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Talking Cloud Posts: 667 Joined: 10 Jul 2006 | |
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Pulitzer Laureate Posts: 983 Joined: 13 Jan 2007 | About zombie games and FPSs. A couple of weeks ago, a friend of mine and I, as fans of FPSs (we're just so looking for for Crysis and Quake Wars), we were talking about how certain genres were rarely exploited in the video game industry. Underused. Not necessarily as a whole, but left out of a very specific kind of games which would obviously suit them perfectly. We were sitting fat, in front of the telly, going through Dawn of the Dead. The latest one with those people homing full throttle on the nearest piece of walking fresh meat. Zombies. Now they have to run. I have a kind of mixed feeling about that. It's scary as hell in a way, but I also like Romero's explanation about how the bodies keep rotting over, and as such, they're just getting weaker and weaker. Well, anyway... I had Stubbs and Dead Rising in mind, when it comes to recent zombie centric games, but as I said previously, they're not First Person Shooters. Serious FPSs above all. I'm not asking for a tame exploitation of a style about how zombies are the first meat targets before being replaced by cacodemons and whatever other mutants, like copycats of uncle Nemesis. The only genuine vanilla game I played to ever match the feeling of being cornered, and fighting against hordes of creatures coming in by every single fraking hole, was... AVP. |
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Pulitzer Laureate Posts: 983 Joined: 13 Jan 2007 | The technology nowadays offers plenty of forms of interaction. Physics, reactive and competent AI, large crowds, breakable decor, incredible realtime lighting and moods. What about the general mechanics in the zombie films which could be used in game? - The establishment of a team to exploit people's aptitudes and compensate for others' weaknesses. It's basically a call for the glorious old days of Doom (they're zombies!), supported by a balanced mix of global linearity (simple objectives) solved through the multiple combinations of point to point solutions (Deux Ex, Hitman). One of the mods could be about securing districts, establishing outposts, rescuing people, preparing a zone for the arrival of reinforcements, blow up huge nests, and eventually try to survive in a final mission until a rescue party arrives in helicopter, if everything goes really bad. In a way very similar to Urban Dead, players would choose their "class", form teams, get an overview of a big or small cities, islands or more rural regions, choose a district or sector, and try to complete the mission. You could even oppose teams, with different objectives. Spawn points, mission scenarii and chains of events would be so cleverly thought out, during the level design process, that one team could actually enter a map minutes after another team has already stepped in, all that seamlessly. So, to conclude that rather enthusiastic post, I'd say this: By the way, I wish M. Nguyen a good luck in his projects. PS : sorry for the long post. |
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Omega Man: The Out of Hell Mod