Can horror games be considered fun?
I don't mean they're all bad, far from it. But they ARE supposed to make you feel as uncomfortable as possible.
Jump scares are fine, an excessive amount however is not.
I mean what would be the point if a game had no jumperscares?
Why would you "fear" the atmosphere if nothing could surprise you?
It would be like a STALKER game but those are not really horror and after you discover that there are indeed no jumpscares in the whole game you won't be so much scared of exploring the laboratory anymore.
Not fun, but entertaining.
Well a good horror puts you on edge and hence uncomfortable.
>tfw Condemned's Mall and Orchid House
The greatest fear is the unknown. It's a damn shame most games fail to utilize this. Instead, we're given cheap, predictable jumpscares, most of the time even knowing exactly what's coming. You don't need things to pop out at you accompanied by loud noises for a scary atmosphere. Here's an example,
>under water base
>wake up, shit's all torn up
>crew is dead
>need to gather shit to repair submersible
>weird stuff happens
>doors open and close
>something might be in there with you
There. Spooky atmosphere without jumpscares.
It won't be scary after a while though.
OH SCARY NOISES SOMETHING MIGHT BE HAPPENING BUT NOTHING EVER ACTUALLY HAPPENS
That's not horror.
That could be an action game or survival.
Jumpscares and sudden turns of events are a vital for an horror game.
"Everything is fine OH SHIT IS THAT ONE THOSE ROBOTS THAT KILL ME I BETTER RUN FOR IT" is horror.
"Everything is fine except for strange shit going on that don't really harm me" is not.
You're forgetting that video games aren't real life. If nothing happens, it's a safe assumption that nothing will ever happen, and all the fear goes away. You need some kind of punishment in horror to actually fear, and it can't be death.
Jumpscares aren't that necessary, just "shit's gonna go down" moments
In SH2, every time Pyramid head appears, it's preceeded by a scraping sound, it prevents his appearance from being a jumpscare but it doesn't ruin the effect of terror.
Fun for me is the rush of adrenaline I get from a monster closet, a creppy atmosphere, terrifying imagery, etc. It is different for everyone, but that's why I have fun playing horror games.
I agree with this point.
There aren't any jumpscares in White Day, and it still managed to maintain a tense atmosphere all the way through.
>"Everything is fine OH SHIT IS THAT ONE THOSE ROBOTS THAT KILL ME I BETTER RUN FOR IT" is horror.
>"Oh shit that robot is walking towards me in this narrow dark hallway, it's getting closer, I better do what I need to do and book it before it reaches me."
Jumpscares are tolerable in horror in moderation. Building a game's atmosphere around them is the cancer that killed horror and spawned shit like Slender.
Have another example: The haunted house from VTM:B. No jumpscares, no real danger but still scary as fuck.
Pretty sure you're wrong. Everything that could possible jump at you was predictable as fuck. Rattling decor. Creaking sounds from the walls before the pipes blow. Not once does something pop out at you that you don't already see beforehand.
Right now, go play that shit again and tell me I'm wrong. I don't know about you guys, but I just played it again the other night.
Naw it's the feeling that something could happen that keeps the mood scary, you don't need jumpscares to define whats scary especially in these times where you expect them and once you find out there in there you just don't care anymore. But if you're walking down a dark hallway, and you know it's a horror game so you expect something to happen but the atmosphere is so tense and creepy the fact that you're waiting for something to happen is what makes it scary.
first three things that happen to you. a chandelier falls out of nowhere. vases get thrown at you. you fall through a set of stairs. all sudden things that are meant to be "scary"
The chandelier made rattling noises when you got close to it.
Vases glow and rattle when you get close to them.
The stairs I guess were fairly sudden, but still made creaking noises and such.
Aside from the stairs, none of those things are sudden, unless you're a fucking tool and sprint through the game at high speeds without taking time to look at things.
saying that there are no jump scares is a huuuuuge stretch. there's an entire section where you're running through hallway that has lights and doors bursting out at you. It's a good level that uses jump "scares" correctly.
Corpse Party scares me the most because it's a silent hill kind of atmosphere.
>If you die in here, then you are dead forever with the same pain you left with.
>death caters to your fear personally
Amnesia had very few jump scares. It built up the atmosphere and when you heard a grunt's growl, you knew it was time to run.
Granted, when you learned out the grunt's AI worked the game lost all charm, but for the first part of that game, you were genuinely terrified.
