Survival Horror en 2013

Fdkn

Oh vamos, era muy obvious xDD

Pero es un nicho muy decrépito ahora mismo anyway

Leroy

El nuevo Amnesia y el Routine este...pppppfffff ai mai!!!

tabass

lo de dead space 3 me ha hecho soltar una carcajada... :D

PoetaEscueto

Podría añadirse Deadly Premonition Director's Cut.

AchoJorl

Pues algunos de estos juegos tienen bastante buena pinta (Slenderman tiene mejor aspecto que el anterior, Asylum y Outlast parecen también interesantes) este año parece prometedor en el "survival-horror".

-Power

He encontrado un par de cosas entre mis votos de greenlight.

Dark Rain: Horror/Aventura open world, va de jugar al escondite con monstruos y resolver puzzles.
http://steamcommunity.com/sharedfiles/filedetails/?id=106866375

Dark Matter: Survival Horror 2.5D, crafting, exploración, combate... bastante derp si me preguntas, no sé por qué lo voté.
http://steamcommunity.com/sharedfiles/filedetails/?id=103509725

1
5 meses después
SpiuK

Siento hacer un necro tan basto pero ¿Alguno de los juegos listados en #1 ha salido ya?¿Hay alguno que merezca la pena?

1 respuesta
Flynn

#37 Aparte del juego ese de Slenderman nope, bienvenido a los juegos de miedo donde se anuncia todo pero no sale nada.

Suscríbete a este thread http://www.mediavida.com/foro/juegos-comunidad/survival-horror-hilo-juegos-miedo-483483 que es donde nos mantenemos al día y además todos nos queremos mucho

1 respuesta
SpiuK

#38 Oki muchas gracias ^^

bammargera

El Darkwood este tiene pintaca

Darkwood is a top-down, oldschool, sandbox survival horror set in a procedurally generated, open world. It features RPG and roguelike elements, with intense combat and a eerie atmosphere. Gameplay wise, it has features in common with games like Project Zomboid, Don't Starve and Teleglitch. As for the atmosphere and story, we like to think that it's inspired by the works of David Lynch.

The game takes place in a mysterious forest somewhere in an an alternate reality eastern europe, some time at the end of the 20th century. You have no recollection of how you got here, and don’t really know if you’re inside some sort of a nightmare or are losing your sanity, but something is terribly wrong with almost everyone and every thing around you. Your only friend is an orphan child who knows something about your past..

It's a game about mystery and adventure, with deep gameplay mechanics. We strive to find a true balance between horror and survival, forcing you to constantly be on the edge of your seat while not relying on jump-scares, but exploring different and more psychological types of fear.

Challenging gameplay
No hand holding. Think, learn and adapt - if you will behave recklessly or do not prepare for the night, you will not survive.

Permadeath
Dying is a part of the game, and you don't have extra lives. But not all of your progress is lost, as some things carry on to your next incarnation..

Satisfying exploration
A breathing, procedurally generated, sandbox world for you to explore. Each visit to Darkwood is unique, as all locations and events are randomized.

Perks and abilities
Improve your character with skills that will give you advantage over your enemies.

Crafting
A flexible crafting system which lets you experiment with loot to: create items, build barricades or traps, and improve your gear with addons.

Twisted atmosphere
You will start to question your sanity, as the line between reality and nightmarish fantasies will begin to blur.

Darkwood is not a game for the faint hearted. It's oldschool hard. We believe that in the recent years a lot of modern games lost the sense of accomplishment older games evoked, instead letting you effortlessly plow through the game. We want to return to these roots and make you work hard just to live another day in Darkwood.

You won't have every interesting item, character or even enemy conveniently marked on your mini-map, just waiting to be picked up, talked to or killed.
Surviving for longer will require planning and tactical thinking, resource management, exploration skills and the knowledge of Darkwood and it's inhabitants.

A hut, deep in the forest (click to enlarge)

A top-down perspective hinders your ability to clearly identify what you see on the screen. We embrace it. It’s much less literal that way, and forces your imagination to work and visualize things you can’t clearly see in the game. We find the fear of the unknown to be very strong and want to evoke that feeling not only through the gameplay, but also the art style. This makes experiencing the game closer to reading a book, letting your imagination run wild.

The gameplay is non-linear, and we won't hold your hand throughout the game. The same goes for the story - there is much to be discovered in Darkwood, but you won't just get it smacked in your face when walking forward.
But then again, if the story is not to your liking or you don't care for storytelling, you can just concentrate on the gameplay itself.

Que un juego con vista isométrica no puede acojonar? apagad la luz y poned los videos con los cascos a tope

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