I agree with Julian on Resident Evil 6. It wouldn't be a bad idea to scrap the multiplayer and return to an isolated atmosphere. RE5 was fun and I liked a lot of the action oriented level designs and feel of the weapons, but it was missing any of the atmosphere and intensity that RE4 established. Being a STARS member is cool, having modern weapons, and plugging zombies is still fun, but they should take the co-op out of the campaigns at least because we need the isolation back in horror games. Adding a lot of action to the series was a great idea, but I think they need to scale back and try to balance it out with the horror. I'm not skeptical at all that they can accomplish this, because I've seen the formula work really well before multiple times in the F.E.A.R. series and Condemned. Those two series have established the formula of heavy action and creepy horror since the beginning and I love those games, does anybody on the panel like those games as well? The antagonist from F.E.A.R., Alma, is the first and only video game character I ever had a nightmare about lol. She scares me really bad.
The F.E.A.R. and Condemned series aren't "survival" games, but I don't think the survival genre has ever existed and I'll explain why. Just depriving a player of ammo by itself, to me, doesn't equate to surviving. You have to add a ton to that to make a person feel like they're surviving and you have to change your level designs and expectations for encounters greatly. Human beings haven't evolved and survived on Earth by being sexy "top" agents and just going rambo for a million years. I would love to have RE6 retain the action and weapons, but the game needs to force you to think outside the rambo mentality during the game. Each level should be built to give the player action options and stealth options. If you're given less ammo, maybe you will use your rambo mentality to blast through an encounter space and level some waves of zombies only to realize you used up all your ammo and that strategy won't work in the next space. A similar design was present in the original RE but there wasn't any stealth or anything. The excitement simply came from seeing a zombie chase you down a corridor and hoping you could get to door fast enough and leave the area.
It think it would be better to have that zombie chasing you through doors and environments, deny you that comfort, and maybe make you interact with the environment by hiding in a closet, climbing out a window and looking for a safe way to escape, etc. Maybe you could simply evade the zombie using pure stealth, or you could concoct a way to kill it like sneaking your way around the house to find a knife and attack the zombie with it, or hide outside the window you got through and pull the zombie through it like Sam Fisher in Splinter Cell. Perhaps a group of zombies find their way to the house, you find yourself with a predicament, and concoct a way to pour some gasoline around, light it with a zippo, and burn them all to hell? Maybe none of that happens during your particular play-through and you just jump out the window, get down safely, and run for your life to somewhere else. Let the player choose. Just because the later option is less action oriented doesn't mean the player is doing something wrong, because in fact, the player is surviving, the way they want to. Their could be some kind of AI Director similar to the one Valve used in L4D2.
The design should make you have to adapt, evolve strategies, and "survive" by occasionally sneaking around in the next areas, and if you get caught in sticky situations you might just have to run for your life and evade in fun engaging ways with the environment. Not in scripted quick time events either. By simply playing the game the way you want to play it in realtime, you should eventually naturally be forced to encounter situations where your tactics won't work and you have to think and come up with something new just like people in survival situations have to confront. To an extent you have to take away the empowerment, comfort, and reliability all the action gives you and force players to figure out how to deal with the horror, survival, and "realism" if you want to call it that.
Get people to think with their animal instincts at times, as well as their own internal logic, reasoning, and problem solving skills. Present them with intense situations that they will have to figure out how they want to deal with, instead of just allowing them to compile hundreds of rounds of ammo, rocket launchers, piles of cash, confidence, machismo, stroll into environments, and vaporize threats as they laugh with their co-op buddy. If you take all that away from them and see if they can still make independent decisions, adapt, and survive, maybe that's what's truly macho. That player can continue to chug his mountain dew and sit down comfortably to play his game, but while he's playing he needs to be starkly confronted with isolation, stress, discomfort, conflict, decision making, creepy atmospheres, terror, and the unknown. I would love that game, but would anybody play it? Would you play that kind of take on "survival"?
It's ambitious but it's achievable. Look at what games like Skyrim achieve with their scope and non-linearity. Look at what games like Splinter Cell and Assassin's Creed do by letting you deal with enemies in different ways, as well as how they let you interact with the environment via haystacks, sneaking, hiding, etc. Look at what the AI Direction in L4D2 did to alter the pacing of encounters.
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