I remember a part in Silent Hill 2 where there was like this noose on top of a platform. Basically the tension had been building that whole area and that room in particular made me feel really nervous.
When I finished the puzzle there was this scream that scared the shit out of me.
I feel like Amnesia's affect on me was dampened because I played the game "wrong."
Instead of hiding in the dark every time a monster showed up I just ran to the exit so it would be gone.
I don't think I've ever played a "fun" horror game. Good horror games, I feel like, are usually more about atmosphere and impressing you with how it can make you feel. When I used to play Silent Hill I would get scared or feel tense, but I'd appreciate it at the same time
The first time I ran into that ghost I shat myself. Made me paranoid to go through that area for a while.
Some anon streamed white day and a good section of the stream up until the end consisted of him trying to get past that part.
I could still hear the laughing in my head even after I muted it.
A really good example of really good horror without jump scares is the laboratory in Resident Evil 4.
You know the
Regenerator is coming, it is in no way a jump scare, but god damn if I wasn't shitting my pants.
Good Horror uses a mixture of jumpscaare, immersion, tension to scary.
FNAF builds up the pressure of meter managing, and tension trying to avoid the monsters. The jump scare are the bomb that goes off after you get caught.
HUUUUUUUUUUUUUUUAAHAHAHAHAHAHA! HUUUUUUUUUUUUUUUAAHAHAHAHAHAHA! HUUUUUUUUUUUUUUUAAHAHAHAHAHAHA!
And apparently the solution is that you need to find a key that sits, barely visible, on top of a doorframe of some tiny room, and then you have to solve a ball puzzle or something.
>I mean what would be the point if a game had no jumperscares?
The point would be making a good game that scares the player with its atmosphere, not by having a screamer in it.
There's a difference between being scared and being startled. Jump "scares" aren't actually scares, you're just startled briefly.
I think jumpscares can be used effectively as a setup to other horror.
You jump out and yell aboogaboogaboo every once in a while so that they're constantly tense and every noise they hear makes them think that you're behind the corner about to shout aboogaboogaboo.
I'm watching Yamash right now.
What the fuck am I in for?
I forgot what Horror movie it was because this was back in like 2006 but the director said jump scares should never be "the main course" but rather the small things that lead up to it. It's to put the viewer in a tense situation so when they actually do see the horror they're already tense and anxious. The same can be applied to video games; jumpscares shouldn't be the main scare factor, but something that helps build the player's fear up for the actual release of horror.
This makes sense too, because a game of nothing but jump scares will either start to just piss you off or become boring because you become jaded to it, and a game of just horror build up and then "oh no the spooks" won't be anywhere near as effective if you saw it coming a mile away.
Jump scares keep you on your toes so much that you're bound to fall over and the actual meat of the horror is there to give that final push.
The only problem is when jumpscares have no actual danger behind them as far as the game goes, or are scripted to always happen at a certain level of progress.
A good jumpscare example is Ao Oni if you choose to hide in the closet while the oni chases you. The screen goes pitch black while you hide and sometimes it will flash the oni's face if he opens the closet and finds you. It's good because it's created by circumstances that you have caused for yourself, not something that the game developer dictated. That and there is the suspense of whether or not you hid in the closet fast enough and if the oni is going to open it and tear you a new one. Even if you already saw it before, you are still wracked with suspense just waiting for it to happen.
A bad jumpscare is when it's specifically scripted to happen at a certain point in the game. These are usually not dangerous or instantly deadly because they are required to happen so once you seen them already much of the impact is taken away.
A jumpscare can be earned, but that doesn't mean that everything has to lead up to one.
Also I think people my be confusing "jumpscare" with "literally anything scary that can happen".
If you turn the corner and there's a creepy thing, it's not a jump scare. If you turn the corner and you screen flashes with a face on it, that's a jumpscare.
I don't think you understand what he meant.
He didn't say jumpscares are the only scary things ever, just that some of them are necessary to make things work.
I disagree with him, but don't oversimplify his post.
"But that's not what I said!"
>if you know that there won't be any jumpscares anyway, then what's there to be afraid of
So this doesn't equal "Jumpscares are the only thing that can scare you"? Things can kill your character, or make weird shit happen and not have to pop out on the fucking screen and go OOGA BOOGA BOOGA.
You are literally asking "what is there to be afraid of if there are no jumpscares?"
How does this not imply that you think jumpscares are the one thing that can scare someone?
