Remember opening the door to the Butcher's room? Even though it was somewhat lacking in D2 there is a lot of potential for more creepiness in D3.
For example:
There could be a room where you enter, and the door slams shut behind you. The room would be completely empty (no monsters). The music would become a lot creepier, and quiet. Candles will flicker and unexplained shadows will dart around occasionally. The game could slow you down to walk speed for theatrics. As you walk to the centre of the room you would hear pained moaning and shuffling footsteps, and a dripping sound. The room would have mostly crates and junk, like a storage chamber. On the far side could be a huge man sized pipe in the wall (like a sewer entrance) with some blood pooling at the bottom and dripping into the room. As you go to enter the pipe there could be a shrill scream, breaking glass, and then some corpses could fall from the ceiling, narrowly missing you. Then you continue along the pipe for a bit (feet splashing in the blood) and you reach the end of the tunnel which is caved in. Amongst the rubble would be corpses and skulls (and a quest item). Then you could hear a series of thuds and moaning so you would turn back and try to get out. As you reach the storage room you could find heaps of corpses falling from the ceiling. You would try to run out of the room but the door would be locked. Then all the corpses start rising and you have to kill all the zombies before you can get out.
TL;DR I hope Blizzard comes up with at least a few good thrills/scares.
Heh, nice idea. I agree. I want the game to have those kind of thrills. Although I've never played Dead Space, it seems to carry those thrills well throughout the game. Let's see if I can find a few examples...
Eh, this will work:
I like the use of music, feeling of being alone, darnkess, all that. Hopefully Blizz wants the game to be as scary as we want it.
Oh wow, at around 5:40 there is a good example of what I think you were describing. Well sorta.
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"I want to say something but I'll keep it to myself I guess and leave this useless post behind to make you aware that there WAS something... "
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
My inspiration comes from FEAR. Even though it's an FPS a lot of the ideas can be carried over to an ARPG and it has a nice balance of action vs creepiness. Another game to look at is Amnesia. It's an indie game but probably one of the scariest games I've played. Couldn't finish it so it might be an idea not to make Diablo truly terrifying, but in moderation it really adds a lot to the playing experience.
I don't know how they'll actually approach "creepy." I mean, it's not like a first-person game where things are creepy from a perspective where you are the person; it's isometric in D3, so Blizzard is probably going to take a more atmospheric approach to "creepy."
But I expect it to be creepy. Very creepy.
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I hate the way you cling to ignorance and pass it off as innocence
Mmmm. They did this to an extent in D2. I can remember being a little bit creeped out when the Claw Vipers stole the sun in Act 2. Also got some bad vibes entering the Harem and discovering all those poor women down there (but this made for a great atmosphere). In Act 4 the twisted bodies that grabbed you as you walked past were.. well twisted. I guess as long as they expand on this with a 3D engine we're going to get a lot of thrills.
Well we did say that pretty awesome ghost execution scene, along with the torture rack that you click on and the guy on it gets grinded up. I would say there's going to be some pretty creepy stuff in store.
Stuff that's just gory isn't creepy. It's just gory. The Butcher scene worked so well because of the surrounding darkness, the perversion of the base element of bountifulness with carnage and depravity, and, above all, a sense of absolute loneliness against a suffocating and overwhelming evil. There's no power in or point to having gore for gore's sake. That is wisdom that I believe was lost in the team transition.
Well they've already stated that that type of machinma is only for those class announcements. The cinematics in D3 will be prerendered. And as for SC2, its supposed to be a corny, over the top sci-fi. Diablo is supposed to be creepy, and I'm sure it will be.
Stuff that's just gory isn't creepy. It's just gory. The Butcher scene worked so well because of the surrounding darkness, the perversion of the base element of bountifulness with carnage and depravity, and, above all, a sense of absolute loneliness against a suffocating and overwhelming evil. There's no power in or point to having gore for gore's sake. That is wisdom that I believe was lost in the team transition.
I think so too
I was thinking the same thing as I read Jackzor's post. I was thinking about catacombs and remembering all that gore. It was cool but not scary really. We need more play with sound and different types of visuals.
Right now, it seems the focus is in fact, on lots of gore. Which as you pointed out, isn't scary at all. What they need to incorporate and be aware of is spacial reference of the character. Aka, how claustrophobic the room is, how open it is. Then lighting needs to be considered for sure. I think with our updated engine we could do so much in the spirit of the butcher scene. Then, sounds. sounds are so important. I think music is good for in town but out of town, everything we hear should be perfect atmospheric noise that will resonate into our souls and scare the shit out of us.
I could just imagine fighting my way down a narrow hallway with tons of demons that was sound packed...then, upon leaving the hallway, the character enters a very open cellar and it becomes ridiculously quiet and darker than normal. It would be such a stark contrast to what JUST happened moments before that you immediately get creeped out.
