Gentlemen, how do we fix the horror genre?
I personally think horror games should be more subtle, I'd totally dig a game that doesn't seem to be horror at all, but is full of hard to find horror elements that change the whole meaning of the main plot of the game. Developers nowadays are really scared of players missing content though, so they won't go subtle anymore.
I think Slender is the game that most damaged the genre, since its viral success has brought everyone to copy its bland style.
We just need a hit on the right direction
should we buy the fuck out of REmake HD?
Don't take away combat from the player, else you're just left with a shitty hide-n-seek simulator. Keep combat, but make enemies balls to the wall tough to fight and make them stronger as the game goes on.
Silent Hill 3 sort of had this as well. Most monsters had no practical weakness, like the pendulums would counter attack you if you shot them or closers would use their spin attack if you got close to melee them. C
I love Dead Space, but as a compleet scaredy cat, I can play that while still enjoying myself. There are some gruesome parts like
the room in chapter 5 in which there is a Regenerator and a load of other necromorphsbut that is more tension that actual horror. I think.
I love your idea.
I don't understand why modern horror games feature tough protagonists with deadly weapons.
the point of these games should be survival, not "slay the bad guys".
I want a survival horror with no firearms.
Alien: Isolation is a really good horror game.
The AI looks like it's going to make for a really scary experience. I reached the end of mission 2 and called for the transit thing, leading to a tense thirty seconds of fucking nothing. Then my computer restarted due to updates because fuck you
Next time I did the end of mission 2, the Alien showed up and scared the shit out of me because I didn't know he could pop up there
>On November 22, 1987, two Chicago television stations had their broadcast signals hijacked by an unknown person wearing a Max Headroom mask. The first incident took place for 25 seconds during the sportscast on the 9 O'Clock news on WGN-TV Channel 9 and two hours later around 11 o'clock on PBS affiliate WTTW Channel 11 for about 90 seconds during a broadcast of the Doctor Who episode "Horror of Fang Rock". The hacker mumbled nonsense during his interruptions, including the phrase "The Greatest World Newspaper nerds", a reference to WGN's call letters, standing for World's Greatest Newspaper. A homemade Max Headroom background rocked back and forth as he talked. The video ended with a pair of exposed buttocks being spanked with a flyswatter. The culprits were never identified.
>In late 1987, following the cancellation of the American TV series, it was announced that a feature film titled Max Headroom for President would be produced. Frewer, quoted in a Marilyn Beck column in December 1987, indicated the plan was for the film, which at that point had no finalized script, to be shot in early 1988 in order to capitalize on the 1988 United States presidential election. The film was never made, possibly due to the 1988 Writers Guild of America strike which erupted three months later.
The intrusion appeared right after the show was cancelled, why does people think there is anything mysterious about this?
are you ever going to get sick of posting the same fucking max headroom image
are you the same guy that kept asking "WHAT'S THE MAX HEADROOM OF VIDYA"
do you have a fucking obsession or what
I'm really bored with over-the-top gore that's meant to "scare" you. It stopped working a long time ago with horror films and it got old a lot faster with video games. It looks fake and there's no plausible suspension of disbelief when it comes to digital gore.
Having your fingers cut off in Outlast and fucking Heavy Rain are a lot more terrifying and cringe-inducing than seeing another pixelated guy get his head ripped off in a CUH-RAZY way.
I'd like to see more of the Yume Nikki approach, the sensation of being lost, the level layouts not making any sense, the exploration...
Maybe a horror-themed Antichamber could be a good game
>Cutting your finger on Heavy Rain
As much as I'm not convinced by that game as a whole, I must admit that scene, among others, are done with a lot of care and attention to detail.
Easy enough: A good horror game needs to be able to deceive you and make you think you are safe. It is when it breaks you from your comfort zone that you start feeling the rush of horror.
Let's make some examples.
>A game based on Predator, where you play as a soldier who is trying to find and kill a AI controlled predator. You have three AI allies that you can assist, and you can choose to work together with them or go out on your own. The game involves trying to outwit the hunter, and while you do have guns, you have only a set amount of ammunition and gear and, unless you loot the corpses of your allies, you won't get any more.
>You choose your role in the group which decides your starting gear and your relationship with your allies. Medics, for example, will be expected to save dying soldiers, and failing to do so will hurt your relations with your buddies.
>Sound and hearing are imperative for surviving. There is no radar, no indicator for your health, no HUD whatsoever. The only way you can check for injuries is by physically looking at yourself.