>"what is there to be afraid of if there are no jumpscares?"
There's a difference between this and:
>"if you know that there won't be any jumpscares anyway, then what's there to be afraid of?"
It's a very crucial difference and it's the reason why you're looking like an idiot right now.
And the point remains the same, that even if you know nothing is going to go ooga booga booga, that nothing else scary can happen.
That losing the anticipation of being surprised by a loud noise takes away from everything else.
I don't fucking see how this shows any less that you seem to think that a jumpscare, or the anticipation of one (since you have to cram that in so much), can be the only scary thing.
>if you know nothing will actually happen
For fuck's sake, am -I- the one who's not being clear enough here:
A jumpscare isn't THE ONLY SCARY THING THAT CAN HAPPEN. There might be NO JUMPSCARES. You can KNOW that there are NO JUMPSCARES. The game can still have things which are not, in fact, JUMPSCARES.
I think it's just a misunderstanding on both sides and that I'm being too literal in reading the posts.
But I will admit that I did get a bit too upset about it, so sorry regardless.
>A jumpscare isn't THE ONLY SCARY THING THAT CAN HAPPEN
No one said it was. That's why at least four people are calling you out on your post right now. He's saying jumpscares are necessary to create a tenser atmosphere. He even said an excessive amount of it can ruin a game.
The one thing I was arguing was that there isn't a necessity for them to exist at all for something to be scary, and this does include when you know that there are no jumpscares.
That's fine and all and I personally agree with you but the point is, saying "hurr jumpscares are the only scary thing ever" to rebuke someone when he never said that is fucking stupid.
Yeah, I'm a fucking dumbass because instead of reading "jumpscares are the only scary thing" I should have read "knowing there are no jumpscares makes a scary atmosphere not scary".
Unfortunately they both imply something needs jumpscares to be scary so go ahead and stomp on my dick all you want, because it's still fucking retarded.
They just do. They can smell you, Fan-kune is spreading your sent around.
>Yeah, I'm a fucking dumbass because instead of reading "jumpscares are the only scary thing" I should have read "knowing there are no jumpscares makes a scary atmosphere not scary".
At least we got that part clear.
>Unfortunately they both imply something needs jumpscares
True, but there's a fundamental difference between the two. You could've started that argument with him instead of starting your argument with inane bullshit like this >>258258934
Oh my fucking god, I thought I was the one being persistent here and yet the argument has literally ended and yet you need to have the last word. I'm fucking done. Reply to this post with "Good riddance." or something of the like and end it forever.
Horror in general has been reduced to a shitty jump-scare-youtube-bait shell of it's it's former self.
Truly fantastic horror does not come from making something jumpy, or even traditionally scary.
The best horror games don't scare you so much as unsettle you, leave you something to think about and expose dark parts of human nature that we would all rather not exist.
The only good horror franchise is Silent Hill, 2 was the pinnacle, 1 and 3 were solid but that's it.
there are a few good stand alone games, the Russian one with shit translation that I forgot the name of is good, Song Of Saya (More of a visual novel) is another.
There hasn't been a good horror film in the best part of 15 years
How does the animatronics get into a locked room?
Ignore the 12 year old LP faggot
>There's a difference between being scared and being startled. Jump "scares" aren't actually scares, you're just startled briefly.
That's not entirely true, screamers, if you're aware of their presence, can be used to create tension before they occur, FNaF actually does this well.
>Manage Night 1 with relative ease, Bonnie shows up once to remind me that I can't just idle the first Night anyhow
>Too worried about Night 2 because Chica will join in the fun and Foxy will forever be ready to give me the knot from that point onward and i'll get Double Teamed and have to close both of the doors
>Then Radical Freddy will decide it's time to show up
Freddy's a rulebreaker, especially during later nights when he changes just about everyone's tactics to fuck you over.
Freddy and Yellow Freddy are the only ones who get past closed doors, but at least Yellow Freddy gives you a chance to escape him.
Yellow Freddy can appear at random during night 3. You know he's coming when you see the poster with his picture in it (like in the video you posted).
I heard he can shut down the game if he feels like it.
>Do they just push you into a costume until you're to the point of being mangled corpse?
That's the whole point. Otherwise what would the danger be? They'd just put you in a regular costume.
they just do. it's a possessed (possibly demonic in nature) pizzeria what did you expect.
and 4 dollars an hour to pull night security at a haunted pizzeria is just not worth it, there better at least be some benefits. like life insurance...
