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Tapping the subconscience

Started by January 29, 2004 06:23 AM
11 comments, last by DigitalChaos 20 years, 11 months ago
Reminds me of ''Thief - The Dark Project''. I loved the levels where I had to sneak past guards to get into buildings to steal stuff, but I hated the levels where I had to deal with zombies and stuff. They scared me so much that I always tried to rush through them without thinking about any tactics just to get to the next level.

Thief is a game whose graphics aren''t that pretty, but which is a perfect example for setting an atmosphere through very well done sound effects. Might be related to the fact that you always get the feeling of being in an inferior position compared to the zombies. You can''t eliminate all of them as you have neither sufficient time (some of them would get you before you had eliminated all of them) nor arrows.

- Christoph

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Teamwork Software - Stuff That Does Something
I think the most intense game I have ever played was Hired Guns on Amiga. The music and sounds were really haunting. And it had dark and cold looking gfx. I used to play it with my headphones on at nights. It made me really jump once in a while.

I also agree that sounds play a big part in excitement. And ofcourse a good and scary gfx. But the most important thing would be A.I. in my opinion. Scripting is boring. I would love to see some good ai in games ... never seen any now that I think of it. It would just be great if you didn''t knew where the monsters go when you don''t see them... so they could sneak from behind or lurk in the dark corners... that would rock!...

my 2 cents..
Milk is for babies
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quote: Original post by Captain Nuss
Reminds me of ''Thief - The Dark Project''. I loved the levels where I had to sneak past guards to get into buildings to steal stuff, but I hated the levels where I had to deal with zombies and stuff. They scared me so much that I always tried to rush through them without thinking about any tactics just to get to the next level.


I remember being sat in a shadow on the Down In The Bonehoard level for 20-30 minutes of real time, thinking "what on earth am I gonna do to get out of this!". The darkness, your mortality, the inhuman response from the NPCs, and the ambient noises all contributed to a terrifying experience in a game that wasn''t even supposed to be remotely ''horror''.

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