• Afraid of Monsters 2 -Ideas and Discussion.
    141 replies, posted
I have a few ideas. How about a slow, nearly invincible enemy, that slowly limps his way towards you with his head hanged low. Once he gets close, he does that sort of Killing Floor Flespound scream and almost instakills you. And how about a "fear" meter? So the more scary shit you see or the more you get hurt, you lose the ability to aim and walk correctly.
I like the nigh-invincible monster, though I'm not sure how that'd work out since the 2nd is apparently going for a more condemned style melee combat system, forcing you to trigger it. Actually it could turn out real well, you could throw in a part where you have no ranged weapon and so you have to just dodge it. The fear meter sounds awful though, it would just get annoying.
[QUOTE=Blargtastic;23529703]: [b]Construction Site[/b] The set up is an (obviously) abandoned under-construction basement of a storage building. You enter into one of the incomplete rooms. There are 3 doors, 1 is the entrance from which you came, 1 is to your right and is locked and the other is across from you and is not locked. [url=http://www.cubeupload.com/img/7fbbdescene1.png]A very basic layout[/url] The room seems genuinely normal, dry wall, wood and construction tools lie about and it is well lit. So naturally you go over to the unlocked door and walk into the next room, which is the bottom of a stairwell, but a thick wall of debris blocks your ascent. Suddenly, the door closes fast behind you and locks and you begin hearing whispers. You hear a loud ruckus from behind the door in the previous room, clanging, shuffling and scraping. As it draws on the noises only get louder and scarier, with pained voices joining the chorus which eventually escalate into screams of horror, something bangs on the door and you hear people crying in agony and begging for help. Everything goes black. The door opens and the normal under-construction room's light spills in. You walk out and find that the previously locked door that was nearest to the entrance is now open, and the entrance itself is locked. But when you draw close to the now opened door, things take a turn for the hellish. The lights turn blood red and the doorway is blocked with writhing flesh, the horrific screaming from earlier starts back up immediately and now the once normal room is covered in hanged mangled bodies, symbols drawn in blood on the walls, lumps of moving flesh and various assortments of gibs. But in the middle of this room stands an ominous black figure, no eyes, no features, just pure blackness, it slowly walks toward you, as you realize your movement is restricted, as it moves, you see monsters (the generic head twitchers from AoM 1 if you still use them, if not whatever generic monster you use in this) come from the places that you cannot see from your fixed position in the 2nd door's hallway, following the black figure over to you slowly but surely. When the black figure is within arms reach it holds out it's arms in an unnatural, stiff manner and suddenly speeds into your face without making further movement, in a flash the nightmarish vision is gone, the normal room is returned back to it's old self, save for a single dangling rope tied into a gallow knot and a pool of blood beneath it. [/QUOTE] I like this idea, but how about when the vision is gone the room is fully built and furnished and to add to my original idea of the magazine checking maybe it could bea weight system like red orchestra? *gasp* [QUOTE=Someoneuduno;23514886]Like that?[/QUOTE] Yeah thats a good example,would be kind of creepy to see how even the supposed "guard" are going crazy and killing eachother. Ghosts and crazy people that were once friends scare me man :V:
Make some sections exceedingly dark, so that the flashlight creates a sort of tunnel vision on the wielder.
[QUOTE=Mooman;23531599]I like this idea, but how about when the vision is gone the room is fully built and furnished and to add to my original idea of the magazine checking maybe it could bea weight system like red orchestra? *gasp*[/quote] That's a possibility, will add that as an alternate ending. [quote]Yeah thats a good example,would be kind of creepy to see how even the supposed "guard" are going crazy and killing eachother. Ghosts and crazy people that were once friends scare me man :V:[/QUOTE] I'm not sure how that would fit with the story or atmosphere of AoM though, it all depends on the plotline though, if it calls for it then it could go.
make a monster that can turn off all electronics around it (ex: flashlight)
The scariest thing I've always found in AoM is the way the zombie's heads would move so eratic and disturbingly. And also how fast they were. You need to keep those two features in there, or it wont even be half as scary. Also, I seem to get scared REALLY easy by the smallest little things in games. Making a face randomly appear onto a tv, or by a window would scare the living SHIT Out of me. It gives the feeling something is always there, and your nerves are more active. Please do something like that!
Yeah, the Twitchers are to AoM what the Headcrabs are to Half Life.
There's a room with a fireplace, above the fireplace are mounted human heads. The wall behind them breaks down and they turn out to be zombies. Or some shit like that, a zombie deer would be even better.
[QUOTE=Skidd;23548512]There's a room with a fireplace, above the fireplace are mounted human heads. The wall behind them breaks down and they turn out to be zombies. Or some shit like that, a zombie deer would be even better.[/QUOTE] Oh god, damn you Time Splitters.
