three Billy Goats Gruff. They aren't Gruffs, they're Billy Goats who all bear the name "Gruff."

::Takes off pedant hat::

I think a problem with making the gore and violence more involved a la Fruit Ninja is that it's difficult to pull that off with the given means. A controller would make it hard enough, even if you basically just tied slashing movements to both analog sticks, but the third person perspective chosen for the vast majority of games in the action-splatterfest genre fails to make things super-conducive to a high degree of control. Which isn't to say you can't have magnificent control in action games, but the controls will almost always be within the context of canned animations, because you simply couldn't exercise the kind of control needed to pull that off. I hate to say it, but a better means of this might actually be a ::gulp:: motion control interface of some sort.

Anyway, these are still pretty neat design concepts. Maybe they'll make it into Splatterhouse II: Splatterhouser.

- All gore physics should have exaggerated sound effects

Definitely read that as "Al Gore Physics."

If you want to go with primal and visceral I would add a focus on "up close and personal" versus ranged. I'm not saying don't use guns just let the ranged attack be less powerful, less flashy, etc...

If you really want that crazed cave man howling with primal rage with his hands half buried in the freshly slaughtered corpse of his enemy feel, you've got to focus on raw physical violence. Beating and tearing enemies apart with your bare hands (or whatever happens to be in them) is going to evoke that rawness in a way hanging back slinging bullets, or even explosions is going to get. Nothing say ulta-violence like being bathed in a shower of gore you created with your own two hands up close and personal.

If that doesn't get the animal in you going I don't know what will.

Likewise, I was thinking of a less stylised (and less bloody difficult) Toribash when I read that list.[/quote]

Yes, Toribash was bloody brilliant.

Control over every muscle in the body? Excellent.

Lots of variety and mods too. There's a mod where you're at a restaurant, and pull a knife at your opponent, and so have an impromptu knife fight.

My favorite thing to do is rip off my own head, throw it at my enemy, knock him down, and win through disqualification.

You can kick enemies in the genitals and when you do they start screaming "Augh, my genitals!".

hawk533:
You also need to allow for more creative ways to kill. Like setting traps or having hazards in each level, especially traps that allow massive chain reactions that inevitably lead to large amounts of murder. I've always enjoyed leaving large amounts of grenades on the ground in Halo and detonating the entire pile in one go in order to launch the warthog I parked on top of it as high as I can.

Like a game where you're basically Jigsaw from the Saw movies? There's potential there, I think.

We can call this one "Fun Murder Game: The Game", too!

Edited to Add: Cue someone screaming "Think of the Children!" in 3...2...

Perhaps include Kinect in the dodging controls... no wait that's retarded.

There should also be a clear and present difference between punishment and challenge. A lot of the games that claim they are mindless violent fun seem to have MORE fun telling you game over than "YOU JUST KILLED THE ENTIRE WORLD" they say you get to earn that screen saying you win. But instead, they just tell you to do the impossible.

If you're going to have a game that's true mindless violence the challenge should be kept moderate at MOST . . . a lot like Dynasty warriors which is as close as games really come so far to some of the points you make Yahtzee. By having huge swarms of enemies that take almost nothing to destroy but changing the formula so that their bits come off with squelches and sprays of permanent blood the game would go from blank faced violence to truly mindlessly fun gore.

I might sound like I'm being a wuss saying the difficulty should be lowered but imagine this.

A game comes out advertising mindless gore and violence advertising that it's ONLY aim is to be fun shit for people that want to blow bits off dudes with spraying blood for a few hours. Then you play it, and much like splatterhouse you find yourself watching a game over screen more often than watching the death animations of the enemies. God of War tries very hard to have mindless gore and violence, but it fails time and again by suddenly throwing instant death puzzles that have unfair timers, and enemies that swarm you but have WAY too much health to chisel through. (note: I have beaten all 3 god of war games, so no . . . I did not give up because they were difficult)

So, if you really want a game to be mindlessly fun, make it challenging to get through the game, especially the later sections, but do not make it to where chances are unless you manage to do it perfectly you will never get it.

Also, Regular checkpoints. As you yourself have said Yahtzee, it's more frustrating then challenging to be told at the very END of a section "oops you died . . . time to start over!" if there are regular checkpoints it creates a bit of space between that frustration and that fun.

The best games, keep a person in that state of pure fun longer. The more often you take them out of the action (loading screens, game over screens etc.) the faster you take the fun away from them.

Well I've rambled on enough I think. Take what you will from this, if anything. Feel free to compliment it, berate it, or completely ignore it.