I think contrasts like that would contribute a lot to the game. Make the gamer think that once they entered the dungeon they were completely aware of what was in store for them(since they are probably a seasoned gamer, they might know what to expect). As if "Ok, I've been fighting monsters here for a while, it seems like I'm going to be able to handle this no prob". But then he enters the eerily quiet, wide open, dark cellar, and suddenly the once confident gamer is now a bit unsure.
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"I want to say something but I'll keep it to myself I guess and leave this useless post behind to make you aware that there WAS something... "
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
I don't think it does have to be secluded from the rest of the games. Thats like saying, D3 shouldn't take anything from other games when we know for a fact that D3 was inspired by several games such as God of War.
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"I want to say something but I'll keep it to myself I guess and leave this useless post behind to make you aware that there WAS something... "
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
I also do not want the whole game to be creepy or eerie, otherwise it would lose that feel. I also think that music should not be running most of the time or not at all or at least just slightly in the background.
I loved the sounds of footsteps in the first Diablo game.
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On Strike and supporting Fallout 4 Mod Makers
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ive got complete confidence in creepyness, i recall a video (i think barb) where the monsters would crawl up from the lower levels. That says to me that if that can happen, theres a good chance for more intense stuff.
I think Hans is right here, basically a good balance between these elements throughout the whole game is ideal. To be honest, i wont feel bad if we wont have a scene in D3 that is as creepy as the butcher in D1 was at its time. Its not a main concern for me. But i do want to see gore and i do want to feel "not safe" and alone. The first time i reached the durance of hate level 3 i was so scared! I saw one of the statues on the wall outside my light radius and i was like OMFG Mephisto... I want these kind of things.
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For example:
There could be a room where you enter, and the door slams shut behind you. The room would be completely empty (no monsters). The music would become a lot creepier, and quiet. Candles will flicker and unexplained shadows will dart around occasionally. The game could slow you down to walk speed for theatrics. As you walk to the centre of the room you would hear pained moaning and shuffling footsteps, and a dripping sound. The room would have mostly crates and junk, like a storage chamber. On the far side could be a huge man sized pipe in the wall (like a sewer entrance) with some blood pooling at the bottom and dripping into the room. As you go to enter the pipe there could be a shrill scream, breaking glass, and then some corpses could fall from the ceiling, narrowly missing you. Then you continue along the pipe for a bit (feet splashing in the blood) and you reach the end of the tunnel which is caved in. Amongst the rubble would be corpses and skulls (and a quest item). Then you could hear a series of thuds and moaning so you would turn back and try to get out. As you reach the storage room you could find heaps of corpses falling from the ceiling. You would try to run out of the room but the door would be locked. Then all the corpses start rising and you have to kill all the zombies before you can get out.
TL;DR I hope Blizzard comes up with at least a few good thrills/scares.
Eh, this will work:
I like the use of music, feeling of being alone, darnkess, all that. Hopefully Blizz wants the game to be as scary as we want it.
Oh wow, at around 5:40 there is a good example of what I think you were describing. Well sorta.
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
But I expect it to be creepy. Very creepy.
I hate the way you cling to ignorance and pass it off as innocence
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Why would it be US only. Canada would likely allow it. Only thing if there is a big uproar then it might get that an adult has to buy it.
/lolpun
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I think so too
I was thinking the same thing as I read Jackzor's post. I was thinking about catacombs and remembering all that gore. It was cool but not scary really. We need more play with sound and different types of visuals.
Right now, it seems the focus is in fact, on lots of gore. Which as you pointed out, isn't scary at all. What they need to incorporate and be aware of is spacial reference of the character. Aka, how claustrophobic the room is, how open it is. Then lighting needs to be considered for sure. I think with our updated engine we could do so much in the spirit of the butcher scene. Then, sounds. sounds are so important. I think music is good for in town but out of town, everything we hear should be perfect atmospheric noise that will resonate into our souls and scare the shit out of us.
I could just imagine fighting my way down a narrow hallway with tons of demons that was sound packed...then, upon leaving the hallway, the character enters a very open cellar and it becomes ridiculously quiet and darker than normal. It would be such a stark contrast to what JUST happened moments before that you immediately get creeped out.
I think contrasts like that would contribute a lot to the game. Make the gamer think that once they entered the dungeon they were completely aware of what was in store for them(since they are probably a seasoned gamer, they might know what to expect). As if "Ok, I've been fighting monsters here for a while, it seems like I'm going to be able to handle this no prob". But then he enters the eerily quiet, wide open, dark cellar, and suddenly the once confident gamer is now a bit unsure.
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
I loved the sounds of footsteps in the first Diablo game.
But it should have enough fright, creepiness to give you nightmares for some portions of the game. Remember you are going against the Lord of Terror.