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Loved the game! Post new ideas, insights for future releases!!
diakonov Offline
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#1
Loved the game! Post new ideas, insights for future releases!!

*Strong points of Amnesia

1) Interesting plot.
2) Superb darkness/light effects.
3) Disturbing atmosfere, disturbing mosnters, disturbing plot.
4) Well placed and balanced monsters and scary momments.

*Weak points of Amnesia
1) Anti-climax ending. The ending could be more dramatic, more scary, maybe involving more puzzles and gore scenes.

2) Some monsters do vanish too easily, making them less scary. Maybe if one players hides in a closet in the middle of a corridor and waits the monster to pass very close to him... Maybe if the player is forced to use his ears to keep track of the monster movements in the dark... The present game allows the player to "kill" the monster just by hiding and waiting for it to vanish.

2a) In some scary moments, I think it was too easy to hide from the monster, most of the times crouching in a dark area was enough. I missed more hide in the closet and/or barricate the door momments. Maybe adding more ways to interact with the enviroment to give the player one little time to run away from a monster or making the player to play dead among a pile of corpses would enrich the hide-from-the-monster experience.

3) I think the omnious shadow wich chases you during the game would be much more scarier and cruel if it was a ominous darkness chasing you instead of a pink/red light.

4) Some tortures of the torture chamber could be shown with 3D actors actually doing the torture, acompanied by the villain narration. Unfortunately we see only texts describing it. Clock Tower 3 is an example of game wich shows moments of cruelty in a very graphical way, adding more impact to the game.

*Some ideas for future releases

1) Cooperative LAN-Internet gameplay. 2-4 players exploring a huge mansion uncovering their secrets. Each player controls a character with a background story linked with the plot. Players should help each other maybe distracting a monster or holding a door or saving a friend by solving a puzzle, releasing a trapped friend, or maybe feeding him/her to the monsters to ensure one own survival? Communications possible using cell phones, wich could attract monsters if the players speak with each other too loudly (also, with an option of free talk when the players are sharing the same map). Just imagine 2 friends, one closet, and one monster situation Tongue. Cooperative gameplay opens infinite possibilities of plot and gameplay experience.

2) Japanese horror movie style game using Amnesia engine? Just imagine facing the restless ghosts of fatal frame 1,2,3,4 (playstation 2/WII games) or the ominous revengeful ghost of Ju-On movie in the dark? Having to hide, to run, to scream with the ghost appearing in the mirrors, inside closets or any other you-gonna-die-NOW situations? Just imagine facing the special effects of japanes horror movies with absolutely no protection and in the dark? Unlike other horror games, the scary moments of Amnesia-type games represents real danger Tongue. Also, all this with a superb disturbing plot?

3) Maybe adding more ramdom surprising ways to a monster appear in a already-explored area? It would increase the fear of exploring the same area again or it could give more potential to replay the game.

*When the horror fails:

1) This error I found in Fear 1,2 games, wich I hope frictional games does not make in their future releases: Fear 1,2 games abused on quantity when using scary moments and special effects. Also, 99% of the scary momments was actually safe momments, just meant to scary you without giving real danger.

Amnesia game for example does NOT make this kind of error. The scary moments requires fast thinking, are well balanced in quantity and blended with the plot and unexpected, and represents real danger coming most of the time.

2) When the player are powerful or the Horror powerless.

Have more ideas and insights? Post yours!
09-11-2010, 03:46 AM
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