And always Yahtzee . . . keep doing what you do best man. We wouldn't want you ANY other way.

I'm salivating at the thought of such a game, Yahtzee. Add the arsenal of 200+ weapons from 'Aeons of Death' and you'd be set. Variety when inflicting deadness (in weaponry & bestiary) is vital, surely.

Shoot, cast, summon, trap, hack & slash your way to victory. Why not throw in a cash/xp element to allow the upgrading of weaponry or minions in-between survival phases? Starting to sound like a 3D shooter-tower-defence...

Someone MAKE IT! ;)

I think something like this could be immensely satisfying.

Best stress relief game ever? Probably.

Something akin to the intro scene of Heavenly Sword.

Unstoppable, infinite health, no recoil, fully powered weapons, and a hoard of enemy's.

Include Yahtzee's blood effects, and you're set.

I have never really gotten into games based entirely around gore now I think of it. The closest thing I ever did was Prototype and well... no that does not count...
Make that bloody game! :D

So...Rune mixed with Serious Sam?

I completely agree with the silly sound effects and the constate state of gore.
Since Goldeneye had the bodies stain I have wanted that on everything. The way blood disappears instead of maintaining its stain is weak.
MORE GORE!
CONSTANTLY!

The entire second page of this article could be replaced by three words:
MOAR LIKE PAINKILLER

A bow and arrow type weapon should be included, limbs detached via arrow should remain attached to the arrow and should dangle from the wall the arrow eventually lands on.

Enemies should react appropriately to seeing their chums get slaughtered, because what's the fun of murder if others aren't enjoying your handiwork. (This should only be attempted if the designer is willing to include plenty of responses)

Innocent critters should be in the game, there shouldn't be any reward for killing them, they are their own reward.

Not that he'll read this but:

These two points would not go well togeather asthetically.
Segmented character meshes experience trouble supporting such visual agumentation while being animated. Coupled with the dismeberment, gore at this level, done in this manner is just not possible.

With all in one character meshes, point 2 would be less prone to visual failure. But dismemberment would be difficult to achieve.

We're looking at a good few years before the kind of gore specified is possible, without looking ugly as shit. Very impracticle to have gore at this standard ATM, when devs need time to focus on more important things.

Most, if not all the other points, would work.

Hardcore_gamer:
I also find it odd that Splatterhouse was allowed in Australia.

One as side note:

I wander if he is ever going to review Civilization 5, like he said he might do in case he started to explore more generations.

Coming to think of it, does he ever review anything that isn't a shooter, platformer, RPG, or a racing game?

He reviewed Halo Wars that one time. And some Zelda games which don't really fit into those four things very well (Zelda is NOT an RPG). There are probably others too but really, what you said are pretty much the four basic types of games that get made these days.

Didn't feel like reading all the comments, so I apologize if this is a repeat.

I think what would make these games more appealing to the horror fan base - since most of these games seem to have a pseudo-horror feel to it - is to have a boss monster go against that coloring and dismemberment scheme Yahtzee is going for.

Ideally for me, I was thinking of a much larger than human, reoccurring boss monster, who I suppose looks like you pulled Andre the Giant inside out; and let me explain why this works at least for me:

- Reoccurring because if the first few appearances lead more to a survival feel to it, you get both the greater sense of accomplishment for killing it later, but you also get that nice "Oh, god, now I have to try and kill this thing? I'm gonna die!" mentality on the last encounter, whereas the first two encounters (cause any more is overkill to me) that really is the case if you try to kill him.

- Design because its a nice contrast to the rest of the enemies. You hear the gore, you know you're hitting it, you should be hurting it, but you can't tell. He should seem damn near invincible until, I would say, about a third of the way through his health when you get the first physical signs that he's mortal and hurting. Then of course about the 66-80% point when he starts crippling about in disbelief that something so insignificant can hurt him, but at that point we're getting too far into my personal taste I would think.

Anyway, that's just what I'm thinking.

Is it the gore or watching something writhe about on the ground as their senses are bombarded by mind-shattering pain? If it's the latter, I would like to toss in impalement, fire and acid effects, some kind of crushing mechanic that pulps enemies and... I ran out of ideas.

 Pages 1 2 3 4 5 NEXT

Reply to Thread

Log in or Register to Comment
Have an account? Login below:
With Facebook:Login With Facebook
or
Username:  
Password:  
  
Not registered? To sign up for an account with The Escapist:
Register With Facebook
Register With Facebook
or
Register for a free account here