>The game only ends either when you die, or when the predator dies.
What if you play as someone who got kidnapped by a psycho killer, who's been torturing you for awhile, before you got your chance at freedom and must navigate through his morbid lair to escape?
Should we trust Kojima-san? Can he make a good SH game?
I always thought it would be interesting to play a game where you're locked in a serial killer's basement and have to outsmart him while trying to find a way to contact the police. That kind of situation would scare me shitless in reality, especially if I was constantly being drugged to fuck with my head.
Actual empathic characters. Part of what made silent hill 2 so good was how they made James Sunderland so believable. Because I cared about him, I was able to immerse myself more and, in turn, got spooked by the atmosphere more.
That, and less is more regarding gore, like an anon above me said.
> empathetic characters
Jesus, this. You're not going to get much of a reaction from me if you brutally murder a fictional character who I don't care about. It's a fictional fucking character. I'd need an emotional investment to give a shit.
I once had a dream where something like that occurred to me, but rather than a basement, it was more like a series of maintenance tunnels that extended deep below the earth.
I had to navigate my broken ass body to the surface while being hunted by the killer for sport in his torture dungeon.
I want a game set in the 50's that plays out like a detective story where you have to uncover the mystery behind a bizarre series of murders. The deeper in the rabbit hole you go you start to find occult connections. The case is closed but the MC becomes more and more obsessed with finding the truth and decides to take it into his own hands, eventually uncovering some kind of lovecraftian shit going on. That is my dream game, I know it's an extremely basic lovecraftian set up but I've never seen it done really good.
Remember the scene in silent hill 1 with Lisa? Where after you slowly see this nice character get more and more scared, suddenly she just starts bleeding from the head and Harry can't even deal, so bad he leaves the room and closes the door behind him?
That is actual horror in the classic sense, not in that it makes you panic, but you are HORRIFIED at what's happening.
>Amnesia: The Dark Descent
>Call of Cthulhu
What other games with lots of sanity effects would you include with these three? I fucking love games with sanity effects.
Even though Amnesia 2: Electric Booga Booga was hot garbage
Either make games less linear or at least give the illusion of a sandboxy game like the later crysis games for example
You need time to actually get scared before something happens sort of like how amnesia the dark descent did it
Completely eliminate all qte elements but for example having to lockpick a door while you are being chased seems kind of cool (basically anything that requires you to do something mechanically "hard" while under stress)
Use music to influence the player as much as possible since the most important part of just about any horror game is audio and to a lesser degree aesthetics as well
One very very important part of the survival horror genre in general is that the ai has to be good or at least it has to seem intelligent since the second you start seeing patterns is the instant it is no longer scary
Just a couple I came up with
jesus christ that is so cool. what a way to go man
>Hellevik, being exposed to the highest pressure gradient, violently exploded due to the rapid and massive expansion of internal gases. All of his thoracic and abdominal organs, and even his thoracic spine, were ejected, as were all of his limbs. Simultaneously, his remains were expelled through the narrow trunk opening left by the jammed chamber door, less than 60 centimetres (24 in) in diameter. Fragments of his body were found scattered about the rig. One part was even found lying on the rig's derrick, 10 metres (30 ft) directly above the chambers
I wish they'd make a new alone in the dark game. The original trilogy is good but archaic as fuck, new nightmare looked good but it was such an re3 clone, and the reboot was hot steaming shit.
I just want the feel of exploring a spooky ole mansion in what's more like an advanced adventure game than an action game.
Well let me tell you about my favorite group, the Gnostics. I told you I was making my Current 93-esque game, so I have to read some Gnostic shit.
Fun fact is if you look at the Wikipedia list of Gnostic sects you see them gradually evolving into Luciferianism and other charming cults
The book I'm reading itself recognizes that they often had "disturbing interpretations of creation stories" and at some point even the Church told them to knock that shit off
I read one of /lit/'s favorite books, The Conspiracy Against the Human Race, before and Ligotti mentions that antinatalism was heavily influenced by the depressed fucks
By the way,
That's a lel right there.
This verse here shows that Jesus in their view's no very nice. I read a summary of one of them canon Gnostic texts once and it seemed to mention Jesus laughing on the Cross as he was being crucified.
I don't know exactly why, but this horror game is the only one to spook me enough out of extended play sessions. That soundtrack. That drab color and lighting. It just constantly bothers me, and no other horror game can do this.
