You’ll be able to play as one of the four people that got trapped inside this haunted hotel. As a survivor your main objective will be finding your way out, as well as helping your fellows get out too. You’ll often find yourself on the edge, hearing and seeing ghostly things, trying to find keys and items to help in your escape. And sometimes you’ll find yourself running desperately from a monster, who’s there only to hunt down and kill you and your friends. You’ll also be able to play as the monster. You’ll assume an ethereal form, which you’ll use to haunt the survivors, triggering eerie noises and events. You’ll also assume a physical form, which will allow you to hunt and kill the survivors trapped in the hotel. It’ll be your killing spree. Minimum Requirements: - Processor: 2.0+ GHz (dual core recommended); - Memory: 2 GB RAM; - Graphics: ATI Radeon HD 2000+, nVidia GeForce FX 6 series
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Feedback & Personal toughts | Locked | |
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Oct 15 2013 Anchor | ||
Hey everyone, gamers and 9heads members ! As the title says it, I've come to talk about some points of "Damned". I) First: concerning the characters, I'm sure you'll make other so that they won't be "clones" in parties. II) There is something in every map that bothers me a bit: all the maps are designed on a horizontal plan (There is no floors, no cellars, no stairs - there is no vertical plan.) III) Concerning maps in general: there is nowadays five maps, and among these maps, there is only one I actually don't really like: Pine's grill Restaurant - I find the map too short, too small, and too linear. IV) Now, for the monsters: I actually would like to see a new type of monster - you have to stare at him to make him stop moving, when you do so, the monster is stopped, and can't do anything, it looks like a lot to "Slenderman" but I would envjoy such a monster. V) A point about gameplay mechanisms: I love hiding in closets, but closets's doors should be breakable by the monsters (at least by the lurker), because it's like being in a bunker in there . And speaking of doors, I think it would be nice to make some doors breakable and some doors unbreakable. Door becomes a "weapon" against the lurker: run: get in a room, block it, it results that the monster (often) can't do anything, and I find it a little bit "overpowered". Oh yes ! I almost forgot ! There is ONE thing I would die to see, but maybe this mechanism doesn't fit the ambiance of the game according to you: the ability to grab some objects (like bottles for example) and to throw them away (as we can do it in Amnesia: The Dark Descent ), of course the goal of this mechanism would be to make noises, distracting the monster, or simply making noises near another survivor to make him killed (don't do this at home). And finally, other things, but which are really more specific and a little "too much" if you see what I mean: the ability to look through keyholes; be able to use elevators; hiding behind beds/desks etc. I was also thinking about more evolution in the goals (at this time, in the game you have to find a key, open a door, find another door for another door, find a numeric code etc.), eventhough I like the current progression. Thank you for reading. EDIT: I forgot another mechanism that would be, according to me, interesting: the ability to lean, which makes you able to glimpse and peep quickly. Edited by: ChamanNihiljaya |
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Oct 15 2013 Anchor | ||
I immediately thought about the Weeping Angels from Doctor Who, when you wrote that. Being able to throw objects would be great. The Lurker should only be able to do this in ghost form and I don't think throwing stuff as a survivor is a good idea, since people would just throw stuff around for shits and giggles. Keep it scary, not funny. |
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Oct 16 2013 Anchor | ||
I didn't write it in my explanations but that is totally it ! I imagined what you described: Whenever you're staring at him, he would totally be"frozen" (by frozen I mean stopped/blocked), BUT if you stare at him for 10 seconds, you will die (within these 10 seconds there would be a visual animation in your view, so that you know you're in danger). To "restore" your "sanity" you would need to avoid looking the monster for 15 seconds (so that your "sanity" would be totally reset). In my opinion, there is one big problem concerning this monster-idea. Let me explain, if you play as a survivor, and if you're alone, you CAN escape, you CAN flee from the lurker or the phantom, it is possible, you can hide, avoid making noises. But alone against a weeping angel ? Well I guess you'd die very quickly. By the way, thank's for reading and reacting Edited by: ChamanNihiljaya |
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Oct 20 2013 Anchor | ||
All this gave me and idea, but (and I apologize for this) I'm turning your idea a bit on it's head. What about a enemy that you shouldn't look at. My base idea is a bit rought, I'm thinkin, you are invisible while crouching, but are revealed when you look at at the monster, (or in close proximity). There is still alot too flesh out on my idea. (also, if you and the monster couldn't move while you looked at it, and you would die from it... it wouldn't actually be any benefit to look at it.) |
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