How to mitigate/solve two common issues I have with Survival Horror games

by lucky
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How to mitigate/solve two common issues I have with Survival Horror games

As I’ve mentioned in the past, one of the top three dreams is a video game of a dinosaur survival, which is very close to things like silent plows and strangers, then residential and Dino crisis. One thing I thought about (though really wants to move forward the right -looking dinosaur) is how I often avoid the brutality of survival from the problems that can maintain suspension and panic, and “familiarity is an insult to the generations.”

1. The suspension problem:

I often find that in the beginning, terrible games are often terrifying and extremely amazing, but often lose it around the midway point. This is a problem I’ve done with most residential devils’ sports (I don’t love their nastyness or anything or I love OG and Remack 2 and OG4) where if you play them with a distance or cleverness, the other half -section is easily linked to the owners and enemies of the enemy. It is suspended. Residential Evil 7 was particularly encountered when I once had access to DLC with strong weapons and especially Chris.

This is a problem that I have noticed really affects horror games that focus on gunplay because of this gradual increase and access to more powerful and effective weapons. I thought that if you instead, how thin: 8 pages did it, where they give you all the tools you needed at the beginning but after leaving the initial areas or the beginning, you don’t give you very little opportunity to find more dynamite and supply (maybe your weapons are likely to be damaged or lost). Performing players who use them more than the beginning, retaliate the game of more tactics and thus maintain the suspension because you know when the best time to use it will be and your weapon will be at risk of permanently losing or damaging. (I just want more horror games without guns or character who struggle using them)

2. The problem of “familiarity of insult”:

It stands in the first issue. Due to the nature of sports, this is a problem that I think often affects them, followed by a movie like inactive media. A fear is once good, but the same fear can be repeated, it can also lose its brightness and I often take sports often in it, and that is terrifying and cool, only turns it into distress and fatigue. Penal 3 I noticed that it was really bad for him because he repeatedly used the same jump fears and without any change that I was just wandering my eyes until the end when I opened the door or jumped another IMP after another opening behind me. This can be a problem in Sticker Games where Sticker becomes just a problem, it is very much seen that you become very familiar with them. Or ends the packing elimination. I feel that many horror games have not been able to use their fears a bit to avoid this problem.

The second problem is frightening that only works well once. For my dinosaur horror game ideas, an idea I had earlier and mentioned that a species is that he is able to imitate human speech like a well (yes I know that he has no biological evidence that he will be able to do so for any non -avenue species) where you will be able to do this in this area). Later, you hear “help me”, except this time, and if you do not want to go due to the previous Dino Trap, the struggle person is killed, you are looking at it on the other side of the window or upward. The element loses and only becomes an obstacle that you can fall or fall to the game.

How do you avoid these problems or at least reduce them?

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