Yellow Freddy is a rather rare Suit who can show up from the third night onward.
Sometimes, especially when you have doors closed, if you check your camera and see a poster with a creepily zoomed in Freddy Face and tab out of the camera, he'll be sitting in the room with you.
You get fucked up (and maybe even suffer a Game Crash due to a bug?) in a few seconds unless you tab back into the camera.
Moves all over the place and doesnt follow a specific route to the room like the other animatronics which show up in set rooms and routes. Also can cap you from the other side of the restaurant if you hear the music an dont have the doors shit or something.
Freddy get in as soon as you lock the door. He takes advantage of you not pay attention to him.
You can stop freddy from killing if as long as your power doesn't go down. Just watch on occasionaly, and keep track on him.
Main character probably has a death wish and loves living life on the edge
The thing about jump scares is that they're tried-and-true (they almost always have an effect), fear, especially when presented through media isn't universal, one type of atmosphere can unsettle one kind of person and yet have no effect whatsoever on the next, it really depends on whether it provokes and triggers the right set of attributes in you.
E.g. in my case, ghost stories, no matter how well thought out or unsettling, doesn't work at all for me, but anything involving the demonic and I flip the fuck out.
I think 5 nights at freddy's would be a bretty scary movie if done right. security guard stuck in a chuck e cheese with killer animatronics
Horror is a tricky and difficult genre to balance, if not the hardest to "get right". Making your character weak and basically defenseless could run the risk of frustrating your player, making the game feel like bullshit and spooky hide and seek in some cases. I think Silent Hill got it right with power vs weakness, since you definitely have the capability to defend yourself but with possibly long term consequences (mostly regarding ammunition), and fighting more than one monster at a time guarantees you losing a lot more of your health than if you took them on 1v1.
However there's more to making a horror game spooky or scary without making the player feel weak or make the odds stacked against you.
Anyone that can do horror well has my utmost respect.
I don't have a problem with jump scares as such. My minor gripe is they seem a cheap way of scaring someone, so it's good to keep it at a minimum.
to be honest though, I can't think of a game that has actually scared me for quite some time.
SH2 (PS2 version) for example has atmosphere nailed perfectly, but I wouldn't call it scary.
Amnesia also has excellent atmosphere, it probably would be scary if the monsters weren't so astoundingly dumb.
Some people need to realize that "jumpscares" aren't just things that surprise you. A non-scripted monster coming around the corner and surprising you in STALKER or some shit isn't a jumpscare, just emergent horror.
So, you CAN be surprised without jumpscares, there just won't be any cheapshot attempts to spook you with skeletons popping out of closets at regular intervals.
I remember this one part in FEAR that really sets up a jump scare pretty well.
>Searching rooms for supplies
>Well, I'll just go around to the window a--
>Body flies out of the window
>There are people who think jump scares are always bad thing.
No, they are great when used well, they become bad when they are a crutch and you keep waiting for the next one.
Watch The Thing for some great jump scares.
I thought you'd feel that way Gary, you were the only one who could have gotten to that blood, we'll do you last.
What would you say to a horror game that has no antagonist? and instead just a really foreboding and depressing atmosphere to give you that feel movies like Eraserhead have. Obviously there needs to be some sort of gameplay mechanic and some sort of consequences so imagine
but instead of monster roaming around the air is running out and you are trying to fix it but as you go you have to pace yourself as fucking up causes the air to run out faster and there is no obvious hope for escape. no obvious "escape pod" so you aren't pressing on hoping for escape you are pressing on hoping to hold off death. I am not making a lot of sense here as I don't have any clear vision but hopefully you get the idea here.
Why not just bring an empty suit with you so you don't die if you get stuffed in it
If you mean zoo by fucking anything that isn't the same species, then for a while now. If you mean zoo by actual animals with a clear lower intelligence and not being people, then they are equal.
Wanting to fuck Crystal from the star fox games isn't as bad as wanting to fuck a child.
I could have a fucking raccoon jump on my window and startle the shit out of me but that doesn't make the raccoon a master of horror.
If said raccoon could maybe scratch the outside walls of my house, produce foot step sounds, make sounds at night and chew up some electric cables to cut out the lights to begin to make me uncomfortable and suddenly ,when I am at my weakest and horror had already taken over me because of what it did just now, jumps on my window to deliver the punchline.. that would be horror.