I have a lot of ideas: I believe you should bring back the original protagonist, David Leatherhoff as the player character. His outfit was cool, He was very interesting with his story, the pills mysteriously showing up while he was at rehab (Who sent them?) and there is a lot more he can still add to the games overall story.. would be cool to see what he did after one of the endings where he survives. Did he go crazy and murder those people? Or overcome his demons? Also, check out the game Condemned 2: Bloodshot. There are many awesome designs and freaky stuff that may give more ideas. Also, definitely bring back the pitch black areas with those white painted eyes all over the walls watching you.. those areas are damn freaky. And perhaps have a couple living people in some shape or form, it can add something more, or at least things like radio transmissions and televisions with people on them.. things can be all normal on the radio and then Bam! freaky noises and freaky images on the television set. Make implications that others have been fighting the monsters chaos, dead civilians, Soldiers turned to zombies, military blockades, fire trucks, overturned cars, buildings on fire, etc. Another idea is having seemingly Dead bodys littering the ground that Jump up when you turn your back. You can include the original rehab hospital that you start out at in the first game too, there's a lot of eeriness to the place. Definitely have sudden screams, then when you round a corner zombies are feasting on someone. Have multiple freaky endings again, they are awesome.. have one or two where you survive and are alright, and have some where you can't make it, and you end up going nuts, dying horribly, suicide, sent to an asylum, etc like the first game. For the addiction element of the game, shed just a little more light on who's sending you the drugs. Make the drugs more then just a simple bottle of pills, maybe have multiple forms of the drug like scary looking Needles, etc.. to add to the fact your hooked on these bizarre drugs. Also, it would be good to make the endings more...choice related, i guess you could call it. Like, there are choices you need to make, and by the end, your unique ending will depend on various things you've chosen. The choices could involve themes like revenge, acceptance of your mental condition and situation, your addiction, Fear, etc. Perhaps something unimaginably traumatic happened in your past that you could never get over and have been blocking out for years, adding to your current mental state, like, you cant remember fully what it was for a long time, but there are hints. It could be something like your family was murdered, your wife/girlfriend, etc, and you went right to the brink of insanity, and the game determines if you fall over the edge, get away from the edge or simply stay there forever. Perhaps have a companion character in a similar situation as you, the opposite Gender of your character would be interesting.
You need rape. And lots of it. A bit like Silent Hill 2 with Pyramid head.
Remember a mindfuck ending, was it all just a dream/trip/hallucinations? How about a scene where you have to kill a group of or a single monster before proceeding in a bizarre enviroment. When the monsters are dead the area turns back into a normal building and you have just murdered a number of innocent civilians.
[QUOTE=antihero276;23557704]I believe you should bring back the original protagonist, David Leatherhoff as the player character. His outfit was cool, He was very interesting with his story, the pills mysteriously showing up while he was at rehab (Who sent them?) and there is a lot more he can add to the games overall story.. would be cool to see what he did after one of the endings where he survives. Did he go crazy and murder those people? Or overcome his demons? [/QUOTE] But that's the thing, having David Leatherhoff appear in the sequel at all means you have to make one ending of the first game canon and all the others un-official, which kind of defeats the point of multiple endings. David could make some kind of minor appearance in a vision or something, but unless Rumpel is alright with canonizing one masterpiece ending of AoM 1 and screwing all the other masterpiece endings then I really don't think it would be a favorable course of action. Though I would like to see David return as a main character along side the new protagonist, if done right it could have a pretty wonderful turn-out.
I think a spot with no enemies around, you just hear scary sounds, and when you get near an exit or go down a hallway, You get pulled up through a hole in the ceiling.
[QUOTE=Blargtastic;23567738]But that's the thing, having David Leatherhoff appear in the sequel at all means you have to make one ending of the first game canon and all the others un-official, which kind of defeats the point of multiple endings. David could make some kind of minor appearance in a vision or something, but unless Rumpel is alright with canonizing one masterpiece ending of AoM 1 and screwing all the other masterpiece endings then I really don't think it would be a favorable course of action. Though I would like to see David return as a main character along side the new protagonist, if done right it could have a pretty wonderful turn-out.[/QUOTE] True, but they don't need to toss away every ending for him to appear in in the sequel, for instance, they could just get rid of the ending where he hangs himself, then the other endings are left where he either went nuts, got sent to jail or made it through. It could be great to have him in the game, even if he isn't playable. He has all the horrible experiences of what happened and can help if its a new protagonist. It would take some thinking, but it could be done right
[QUOTE=Blargtastic;23567738]But that's the thing, having David Leatherhoff appear in the sequel at all means you have to make one ending of the first game canon and all the others un-official, which kind of defeats the point of multiple endings. David could make some kind of minor appearance in a vision or something, but unless Rumpel is alright with canonizing one masterpiece ending of AoM 1 and screwing all the other masterpiece endings then I really don't think it would be a favorable course of action. Though I would like to see David return as a main character along side the new protagonist, if done right it could have a pretty wonderful turn-out.[/QUOTE] Technically Half Life 2 was a continuation of the Half Life's "good" ending. I wouldn't say that HL2 made the "bad" ending non-canon, so a direct sequel to AoM wouldn't necessarily de-canonize its "bad" endings (which are really just a single ending split into 3 parts.) The biggest problem would be issues with getting David to trip. After his near-death experience it's likely that not only would he be trying to quit, but he'd probably have a lot of people helping him who would know what to do if he started tripping. That's why I suggested having it be him telling a therapist about the dreams he had before the big one.