I used to wish for more horror games. The first Amnesia was great, we hadn't had jack shit for years before that but once unity and amnesia CSs got popular every faggot with minimal knowledge started throwing out bullshit like slender and it's just saturated the market the same way twilight ruined vampires and zombie comedy bullshit oversaturated and ruined zombies.
Now I just want the whole genre to disappear for 5 to 10 years. No one is making anything that is scary. It's just the same bullshit over and over again.
What's it called when a revelation makes you retroactively scared? Like situations where it's revealed that at an earlier point you were in terrible danger/close to the monster but you didn't know it, because I love that stuff.
The ambiance, lighting and music really help set the tone. This wasn't some metal-head's wet dream of fighting hordes of demons anymore, this was a chilling, bleak form of hell. Levels like Into the Void, Dark Citadel and Watch Your Step were creepy as fuck for me.
Establish rules and break them (But not too often)
Maybe the player has really limited ammo but there are safe zones where the monster/monsters can't attack you
Then maybe half way through the game half a big badass fucker break through the safe zone so that the player freaks the fuck out. Have it only actually happen 2 or 3 times in total but just enough so that the player is paranoid as fuck
Also Uncanny Valley is great but that's just my biased opinion
Make the horror genre more like P.T, instead of following the Amnesia formula where you solve a puzzle-hide-enemy comes in-glances around a second-walks away.
Amnesia wasn't fucking scary, anyone who says so just has low endurance.
>no more asylums
>no more 2spooky castles, it's been too many times and rarely well
>no more 2spooky forests
>needs to be extremely atmospheric, graphics are not as important here as sound effects that get under your skin and make you paranoid
>shake things up once and awhile, amnesia stopped being scary when you realized you were only in real danger if you heard the "monster music" however for me at least the terror meter sound when spotted never got old.
>jump-scares that make sense
>no more recycled-freebie sound effects that every other shithead uses in his shitty indie game
>no more motherfucking slenderman, shove your pages right up your cunt
It needs to be something that hasn't been done 9000 times already. Themes that haven't been explored but unnerve people when they think about them. No more generic HURR I WAS THE KILLER ALL ALONG or HURR GHOST GIRL GOT RAPED AND NOW WANTS REVENGE fuck that shit
I believe it's called fridge horror.
I think only games with a lot of story in them can really have this, so to see it well done is rare. The only instance I can think of is with Silent Hill 2, where the ending completely changes the entire game.
There's some fucked up shit you forgot to mention
Britbongs are literally subhuman.
So are Africans.
So are Americans.
Not the same platform but still kind of spooky.
it doesn't necessarily need story,
for example, something as simple as making the player navigate a dark room, once they're out of the room as soon as the door is locked behind them having loud yelling and scratching noises coming from the door behind them
there was a monster inside the room all along, simple setup, simple payoff
Thats p much it. All you need is a good atmosphere and anything can be scary. The hotel in Masquerade scared me even though i was a superpowered vampire and it was super cheesy and i knew what was coming
I think STALKER totally nailed it with the horror atmosphere.
You have good shooters, tons of ammo, a living tank suit and already killed thousands of mutants, still on the highest difficulty the zone always stays dangerous and unpredictable.
>them creepy bloodsuckers who kill you with two hits, while dodging your bullets invisibly
>them dog hordes you can not take on even if you have a machine gun with endless bullets
>them zombies that kill you through random hits when encountered en masse
>those burrers who tear out your weapons and shield themselves
>those intense encounters with other stalkers
>those random anomalies that slap you shit casually if you do not take care
>those soviet era buildings standing above you, dead and dangerous at the same time
>this mysterious zone waiting to be uncovered by the courageous and share its riches and at the same time terribly punish and swallow the stupid and reckless
It was just the perfect setting which made you shit your pants at some places and that without making you to a helpless fool and just by making your foes powerful and so always pulling your nerves.
I actually made something like that in rpgmaker but I never uploaded it anywhere cause I didn't think this autust slender generation would play it. Ended up losing it when my hard drive failed.