But that is impossible since raccoon lack the basic brain power to do such things.
its just an example of why jumpscares are not horror
This issue is not some sort of "black and white" dichotomy.
The overuse of jump scares can indeed be annoying and sour the experience, but the over-reliance on a spooky atmosphere causes the game to be boring.
A horror game must have a creepy atmosphere to draw the player in, and the strategic use of startling moments that completely subvert the player's like jump scares must be used to retain a sense of urgency and unpredictability. The atmosphere sets to the tone and the sense of fear in the player that elevates the effect of something like a jump scare. It's almost like a "rising action," and the over-reliance on that rising action without properly executing a climax to it will eventually cause the player realize there is nothing to truly be scared of, like looking under the bed and realizing there's just your shoes and some old shirts or turning on the lights in a creepy, dark basement and seeing there's nothing in it. Conversely, the over-reliance on the climax with no regard for the rising action makes said climax completely lose its effectiveness.
And the climax doesn't even need to be a scary zombie face with a loud noise, it just needs to be a scary moment that the player did not initially expect, but the validity of a sudden startle as this unexpected moment is not nullified just because it is often improperly executed.
You say that, but fuck animals. Have you ever had a squirrel infestation? It is seriously unnerving. They chew the fuck out of everything and scratch too. I had no fucking idea what they were before calling in someone to check, thought I was somewhere where the gates of hell were opening or something. Now those fuckers are masters of horror.
Jumpscares only work really well when there's the build up you mentioned.
If you sprinkle them throughout, you're just going to get tired of them.
>mfw someone puts one right at the intro to the game
Okay, now have that raccoon scare the living shit out of you for the whole night but not jump at you're window.
Kind of a let down right? All that suspense was just for show. So you know what I'm gonna do next time I hear sounds at night?
I'm gonna go the fuck to sleep cause I know it's probably just a fucking raccoon and it poses very little threat to me.
in freddy's fantastic five nights, you need to check the doors constantly or the animatronics will jam them, usually they just walk in on you if you fuck around with the camera too long and attack when you put it down, but if they get the doors stuck, foxy or freddy will run your ass down
are you joking? Fun should always be the primary goal of a videogame. How that fun is had, whether through an entertaining story, fast-paced gameplay, the thrill of competition, or even the fun of getting scared, is what changes.
A game that isn't fun is a game that gets dropped.
No, they're fun because we as humans enjoy getting strong sensations like fear from time to time.
Their goal is to create an experience as horrid and uncomfortable as you can imagine, not that this doesn't take a little genius to pull off either.
Yes, that's my point. Engaging is good, but fun isn't the only way to be engaging. A game can also be thoroughly interesting or thought provoking. The third being almost impossible to pull off while still leaving it a "Game".
yeah like arkham asylum
that very first scarecrow nightmare right away when you walk into the morgue it's just an overall creepy atmosphere
and then they make it even better when batman unzips the bag to find his dead parents and all that freaky shit starts happening with that voice whispering "get out of here"
that was really engaging and actually a little scary
if you could try it and report back while the thread is still going that'd be nice
i just meant as soon as you start your shift don't do anything just sit there and see if they still come after you
they all start getting antsy when you look at them so what about just not looking at them
Just tried playing this, interesting game, enjoying the lack of power. Which by the way, this guy earns shit and their venue isn't even on the damn power grid, who the hell are these con merchants? Anyway, took a couple of games to figure out that I couldn't be browsing the security cameras all night without losing power before 6am, even then I'm checking far too often
Horror moments in a non-horror genre game
>be younger me
>play Thief 2
>get to the part with those machines
>try to use club
>stare at mini machine as it turns around and looks at me through its teal, little eye
>run away and hide as I hear it stomping down hallways
>see burning light from behind it
>shoot water arrow
>it instantly shuts down
Deeper into the game
>running low on water arrows
>sneak through mansion
>no machine anywhere
>knock some guards down, steal some shit, progress through mansion at ease
>suddenly hear noise
"I'm the holy vessel that appeases the builder. Praise Karras"
>run to the nearest shadows feeling more anxious by the second
>take water arrows out
>wait and wait and wait
>realise I have to get to it because it's not coming this way
>sneak carefully around every corner
>see it coming towards me
>it's one of those big combat machines
>wait in the darkest of corners for it to move past me
it can't see me it can't see me it can't see me
>watch it move closer
"I will vanquish thy enemies. I will tear thy foes into pieces"
[Sweating man sprouts six arms]
>It moves past me
>take aim, shoot and realise in that moment my last rope arrow sails across the hallway
>close the game
I finished the game but those things are just evil. They unnerve me like no other and always put me in a state of high attention when dealing with them.
since this is a horror game thread, did PT not "do it" for anybody else?
