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Idea: Hardcore Amnesia
Smexybuns Offline
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#21
RE: Idea: Hardcore Amnesia

Honestly, the only way you could make it scarier, in my opinion, would be to keep the monsters patrolling. In amnesia, when the monsters spawn, they patrol for about a minute and the music tells you if they are gone or not. To make it that much scarier, eliminate the music when the monsters spawn, and have them patrol endlessly. This way you would never know where they are on their patrol unless you were close.
08-17-2011, 10:24 PM
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Darx Offline
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#22
RE: Idea: Hardcore Amnesia

(10-04-2010, 05:56 PM)Nargacuga Wrote: less light
Actually, in my experience darkness is very comforting. One of the scariest parts in the game for me was the sewers because everything's visible and you're in water (though I realised later that the monsters can't hear you anyway. Seriously, what?).

In my opinion the only main thing Amnesia lacks is unpredictability. You get used to hearing voices and footsteps pretty quickly, and the monster music really destroys most of the fear. Though I have to admit, I don't think I could've completed the game without that music.Undecided
08-17-2011, 11:34 PM
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zeravia Offline
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#23
RE: Idea: Hardcore Amnesia

(10-04-2010, 11:52 PM)graykin Wrote: As long as the monsters aren't camping the spawn the entire time, I'm for it.

LOL!! i can just see that!

Grunt: Bruno? you know when he's gonna rez?
Brute: Any second mow man...
Grunt: There he is! GET HIM!

*dies laughing*
(08-17-2011, 11:34 PM)Darx Wrote:
(10-04-2010, 05:56 PM)Nargacuga Wrote: less light
In my opinion the only main thing Amnesia lacks is unpredictability. You get used to hearing voices and footsteps pretty quickly, and the monster music really destroys most of the fear. Though I have to admit, I don't think I could've completed the game without that music.Undecided

someone should rip the music off the brutes and grunts...

Diary of a madman -Onhold

New - [Image: at_1374739.png]
(This post was last modified: 08-18-2011, 12:32 AM by zeravia.)
08-18-2011, 12:31 AM
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Kyle Offline
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#24
RE: Idea: Hardcore Amnesia

To Smexybuns and Darx;

In the sewers, the monster continually patrols until it spots you. It's toward the end of it when you get out of there.

The monsters do respond to sound. -_-

08-18-2011, 04:28 AM
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Kman Offline
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#25
RE: Idea: Hardcore Amnesia

If someone was to do this, they should make it so the monster music only plays when you spot a monster, also it would only stop when you got far enough away. Also make the sounds it makes way quieter and have it so they don't de-spawn. Also maybe add a few more of them in and throw the monster sounds in with the ambient sound effects. That would be PERFECT because you would never know if what you were hearing were just sounds or an actual threat. It would make the game so much more terrifying Smile

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08-18-2011, 04:53 AM
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Hardarm Offline
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#26
RE: Idea: Hardcore Amnesia

Just making almost all of them don't despawn, that would be great.

listen to boards of canada
08-18-2011, 06:29 AM
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Tenno Offline
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#27
RE: Idea: Hardcore Amnesia

(10-04-2010, 08:07 PM)Arvuti Wrote: * Game begins and Daniel wakes up, he walks out of the room and 100 brutes come and you have to run away from them *

Hardcore Amnesia man.

Now that's something I would like to see Tongue

[Image: 29069he.gif]
08-18-2011, 07:55 AM
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Arvuti Offline
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#28
RE: Idea: Hardcore Amnesia

(08-18-2011, 07:55 AM)Tenno Wrote:
(10-04-2010, 08:07 PM)Arvuti Wrote: * Game begins and Daniel wakes up, he walks out of the room and 100 brutes come and you have to run away from them *

Hardcore Amnesia man.

Now that's something I would like to see Tongue

[Image: hardcore4.jpg]
08-18-2011, 09:26 AM
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Tanshaydar Offline
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#29
RE: Idea: Hardcore Amnesia

I want to play this.

08-18-2011, 09:27 AM
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Darx Offline
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#30
RE: Idea: Hardcore Amnesia

ROFLMAO XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXD

oh and by the way those are grunts not brutes. *slash'd*

ps i'm new here so hi everyone!
08-18-2011, 09:33 AM
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