The good, the bad, and the ugly
We all know what makes a bad monster in a horror game. From silly appearances that end up being more comical than scary to frustrating behavior that makes us want to put down the controller and walk away, there are plenty of ways to design a creature that will fail to send chills down our spine. So, what makes a good monster? How can you create something that will have us scrambling for cover, and our hearts pounding in our chests? There are a few key elements to keep in mind when designing monsters for a horror game. First, they should be visually striking. They should be something that we can immediately tell is not human, and that we would never want to meet in a dark alley. Second, they should be intelligent. They should be able to surprise us, and to outsmart us. And finally, they should be relentless. They should never give up, no matter how much damage we inflict upon them.
Games that got it right
Some of the best examples of well-designed monsters can be found in the Silent Hill series. The creatures in those games are truly nightmarish, and they perfectly fit with the game's atmosphere of dread and despair. They are slow, lumbering, and have unsettling features that make them truly horrifying. Modern games have tended to move away from this type of monster design. Instead, they rely on jump scares and cheap tricks to try and scare the player. While this can work in some cases, it often falls flat and leaves the player feeling cheated. A good horror game should make the player feel like they are in real danger. The monsters should be designed in a way that makes them truly fearsome and unsettling and not just a vessel for a jump scare.
Design Tricks and tips
When I started designing monsters for my own horror games, I kept these three key elements in mind. I wanted to create creatures that were visually striking, intelligent, and relentless. I also wanted to make sure that they were an integral part of the game's story and lore. I didn't want them to be just another creature that the player had to fight, I wanted them to be a central part of the game's world. One of the tricks that I used was to make the monsters weak to specific weapons or items. This made the player feel like they had a chance against the creatures, and it also gave them a reason to explore the game's world and to look for items that could help them. I also made sure to design the monsters so that they would be difficult to kill. I wanted the player to feel like they were in over their head, and that the creatures were truly dangerous. Finally, I made sure to include some surprises. I wanted the player to never quite know what to expect, and to always be on their guard. I wanted them to feel like they were constantly in danger, and that they never knew when or where the next attack would come from.
By keeping these elements in mind, I was able to design monsters that were truly fearsome and that added to the game's atmosphere. If you're working on a horror game, I encourage you to keep these things in mind when designing your own monsters. By making them intelligent, relentless, and visually striking, you can create creatures that will have the player's heart racing and stick with them long after they've put the controller down.