Horror games don't do much for me anyway, but PT was just exceptionally boring. I spent more time frustrated with the insanely obtuse puzzles than frightened. The only thing that "got" me were quick startles from the jump scares, and even then all those got out of me was an "oh, hi. you're here now."
If you go to the far left as soon as you enter and go into a little hallway on the first floor, as you turn around to go the other way there's a 2spooky ghost jumpscaring you.
I feel like the only person who ever saw that shit considering it's actually kinda out of the way.
The thing about making a good horror game is that the genuine fear doesn't come from monsters or the environment/atmosphere (but they help), it comes from your limitations as a player
Usually they limit your resources and safe spots, but the truly scariest games are the ones that are actually difficult to play, I.E. Resident Evil, since it made it difficult to fight enemies, reinforcing the threat that they are and making it so that you really don't want to die, like making it a long ass distance from the last checkpoint
So in a way, you have to make the game as little fun as possible to make it scary
A jump-scare is something pretty much thrust into the viewer's face. The Haunted House has lots of sudden, weird shit happening, but it's more fleeting, middle-distance or obscured, like seeing the husband
behind you when the wife says 'hes's coming'
I love horror games and found PT to be pretty engaging up to a certain point. It really feels more like it's a commentary of modern horror; it does every trope and cliche in the book up to 11. It SHOULDN'T work, but it does. Just like modern horror games.
Except for the jumpscare, which was ALMOST done decently. It's cheap the first time, but then you start to fear it happening again. It builds tension on itself until you're used to it happening, or figure out how to avoid it.
Basically, it wasn't a good horror game for someone who just wants a scare/paranoia trip. It's pretty good for someone who likes to analyze things on a meta level though. Especially the ending where it essentially calls itself and other games out for using these tools in stupid and overused ways.
I honestly think this game is a step in the right direction in terms of utilizing jumpscares. They're not just sprinkled on top of a linear experience, they're based entirely on your input, which really puts the pressure on you not to fuck up.
I realize FNAF isn't the first to do this, but modern horror games needed a reminder like this.
To a certain extent, but PT was designed to take a week to crack so its especially obtuse.
I did smile at one of the picture scraps being hidden in the brightness menu, though. That was classic Kojima.
I have lots of fun with good horror games. Especially when something successfully builds up tension and then scares you.
At first I'm afraid, everything but the screen darkens, the back of my neck and my thighs start to thingle and then when something happens my body feels "fuzzy" all over and then I smile and get an adrenaline burst. It's a good feeling. I feel strong, invincible and satisfied something spooked me that wasn't just a jumpscare. Oh and my hands. My hands feel tingly when something happens too.
I find Japanese horror games do this the best. I don't wanna sound like a weeb, but it's true. I don't think an American game has ever made me scared as an adult. DOOM on the PlayStation scared me as a 10 year old, DOOM3 got me cautious at most when I played it but games like Fatal Frame, Silent Hill, Calling and Resident Evil REmake. They all got me that feeling I was playing for.
There are a lot of good horror games on the Wii but most are Japanese only.
My recent one was Project Zero II Wii edition. Even when random ghosts spawn, it gives me that buzz. Wandering around the graveyard and I pull out my viewfinder and hostile ghosts spawn.
Wandering around the first floor ot Kiryu mansion and I look into the small open room to the right when you enter the house through the viewfinder.
It just works so well. Shame DreadOut didn't get me. What a boring game. The Screamer Prostitute ghost was the only one that got me. I knew there was a ghost but couldn't see it and then I walked into it without knowing. But I learned its gimmick and it just never got me. None of the other ghosts were scary.
P.T. got me good a few times and after hearing that breathing down your neck. I just learned to never 180.
Yeah, you have to pause the game and click the right stick and it'll zoom in and do the Ground Zeroes "FWOOSH CHHT CHHT" noise. It's a wonder people didn't figure out Kojima was involved right then and there as if the UI wasn't obvious enough.
If you wanted to sell such a manuscript it'd work better as a low-brow comedy with a couple of tense moments and a few jump scares. Not genuine horror but that's not what the modern audience wants.
>Nosferatu:Wrath of Malachi
Fuck someon else played that? I remember it being good but not much else.