>If there is no resource, limit time to keep players active
>fighting is difficult and often not rewarding outside of bosses or certain areas
>If there is no fighting, strengthen the atmosphere and give the illusion of a imaginary threat
>semi-challenging puzzles that are either clever or avoid repetition
>A sense of mystery that is never explained, so the player imagination can fill in the gaps
>Music that invokes emotion or instills a sense of dread
>Cast of characters with strange quirks and behaviors like a unnamed mailman leaving clues (newsletters) for the player by fire hydrants or a southern belle acting like she has a cigarette and doesn't, but for whatever reason exhales smoke
I think no weapons is a good idea, but just having to hide-n-seek doesn't really complement since it gets boring and predictable really fast.
I don't know what other mechanic I would include instead of hiding and running though.
>3rd person horror game
>you're in a giant space station hiding from monsters
>part way through the game you discover they're all being controlled by some leader monster you've never seen before
>game is working up to the climax
>camera suddenly starts to move independently from the character
>the camera was the leader monster's view all along
I liked it when amnesia did it. Then everyone else started doing it. I'd like to see something like from Penumbra, you have weapons but they aren't terribly effective and you're unlkely to kill an enemy without getting fucked up yourself.
Less jumpscares, more psychological stuff.
Slenderand the SCP games are good examples. If someone could essentially take one of the psychological Dr Who villains and build a good game around the concept, it would be great.
>camera always switches angles
>it does so by moving fluently
>sometimes the screen goes dark for a fraction of a second
>one of the mechanics is that enemies always back off if you dace away from them for some reason
Out Of Hell is another game with a ton of weapons and ammo that still manages to be spooky. It even has a few jump scares that aren't stupid. They're not overused - there's only a few in the entire game - and they have buildup and don't come out of nowhere.
>that 9/11 call
Guys don't watch this unless you want your day to be ruined
This too. When I played Red Faction 1 I got spooked pretty good when It went from killing human enemies to those mutant failed experiment zombie things deep in the caves.
Same with Farcry 1, you're just killing mercenaries and advancing and then those ape fuckers get loose.
I don't feel like I care about having to voice my opinions on this because
Resident Evil Revelations 2
and hopefully Evil Within will be good.
Would be nice if someone actually wanted to make an old-school tank-controller-style Survival Horror though.
I'm gonna buy it and I feel like... maybe we should try to get the game go viral? Get some famous youtubers to make it popular. Then we don't need to spend our cash ourselves.
>4 player co-op game >Only objective is to reach a waypoint at the end of an area >constantly being pursued by weeping angels
Adding a Geiger counter sort of thing to indicate how close they are would make it even scarier, as well as each time you lost somebody, it would get 100x more tense.
Actual suspense works wonders.
Mannequins in condemned 1 are a good example. They're just mannequins, but they move. First it's one or two just turning around, then it's 3 or 4 turning to you, then by the end of the level it's like 15 mannequins chasing you and staring you down.
Fuckin scary stuff.
Now we just get jumpscares, and those work once or twice, but eh.
that was rough
Yeah, don't watch that video.
This reminds me of that nightclub fire video where you could hear people SCREAMING from the inside as they were cooked alive, and only like 3% of them got out because the exit was shaped like an L, and they all piled up and burned as a whole mass of flesh at the exit.... That, and the fucking 9/11 call from the people in the second tower as it was burning, and they were panicking... Jesus, I had forgotten about this, but the helpless screams as they saw the second plane was just fucking rough
I think I've found the one thing that horror games neglect routinely. Extreme human suffering, people trying to stop it, and being COMPLETELY unable to. That's why the 9/11 call was so rough to listen to. That poor fucking girl was completely helpless, and SOMETHING in her voice reflected it. Same thing with the night club fire video, and the 9/11 911 call.
Games need more of that.
I actually loved the original Slender alpha.
That feeling of being hunted. Always looking behind you to see if you were being followed. Keeping your eyes peeled for either a page or Slenderman. That feeling of dread when you'd pick up a page, knowing you just made things a lot harder for yourself. That fucking building where every single turn meant you might run into him, and knowing that your escape route could get cut off at any second.
Slender did a whole lot of things right. It's a shame what it turned into.
Wow, this has to be bait. Dr Who... only the weeping angels were horror-material in that show and that would be so tired so goddamn fast. I mean, that is just more Slender really.
No, horror games needs to be fleshed out with more than just running and hiding. Puzzles, weapons, bait, inventories etc. Silent Hill 3 is a good example
That's the just the same as darkness in essence though.
Maybe by manipulating trust. Force the player to put their trust in NPCs, some of which are working against them. Pretty vague but in the right circumstances it could be scary.
Its when you expect something to do something and it doesnt that you really get scared.
