I don't understand, was the brain somehow wirelessly transmitting to Woody Allen? Because I sure can't explain the weird distortion when it was hit.
The video shorts look like a really fucking cool movie/TV series. I'd watch the fuck out of that. I honestly don't have much interest in the game after seeing that gameplay teaser.
[IMG]http://puu.sh/4NkNM.png[/IMG]
Anyone catch this? Is it still on the new site?
[QUOTE=mchapra;42488769][IMG]http://puu.sh/4NkNM.png[/IMG]
Anyone catch this? Is it still on the new site?[/QUOTE]
my favorite genre of horror is "corporation/conglomerate does horrible experiments that backfire and you wake up/arrive in the aftermath" so i'm looking forward to this game
The new trailer is really awesome
I can get behind this cool concept, arms pretty fucking creepy at times too
[editline]11th October 2013[/editline]
also since we're vaguely SCP-related, anyone know which SCP it was that is some door to another/parallel world, where monstrous creatures roam around, very little people survive and there are abandoned cities, etc? Definitely possible game material there.
2015 woah
[QUOTE=Beacon;42489261]The new trailer is really awesome
I can get behind this cool concept, arms pretty fucking creepy at times too
[editline]11th October 2013[/editline]
also since we're vaguely SCP-related, anyone know which SCP it was that is some door to another/parallel world, where monstrous creatures roam around, very little people survive and there are abandoned cities, etc? Definitely possible game material there.[/QUOTE]
That would be SCP093
[QUOTE=nige111;42490997]That would be SCP093[/QUOTE]
That's it, thanks mate!
Brb, making it into a game.
[QUOTE=Mr.Jinxed;42486053]You have several good points, especially with the fight or flight choice. Problem is you rarely get a choice when you meet something horrible. It's either
A: Run your ass off because the horror you're facing is invincible. Shooting it will only waste ammo and delay your (often railroaded) escape. (Little Girl from F.E.A.R, Reanimator from Dead Space, etc)
or
B: You blast it with bullets in order to find it's weak spots. Running will usually just spoil your progress and/or allow the horror to take free stabs at you, and more often than not the way back or forth is blocked by barriers that will unlock only when the horror is gone.
So yeah, I agree that you have a theoretical choice of fight or flight, but I can't remember a game where either choice isn't decidedly wrong according to game mechanics. Is there a game where both fight AND flight are viable choices?
I disagree that unarmed survival horror is lazy. It might come down to personal taste, but I always feel that weapons desensitize me, especially since aiming at a monster means you take in a lot of it's details, and overexposure of something horrifying takes away from the horror. Amnesia really does something awesome here where game rules makes you WANT to not look at monsters because of sanity loss.
Then again, Amnesia and Penumbra are a bit lazy, agreed. They could have done so much more with the game mechanics other than "run" and "interact", and it can be done without hiding behind weapons.
Alright, sorry if I sound ranty, and if it's off topic, I still agree with you on most points. :)[/QUOTE]
Yeah, there are certainly some major limitations if you approach it as a traditional survival horror game, but the thing with an SCP team is that they are trained to expect that everything with go fuckass sideways.
If I was going to make a game related to the concept behind SCP, I'd include a good number of individual cases. You'd get a briefing based on what is known and what particular events lead up to the SCP foundation being mobilized (Clearly something odd has occurred and people have noticed for SCP to show up). You'd then select your squad and equipment from something similar to the setup screens from the original Rainbow Six. Soldiers would be randomly generated and would rapidly gain veterancy if they managed to survive several assignments. Scientists would also be included and selection of specialists related to the information presented in the briefing would be very important.
The gameplay itself would be similar to SWAT 4, but with more fire teams at your disposal and the ability to attach or detach scientists from various fire teams as well as switch to the fire team leader of each team. Much of the game would be investigation and atmosphere building. Encounters with the remains of the locals who first encountered the item in question or evidence of unusual affects on the surrounding environment. Or it may be that you encounter the item immediately and it is entirely benign and you are tasked with testing it in the field to figure out exactly how it should be classified for future containment. The level would be open and your investigation/assault/pathetic-attempt-to-comprehend would largely be up to you. You could fuck up and accidentally encounter the object immediately with zero understanding of what it is (hell, you might not even recognize it as the cause of the problems) or you could wind up taking a while to find it as you methodically analyze the area for information.
Basically the idea is to make it feel like SCP. Anything can happen and if something DOES go wrong, that your response to the threat is as realistic as possible. Responding with violence could be the option, fleeing could be another, but because a large part of the game is investigation you could have other options at your disposal. Gaining an understanding of the object through observation of its effects on the areas surrounding it or on information recovered from a previous team and then utilizing that understanding to effectively contain the object in question. And, since anything can happen, you won't actually know what to expect, as some assignments might never scare you at all, while others could be twisted nightmares. You never wind up in a dead space situation where you expect something to crawl out of every vent or amnesia where you recognize there is only one singular option at your disposal to counter your opponent.
