#Make the game more scary not like more of an shooter

19 messages · Page 1 of 1 (latest)

frosty crag
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I think the game needs to be scarier, as that’s what SCP is all about. The idea of infiltrating the facilities is great, but right now, it mostly feels like a run-and-gun experience and lacks true horror. The developers should focus more on building up the atmosphere and enhancing core mechanics rather than prioritizing flashy weapons and animations—that can come later. For example, the game would benefit from stronger ambient effects, similar to SCP: Containment Breach, and more impactful jump scares. When opening a door, for instance, a dead body could suddenly fall out with a loud, terrifying sound to really shock the player.

In the first chapter, there were some jump scares, but they weren’t very scary. They’d be far more effective with louder, more intense sounds. The zombies could also be made more frightening with additional types and animations. For instance, if a zombie spots the player, it could scream to alert nearby zombies and then charge at you. During this charge, the player could be knocked to the ground, triggering a Quick Time Event where different buttons need to be pressed to escape. This could also apply to SCP-939, adding more tension and urgency to the encounters. Additionally, in-game cutscenes would make the game feel much more alive and immersive.

For the story, it might be interesting to add a moment where, on the way to the reactor, the player encounters a scientist who opposes the SCP Foundation and supports the UIU. This could unlock a side mission, such as Raid on Outpost Axiom or an Antarctica mission, adding more depth and variety to the storyline.

cobalt latch
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Jumpscares aren't gonna work with this style of game, cause something jumps out at you, you aren't scared, you just shoot. Jumpscares are a release of tension and the scare of this game is in the tension. The trick to scary in this game isn't horror but terror (imo), make the enmies actually scary in a "you can't hear a corpse walking right behind you" kinda way... i think if the zombies tried to stalk you before attacking that would add a lot... but just "bodies falls from door boo" isn't scary, especially in this type if game with no cutscenes... it would just waste players ammo (not to say that finding ways to lower the players resources isn't a good thing but it should feel like a choice) and would, at least for me just result in going "well that bullet was wasted, on literally nothing and was cheap as hell, reset"

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I said the same thing like 10 times but yeah

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In the style of scare... i think subnautica is a good example of how to do it for this game, they play on different fears obviously, but taking the principle of subnautica's horror... the "jump scares" in subnautica are organic and un-scripted and only ever really happen because of player mistakes and happen as a way to teach the player.

Also unfortunately because of how this game plays just in general fear isn't a great player motivator in the first place

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But i agree with the overall lack of actual fear/horror/terror for most of the campaign

cobalt latch
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NOW THAT WOULD ACTUALLY MAKE DEATH A LITTLE MORE SCARY

glossy flicker
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Watch gameplay of the old game series F.E.A.R. It was a good meld of horror and tactical FPS.

scenic coyote
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It needs both. The game is a tactical shooter with supernatural elements. Not a horror game with shooting.

tepid ridge
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it does feel more like a shooter with dark and spoopy lighting than a horror game. I don't think hard "NPC" characters that progress the plot will work well in co-op setting. It feels like "shut up already dude"

plush isle
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It's already been stated but, it is a "tactical" shooter. Though I feel as if there aren't any consequences to running and gunning with infinite stamina.
I agree about the horror aspect though, the new 1st Chapter has finally put me more on edge rather than go through puzzle by puzzle engaging in Zombies I expect around the corner.

tepid ridge
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everytime people say "Tactical" shooter...I go to the steam page and copy this " co-op or singleplayer tactical horror FPS"

horror is put there as well. I think people forget that part sometimes. Horror is dread, indecision, doubt. All horror games have this no matter what type.

frosty crag
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I only meant that the horror elements should be focused specifically on the Area 12 mission at the beginning. This way, the game starts with a strong, creepy atmosphere, giving players a memorable introduction before moving into different styles in later missions.

wispy rock
obtuse salmon
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and Wolfenstein wasnt even supposed to be scary

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jumpscares work to introduce you to an enemy

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the chicken scp could lunge at you throw you at the ground nearly kill you but you manage to push it off and stand up switching to normal gameplay

cobalt latch
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Wolfenstein was using fixed camera cutscenes, this game doesn't have those