Thursday, October 8, 2009

Game Mechanics & Paranoia

Resident Evil

Fixed Camera

There is a fixed camera in every room, which could be described as a CTV camera. This limits the Players view and means that you would usually hear an enemy before you saw them; also this means that the Player could potentially walk straight into a new area and be faced with an enemy right before them.

Music Queue

In Resident Evil 3: Nemesis the Player is chased throughout the game by an 8ft tall Super Soldier, before every encounter some being set and others random a music track would play to warn the Player of his nearby presence. The Player could knock Nemesis to the floor but he would eventually get up to continue the pursuit.

Aiming & Shooting

Whilst doing so the Player would remain stationary whilst the enemies move towards them. The Player may be concerned of an enemy approaching from behind as turning around is quite slow.

Variations in Speed

Depending on the Characters health this would affect the speed at which they can move. For example, if severely injured the Character would appear to limp whilst holding their side and therefore move slowly. This may change the way the Player plays the game, for example they may take extra care whilst moving about or may panic knowing that one more hit could kill them.

Silent Hill

Mist

Severely limits the Players view making it hard to see approaching enemies, again the Player is most likely to hear the enemy before they see them.

Radio Static

The Character’s phone or radio picks up static whilst nearby to enemies. However, in some parts of the game the static did sound but no enemies were present or nearby, therefore the Player would be prepared to encounter one.

Siren

Torch

The Player uses a torch to navigate around the map as the game is set predominately at night; this again limits the Players view.

The Enemy Perspective

Sections of the game include a possessed police officer searching for the Character in-order to kill them. The Player is able at times to choose as to whether to see the Enemy perspective or at other times have no choice but to see it. The Player is able to hear the Enemy’s voice whilst they are searching and their hands as they push open the doors in their search, this Enemy appears to be invincible.

Condemned

Torch

The Player uses a torch to navigate around the levels as the game is set predominately in the dark; this again limits the Players view.

Flash Backs

Throughout the game certain rooms as the Player enters will play a flash back in the form of a cinematic, this usually give glues to the Player as to what has previously happened in the room for example, a murder or concealment of an item. The Player may be concerned that the figure within the room previously may return or be in the next.

Physics Objects

Throughout the levels in the game there are a number of objects that the Player may walk over or knock over, for example bottles, cans and general rubbish. This may not exactly be a game mechanic but the noise produced may startle the Player making them believe that there is someone or something there that isn’t at that time.

Combat System

The Player can only hold one weapon at any one time making the Player choose between make shift weapons and the occasional gun. To advance further in some levels the Player would have to find a specific item to precede, for example, a fire axe would be needed to chop through a heavy wooden door or a shovel would be needed to knock off a key code panel to open a steel mesh door. These weapons are extremely slow to swing however are able to do heavy damage, the Player may feel vulnerable if encountering multiple enemies.

Health

Usually health is found in mounted red cabinets on walls and also scattered throughout the levels and also hidden in lockers along with other useful items. Due to the amount of health packs found in cabinets the Player may conclude intense combat may be ahead. Also due to the lockers containing useful items the Player doesn’t expect danger, however on a one occasion an enemy was found.

Alien vs. Predator

Motion Sensor & Night Vision

During play the Player has a motion tracker which will detect enemies within a certain radius and represented by a frequency of beeps, however the levels are generally dark, the Player also has access to night vision but the Player is only able to use one at a time and the Player may be constantly swapping between these two apparatus and therefore may feel vulnerable when the other is not in use.

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