The game is. But the PC version is fucking awful. It's so buggy and unstable that it crashes. Surely you've heard about it.
360 is the only version that lacks framerate issues and bugs. PS3 is fucked up too, terrible framerate and smoking doesn't progress events sometimes.
I haven't played the PC version but yeah I've heard it's pretty bad. I have it on the PS3 and it isn't unplayable but it's not perfect, there are certainly framerate and sound issues
>Play first night with relative ease, know what was going to happen
>Still get spooked but ended around 4am with like 20% power so I just shut the door in the Chicken fuckers face for most of the night
>Night 2, ok I think I can do this, both of them will be coming for me but I'll be ok
>Keep losing track of Bonnie and Chica
>Frantically checking the lights and the corridors, completely forgot to check on Foxxy but he left me alone, thank god
>Chica just fucking stares through my window for the entire night past 3:00am, never fucking leaving
>Bonnie keeps popping in and out and Chica WOUDLN'T FUCKING LEAVE
>5:00am, 5% power
>Chica still there
>CHICA STILL FUCKING THERE
>BONNIE SHOWS UP AND CHICA IS STILL FUCKING THERE
>Slam door, immediately after power runs out
>Darkness envelops me for a full 30 seconds
>Freddy the sadistic fucker shows up and plays his little tune
>5:00 -> 6:00
I was literally shaking I was so scared. And it was only night 2. I can't imagine what I'm gonna do for the rest of the nights. Goddamn, this game is fun, if way to fucking spooky.
Dark Corners of the Earth is all you need anon
I think that the Fatal Frame series is the perfect example of horror vidya. It does everything right and yet nobody talks about it. Pussies would rather bring up shit like Amnesia or some other trash. Maybe the new one and that new Silent Hill can save the horror genre from the unfinished PC game hell it's in right now. All in all I think horror games are pretty fun; but maybe I'm just strange. I might get too much of a thrill out of being scared. I watched part of a playthrough of PT and caught myself smiling a few times.
The fun in a horror game must come from progression and overcoming your fear.
Therefore a good horror game needs 3 things.
1: The atmosphere in itself should make you want to leave
2: Means of survival should not be abundant and the player needs to often be contested
3: The story has to be interesting, to make the player want to continue.
Silent Hill games have all of those and it's why many consider it a great horror series.
We share the same opinion on this, the atmosphere, sound design, enemy design. Everything, really. It's just perfect for what it is and does. I love them so much.
I liked the part in PT where the area went red and the corridor was infinitely long, confusing and the screen was blurred. That was just a moment where I went "that's abstract and cool". Surprised the walls didn't turn to flesh, though.
Not hoping for it but I have to admit, I like it when games do that properly (DOOM and the original arcade SplatterHouse for example)
"an abstract kind of hell" comes to mind.
Play for the same reasons. Here's my post >>258281358
When Hell and Demons are involved. I always think of DOOM. I can't feel about Hell any other way than having a traditional, marble floors and walls. Stone and wood with gothic "design".
That hell and the totally fucked up hell you see in later DOOM (being fleshy) is just so good.
Also, the representation of Hell in Shadows of the DAMNED. Ya know? Like, old fashioned London with cobble-streets. That kinda hell is also cool.
Fatal Frame 1 and 2 are brilliant games, I've never played a game with as creepy of an atmosphere as the mansion in FF1. That said, Amnesia isn't really a bad game - it gets tedious but it had pretty good sound, atmosphere and enemy design.
The problem with games like Outlast and Amnesia is that they offer no way of fighting your aggressors, which means you never need to confront them. In every encounter you will be expected to either run or hide - and since you can't advance without doing this, eventually you'll find yourself just deliberately getting caught so you can start the encounter over.
This is poor game design because having to actually confront your enemies adds to the horror. Fatal Frame understood that - when you went into that dark room you knew you'd have to sit and look at some fucked up ghost in the eyes as you took pictures of it. When you walk into a dark room in Amnesia you know you'll probably just have to run out of it and go back when the enemy despawns.
Who's wants to dump Junji Ito in another thread?
No thanks, not this time.
Most of his stories aren't very good and end really poorly. I like his art and some times there are really creepy things. Long-dream was cool, but then it just got weird quick. Gyo... was alright but the movie it got was SHIT
The one where that muscular guy kept turning gravestones... was dumb.
He's really hit and miss. Fuan no Tane often has poo stories.