Also the classic
"Monster chasing you half the game just looked and gasped with fear at something behind you" moment should be used more
Did you play the first one?
I think at least Claire and Moira will be able to get killed in 1 to 2 hits and then you would only have a limited amount of herbs. That helped the first game so much.
I loved that game. Maybe more games should try more close-up combats systems, I'm way more scared when I have to approach the enemy instead of just killing it from the distance.
Also, even when that mannequin scripted sequence gets all the praise (and rightfully so), I loved that whole level, as there were enemies dressed as mannequins (appearing that mannequins had disappeared from their former position) and it'd make you go paranoid as fuck.
Explain why horror games should not have combat.
RE4 is one of the best action-horror games of all time and it's not scary either. Dead Space 1 and 2 had a goal, and nailed it thoroughly, with the second game improving on the first.
dat fucking 911 call
I'm out boys, I'm just gonna go play some WoW. I need to forget that screamning.
Make everything very stormy. A total downpour of rain and wind and thunder and lightning.
Imagine exploring a house, fully lit with all the lights on, when suddenly you hear a deafening clap of thunder right on top of you. Or when you're running outside and see figures in the rain, disappearing as quickly as they appear.
Parasite eve 1 and 2 seemed to play on the uncanny valley very well, the designs in that game are very unnerving.
RE4 was a better game, it even held a scarier atmosphere, which is saying something. That has nothing to do with your original statement either. Dead Space isn't a masterpiece by ANY stretch of the word, and neither is RE4, the game it borrowed from.
It's a fun distraction and nothing more.
Darkness was a microscopic piranha-like creature which hid in shadows. All the characters were wearing spacesuits which somehow stored and replayed their last thoughts, so the only way you could tell they were dead was by noticing that they had an extra shadow.
Silence looked like slenderman, they are completely wiped from your memory when you aren't looking at them, so they are all over the place, but never noticed. Pic related is from the episode.
Empty child was a dead kid who had been 'healed' by some kind of medical nanomachines, but was basically braindead. He constantly pursued people looking for his mother, and the nanomachines pretty much turned them into zombies. Lots of ridiculous pseudoscience, but the episodes were scary.
>Cry of Fear
Some extremely shitty jumpscares overshadow some extremely clever ones. I almost put down the game after the intro, but I'm glad I stuck with it.
The whole forest area was hell, and the apartments atmosphere (especially the second time around) was fucking unbearable.
My favorite moment has to be the University. You just know everything's going to go down the shitter the second you pull out the fuse, but you must do it. I wish more games did that.
Horror games neglect that because it's thw wrong kind of horror. Extreme suffering like that does not make you feel fear, it makes you feel emotional pain. It may be incorprated as an element when you're emotionally attached to the character or be a part of some artsy game made to make you feel like shit but having too much of this is just not enjoyable. It's the opposite of enjoyable.
What do you think about:
>a game like Parasite from WC3
>you are Marines on a space ship (multiplayer game with NPCs)
>NPCs are just friendlies and are running around the ship
>players look like random NPCs and have to behave like them
>only that players all are aliens in disguise with different powers
>randomized equipment is scattered around the ship
>killing others, NPCs or players, in the alien form consumes them and makes you stronger
>goal is killing everyone on the ship
>have to disguise yourself and always fear your neighbor in case he is a player
>always be suspicious
>always scared if you are suspicious in some way, by changing equipment too often or moving too much or not at all
>if you consume enough people you become completely overpowered and can not change back, making you a lurking beast, hunting for single crew members
Okay, I remember Empty Child. I liked the fact that he turned people into something as goofy-looking as gas-mask people.
I like transformations/turning in general, as long as it is not zombies because they are so overused.
>The girl screaming her mother is getting killed
G-god why did I watch this
Takes place in the middle of a busy, crowded urban area with lots of people around.
Then time is frozen for everyone except you. You wander around for a while trying to figure out whats going on.
And out the corner of your eye you sometimes see some people move, or turn their head to face you still frozen. Or did they?
System Shock 2 did combat pretty well.
Melee combat was clunky and awkward. Very viable, but awkward. You never felt like you had the upper hand when you were clubbing something to death because you could miss or bang your wrench against the wall and leave yourself wide open.
Guns were clumsy, too. Every time you fired, your crosshair would fly off in some direction and wouldn't automatically fix itself, so you'd have to manually re-aim every time you wanted to shoot something.