The concept behind SCP has so much potential, but it has to be implemented in a way that plays to its strengths.
[QUOTE=GunFox;42491917]Yeah, there are certainly some major limitations if you approach it as a traditional survival horror game, but the thing with an SCP team is that they are trained to expect that everything with go fuckass sideways.
If I was going to make a game related to the concept behind SCP, I'd include a good number of individual cases. You'd get a briefing based on what is known and what particular events lead up to the SCP foundation being mobilized (Clearly something odd has occurred and people have noticed for SCP to show up). You'd then select your squad and equipment from something similar to the setup screens from the original Rainbow Six. Soldiers would be randomly generated and would rapidly gain veterancy if they managed to survive several assignments. Scientists would also be included and selection of specialists related to the information presented in the briefing would be very important.
The gameplay itself would be similar to SWAT 4, but with more fire teams at your disposal and the ability to attach or detach scientists from various fire teams as well as switch to the fire team leader of each team. Much of the game would be investigation and atmosphere building. Encounters with the remains of the locals who first encountered the item in question or evidence of unusual affects on the surrounding environment. Or it may be that you encounter the item immediately and it is entirely benign and you are tasked with testing it in the field to figure out exactly how it should be classified for future containment. The level would be open and your investigation/assault/pathetic-attempt-to-comprehend would largely be up to you. You could fuck up and accidentally encounter the object immediately with zero understanding of what it is (hell, you might not even recognize it as the cause of the problems) or you could wind up taking a while to find it as you methodically analyze the area for information.
Basically the idea is to make it feel like SCP. Anything can happen and if something DOES go wrong, that your response to the threat is as realistic as possible. Responding with violence could be the option, fleeing could be another, but because a large part of the game is investigation you could have other options at your disposal. Gaining an understanding of the object through observation of its effects on the areas surrounding it or on information recovered from a previous team and then utilizing that understanding to effectively contain the object in question. And, since anything can happen, you won't actually know what to expect, as some assignments might never scare you at all, while others could be twisted nightmares. You never wind up in a dead space situation where you expect something to crawl out of every vent or amnesia where you recognize there is only one singular option at your disposal to counter your opponent.
The concept behind SCP has so much potential, but it has to be implemented in a way that plays to its strengths.[/QUOTE]
maybe for investigation have an la noire sort o thing where you walk around and pick up and examine objects and such
I was going to get this for PS4 but seen it's on PC, so I can't wait for this!
SCP would make a great X-Files-esque tv show.
Hell, Fringe was almost like that before the whole multi-verse thing started in season 3.
[QUOTE=mchapra;42497285]SCP would make a great X-Files-esque tv show.
Hell, Fringe was almost like that before the whole multi-verse thing started in season 3.[/QUOTE]
Warehouse 13, yo.
[QUOTE=nige111;42497950]Warehouse 13, yo.[/QUOTE]
But it's corny and not SCP-feely at all?
[QUOTE=GunFox;42482436]If you are going to do an SCP game, you have to play as a tactical response team.
Scientists are part of the team, but you are part of the armed response. You do this for two reasons:
1.) If you are armed, then you MIGHT be able to kill your opponent. Fight or flight is a legitimate question when encountering something new and unknown. Do you shoot it? Light it on fire? Flee? Or maybe simply seeing the object is enough to fuck you hardcore. If you are unarmed, your response is always the same, there is no frantic decision making.
2.) The fact that you are well armed and that your armaments, despite being considerable, are still insufficient serves to drive home how particularly fucked up your opponent, if there even is a physical opponent, is.
This unarmed survival horror shit is lazy, not creative. Also disconnecting your fear level from the fear level of your player character isn't acceptable. The whole freaking out in the darkness thing despite the fact that darkness is what is keeping your PC safe is ridiculous and breaks immersion. I shouldn't be frustrated with my PC at any time.
The first half of Clive Barker's: Undying is scarier than anything amnesia or penumbra ever threw at me. The second half was no longer scary, but it was good fun.[/QUOTE]
That's kinda what the first fear tried to drive home. Look you're part of this really well trained, well armed group and still you get fucked over.
ALso to this day I consider the scariest game I've ever played the marine campaign in AVP and AVP 2. You are tough, you are armed. You have a motion detector. And you're scared shitless and end up jumping at everything and anything that even as much as sets it off.
[QUOTE=nige111;42497950]Warehouse 13, yo.[/QUOTE]
Nah that was really cheesy, fun to watch but cheesy.
Fringe on the other hand kind of matched up with the messed upness of the archive
Fringe was awesome the first couple of seasons.
This is epic. I'm hype.
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