Hmm, I guess you guys are right. Perhaps though, AoM 2 could have more alternate endings, prolly' just another 4 alternate routes, and depending on those routes you get a different version of David depending on a corresponding ending from the original? So go down one path and you find a dead hanged david in a police station, go down another and you find David getting attacked by twitchers suspiciously similar to cops in the forest in a cabin, go down the best ending route and you meet up with David in a good situation. As for David tripping, we don't know how exactly the pills work, for all we know there could be some kind of supernatural element to it, the pills giving you a brief foray into a twisted alternate dimension, David could've found an alternate way into the dimension where it would not "focus" on his fears, thus allowing him to interrupt other people's trips into the dimension and save them.
[QUOTE=Blargtastic;23595315]Hmm, I guess you guys are right. Perhaps though, AoM 2 could have more alternate endings, prolly' just another 4 alternate routes, and depending on those routes you get a different version of David depending on a corresponding ending from the original? So go down one path and you find a dead hanged david in a police station, go down another and you find David getting attacked by twitchers suspiciously similar to cops in the forest in a cabin, go down the best ending route and you meet up with David in a good situation. As for David tripping, we don't know how exactly the pills work, for all we know there could be some kind of supernatural element to it, the pills giving you a brief foray into a twisted alternate dimension, David could've found an alternate way into the dimension where it would not "focus" on his fears, thus allowing him to interrupt other people's trips into the dimension and save them.[/QUOTE] I agreed with this idea about david. And personally, despite it turning out to have been a drug trip, i can't help but feel there's is a kind of supernatural force involved with what's happening
Encountering yourself in the game that tries to kill you but killing him effectively kills yourself as well, so the only option is to run
Im hearing alot of good ideas :D ive been working out the mechanics of gameplay and have quite a few interesting ideas up my sleeve, there are some talented people on here in regards to story telling I will be getting back to you once this gets underway :)
Remember: never think the player will do something. Also, make an area where you first see it, its green, nice, sunny, everything is cool, you walk a bit, and then it changes to a destroyed, bloody, full of corpses space for a couple of seconds before changing back. Scares the shit out of me.
I have an idea for a monster, kinda like the pyramid head in terms of overpoweredness. In some parts of the game you just walk along some hallway, then suddenly your flashlight starts to flicker and the screen gets all grainy. Then, around the corner in the end of the hallway a man comes walking. He has no eyes, nose or mouth and is dressed in one of those patient dresses. He notices you and then all hell brakes loose. He starts walking in a fast tempo and as he gets closer claws and arms rip out from his body. His face transforms and turns into a giant mouth with thousands of razor sharp teeth. The whole time horrifying screams will be heard, lots of them: the screams will rip your ears apart as the monster comes closer. You will try to kill it and you will fail, your bullets does nothing to it. You simply run for your life. While I wrote this I started thinking about what this enemy could stand for, since the game and it's events is all a pigment of imagination created by the drug that you where addicted to in the first game. I'd say that this enemy is the protagonist himself as I portray him as a drug addict; he has been mugging and killing innocent people to get the money for the drug he is addicted to. The screams represent the screams from all his victims and the monster itself is the protagonist, he simply gets to experience all the thousands of horrors he has had others experience all at the same time. This results in one hell of a terryfying monster. Also, instead of the face of the monster becoming a horryfying mouth full of razorblades it could morph into the protagonists own face just to make it clearer that he is witnessing all of his own evil actions at the same time.
There should be a part where you can take a break from the flash light or kinda nightmare-ish lvls, those levels scared the crap out of me. It can go from pacifist walking-though to bloody gorey hell...
How about a section where you are in a completely white and sterile room. You (spawn?) facing a small but noticeable black dot on the wall. It slowly gets bigger all the while making terrifying noises like whispers, chanting, etc. At a certain point monsters will appear somehow and attempt to attack you but get enveloped by the advancing blackness. The room should have a door that opens at a point where the darkness is about to envelop you but allows you time to escape. You run down the hall trying to escape from the darkness that eventually reaches out to grab you, but at that point the floor opens up and you fall to the next part.
Do you have links to any of you and your teams previous work?
something has to slow you down. That'd be scary as hell if there's a hoard of monsters!
I think you should make it to where the player can sprint but if they run into somthing or dont notice a prop underneath them ,they will trip (:
Perspective shifts are always fun. Like being able to see through the eyes of a victim or through someone you yourself might be killing for some reason to invoke a greater overall "experiencial" narrative that makes you think about the perspectives of those around you. I also wouldn't mind looking at the idea of making the player go down a long hallway, until they reach a dead end, and upon turning around they realize something's been following them all along. This article/story from the SCP Foundation logs still gives me nightmares: [url]http://scp-wiki.wikidot.com/document-087-iii[/url]
I haven't played AOM, and I don't know if there already are enemies in it that do this, but... Creatures that are still when you look at them, but when they're off screen they can move. Like the angels from Doctor Who.
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