Also, ammo was hardly plentiful. The energy weapons that don't need ammunition are weak against everything but the rare encounters with robots, and would break down if you weren't maintaining them regularly.
Of course, the enemy design was perfect, too. The mutated hybrids would alternate between threatening you and begging you to run away or kill them. The robots would repeat their canned phrases as they shot you or ran at you with the intent to self-destruct in your face.
And naturally the only help the game provides you is from something that's probably more dangerous than the threat you're trying to protect yourself from.
Well yeah, RE4 is one of the best games of all time. Most things look pretty bad in comparison. The first two Dead Space games are still, well, masterpieces. Minimum jumpscares, combat that's tense but fun and not shitty, lots of atmosphere and some semblance of story to tie it together. They're action-horror games at their finest, and the fact that they became popular shouldn't matter on that.
But the original post was about the quality of the games themselves, not their scariness. It was said that they were good and the only responses were that they weren't scary. They're damned fine horror games.
I'm not defending Outlast though, fuck that. Steamy garbage.
Stop focusing on atmosphere. It can't carry the game alone.
Stop focusing on violence and gore, it's been done to death and we've seen it all.
Stop using jump scares. At best, they startle momentarily when unexpected. At worst, they're predictable and do nothing.
The horror genre cannot be saved because it puts every player into a box and hopes they're all afraid of the same thing. You need to find a way to determine what a player specifically fears and use it against them, but this is impossible to do if you want to make thousands if not millions of sales.
We've experienced every trope, cliche, and almost every scenario there is over and over and over. We're desensitized and there is little else that can be done.
In my opinion, the only hope for the horror genre can be found within things like the Occulus rift and eventually omni-directional treadmills and motion sensing gloves or peripherals of some sort like the Razer Hydra.
Staring at a screen lazily with a controller (or Mouse and keyboard) in your hands doesn't allow for a very immersive or entertaining experience in a a medium designed to scare -you-.
You yourself need to be dropped right into the action. YOU want to looks around, not the camera. YOU want to run away from whatever the hell you think you saw or heard, not the characters. YOU want to solve those puzzles or fend off that unholy abomination with nothing more than a claw hammer, not finish some stupid QTE.
I imagine the day when all of this is actually possible is quite a ways off. Another decade or so maybe.
Id like to see more atmospheric horror games, like a first person yume nikki or updated lsd. i dont wanna be spooked by skeletons popping out, i want to be uncomfortable and disturbed by my own genuine emotional reactions to my environment.
>Fight through the night
>Survive the forest and the asylum
>Just you in the forest, alone with the birds chirping
That alone was almost all the pay off I needed for that game.
Cry of fear in general did a bunch of things I loved.
Why has this become THE image for horror threads here nowadays? Why not something from an actual video game? Don't get me wrong, I like these threads, but I am confused why the Headroom out of all things has become the mascot.
You're entitled to your opinion, but I feel the only way to get the scary back is to find ways to put the player themselves right into the thick of it rather than watching everything happen to someone else.
Let's break this down, shall we?
What's scarier, First or Thrird Person POV?
Nah anon, atmosphere is important.
Not because you have to get a certain feeling out of it, but because to fear a horror game, you have to become one with you character.
In those moments where you nearly get torn apart by some monster your subconciousness thinks "holy fuck that could be me and after all the hard work I put into all of it, I still died."
It is different depending on the game, you are right at that one.
I could not give less of a shit about the silent hill games, because they did not get my attention as hard.
But on the other side Rayman Hoodlum Havoc made me cry bitch tears, because I loved the game, until that one place where you face invincible enemies, who slap ypur shit with no trouble.
They're not masterpieces. Neither is RE4, the game you put a separate pedestal. Stop insisting they are. Praise them for positive traits, and recognize their faults. If you keep saying it's perfect, then the ceiling has been reached and no-one will try to go beyond it. People will always think RE4/DS is the pinnacle of 3rd person shooter and never break the formula, only refine it.
You're free to like it my nigga, in fact I do too, but don't go spouting strong words like masterpiece.
As much as first person has been done to death, it's needed to make the player feel like the character, and most importantly, feel alone.
However, if there is less of a threat, and more of an uneasy feeling or good story, third person can help make the player connect with the character.
Why don't you just fucking stalk and gaslight somebody then and cut the middle man?