I'll admit, alright. If some of that shit were to happen to me. I would probably be super surprised and freaked out. But it doesn't and those comics just don't work all the time.
So again, no thanks. Not this time.
Depends on your state of mind. If you go in as a scared 9 year old, yeah, Amnesia is fun. Most people over that age figure out the quirks of the game, the rules, what triggers what.
That's why I really enjoy P.T. It's hard to figure out the rules of the demo, it's difficult to replicate something you think you did.
The AI Levels go like this.
Laughably easy, or they don't do anything at all.
Medium, not too hard, but they're still simple.
Difficult to keep up with, especially with other Animatrons around similar levels.
You're basically asking to get fucked.
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If you were making a horror game, how would you handle the scares?
Atmosphere, "enemies" not always in the same spot depending the time you enter the area. Mindfucks. Jumpscares are random events which have a chance to trigger but only if you do specific stuff. From walking under a broken beam and a plank of wood triggering to fall and making a clank, to a ghost which falls off instead and begins an attack.
Mostly atmosphere and random encounters through a timer, however. There would be scripted sections. Maybe have it be a single player game, but if they're connected to the internet, do a "Demon's/Dark Souls" thing where you can see other players running (but they look like ghosts to you) and sometimes "fights with ghosts" are actually players encountering players, who think they are enemies in their own game but they're actually a player. So invasions without saying it's an invasion.
No scripted shit. Every situation the player gets themselves into is their own fault and it's up to them to deal with it. The horrific monster chasing you isn't going to stop being a problem just because you ran away and hid in a cupboard - you need to be smart enough to formulate a way of dealing with it that you can execute under pressure.
Five Nights got this right because in theory the game isn't that hard as long as you don't panic - you just need to be quick enough at navigating the cameras and pushing buttons and confident enough to not chew through all your power. The problem is the game makes people so paranoid that they screw up and die.
I would also really like to see a game set either in the deep sea or really deep underground with giant monsters. I really can't think of anything that scares the shit out of me more than a gigantic eldritch horror next to you in the pitch darkness.
game was repetitive as hell, but the chapel looked pretty cool.
You know how every indie horror game these days is "you are being chased by a thing and it gets loud when they show up"?
I wanna make a shitty indie horror game where you're being chased by headless dudes and you have to collect their heads. The heads scream at you and are generally loud and annoying, but get quieter when the enemies are close to you, because they're trying to sneak up on you.
If the enemies are in the same room as you, the game will be completely silent except for your footsteps.
I would go with something like 'Cabin in the woods'. What I mean is that the game would be set in a secluded cabin but would contain different experiences with each play through, you could be facing something generic like a zombie apocalypse survival nightmare or you could something more subtle with a spooky child in a white dress, alternate dimensions, horror sustained with effective sound use, children laughing and playing - you know, generally unsettling stuff.
Basically each episode would play out differently and would require the player to adapt their play style to keep going while utilizing their knowledge of the medium.
NightTrap? Was that the FMV game where you set traps? Kinda, I mean you have security cameras but no traps. Just two doors, two lights and a gerbil in a wheel for a generator.
>NightTrap? Was that the FMV game where you set traps?
You had quite a few screens to look at which are set up in rooms. You can set off traps for people who invade the areas of the house but you gotta look in the right places at random times.
Quite outlandish. Very unique and unlike most of the SEGA CD games which were "cinematic" having recorded footage for cutscenes. The whole game is a cutscene.
From trapping invaders in the shower which turns into a gas chamber to turning the stairs into a slide and they fall into a hole with smoke coming from it.
Anyways. Jumpscares? What are the gameovers like?
There are jumpscares in a sense. I mean, I jumped. I've not 'won' the game yet, if there even is a winning. In my last game I was close to the end of the shift and lost track of one of the mascots, I was searching for him but my power was low, I pull down the security feed and the fucker was in the room with me. >>258294695 is just after said event. It was my own fault, I got careless. Another gameover was due to a power out, I had too much going on at once and my power drained too god damn fast, then Freddie had his vile way with me. It's a fun game, tense and strategic. Biggest problem is why this idiot took the damn job
Hey, sup bro? Dropped my shit.. my bad.
>Shitposting in a good thread
Bitch, you have no right to complain.
>Look through glass.
>Door is locked
>It's laying on table.
>Go retrieve item from next door room.
>Come back out.
>It's no longer there.
That was a long night for me.