The most intense and innate fear is the fear for life and for media it's impossible to emulate unless once the game is installed it also installs a RAT on your computer and the dev just comes and tracks you down and kills you.
See, this is why horror is bullshit. I as a developer wouldn't want to make the player scared, I'd rather want the player miserable.
I have zero interest in having the player feel "fear" that will eventually fade, I'd rather have him feel disturbed and sad.
Some chick was found inside a locked water tank on top of an apartment or hotel.
No signs of struggle or drugs in her system. The elevator cam was the last thing to see her alive.
I'd totally dig a game that doesn't seem to be horror at all, but is full of hard to find horror elements that change the whole meaning of the main plot of the game.
This. Bonus points for the game coming off as another genre. Like imagine that shit being pulled in a super cute JRPG. Then you notice one detail, one little thing that seems off in some small way. As the game goes on you notice more and more, and by the time the game's over you wonder what just happened, and what the game really was.
Masterpiece does not equal perfect anon.
It just means it is really good and a fine example.
Nothing is perfect, thats right, but RE4 is damn fine and can proudly stand on its pedestal.
Also opinions, surely there is someone who thinks this game is really perfect in every regard and there is nothing you can do about it.
That's no different from a cheap scare.
In reality, everything that threatens your life a little bit seems horrifying. I appreciate people who write, paint, compose... create horror to go further than that.
>Afraid of Monsters and Cry of Fear
I think they're the biggest disappointments in the horror genre. The atmosphere and monster design alone makes them 10/10's. But then SUDDEN SPOOKY LOUD NOISE after SUDDEN SPOOKY LOUD NOISE ruins everything. The developer has no concept of subtlety.
>surely there is someone who thinks this game is really perfect in every regard and there is nothing you can do about it.
You can try counter arguments, and hope your points don't fall flat. An opinion can always change. Two way street, but still.
The fact that Endless Ocean, a first party Nintendo game meant to be maximum comfy and with zero possibility of danger, was able to scare me more than most modern horror games says a lot. And I'm not afraid of the water or creatures in it.
Honestly I agree with OP. I think "horror games" are just too difficult to get right, and like movies, the truly scary moments will always be subtle and usually not in a branded horror production. I would like to see 3rd person adventure games, something in the vein of Zelda or Tomb Raider, with a horror atmosphere. If you're constantly focussing on the fact that you're scared, it'll wear off early in the game. The game should distract you with fully developed mechanics from regular games, then it can catch you off guard with a scary moment.
I never played cursed mountain on Wii, anyone know what that was like? Horror must be the toughest genre to nail really.
And I have to say I really liked all the 8bit parts from The Nameless Game.
They felt just like the thing I was describing on the first post, although it's obviously a horror game.
I dunno. Humans are sight dependent creatures, the only think I could think of is inevitable doom, like having some unstoppable force coming at you and there's little you can do to stop it
Other than that, something abnormal like >>266760000
seems like a pretty cool idea
I like the direction Kojima went in with PT.
It had really good pacing and some subtle things that just made the atmosphere.
A large part was also the godlike sound design.
I also like the stuff they showed in the concept trailer
You can see that Kojima and del Toro have a lot of ideas on how to approach the horror in the game.
Kojima is my only hope left for the horror industry
Is there a game were you encounter something similar to webm related? Something that doesn't have a scary appearance but acts extremely creepy.
You niggers are describing the first Resident Evil games. So, the answer is to HURRY UP AND FUCKING REMAKE 2 AND 3, CAPCOM!
>Mfw people tell me Cry of Fear isn't that bad for jump scares and the face in the beginning is totally the only one.
For some reason, seeing Boo in Mario's castle in Super Mario 64 always scared the shit out of me when I was a kid. He was so out of place... That whole level scared the shit out of me.
And that piano...
>there will never be a psychological horror game set in an infinitely generated abandoned shopping mall where the only enemy is the player's mind
The last time I played a game inspired by /v/ horror ideas I found it extremely underwhelming, not to mention not scary at all.
To all you idiots saying "NO JUMPSCARES!" shut up. Jump scares are perfectly fine and serve to catch people off guard in moments of safety or even create suspense in expectation of subsequent horrors.
What you guy hate is overuse.
But anything can be overused!
You want a REALLY good idea?
Make your game have really good sound quality.
I don't mean it just sounds clear as day, I mean musical score and environmental auditory direction are perfected as well.
Sound is one of the few things that actually connect the player to a videogame and a lot of media fucks it up by making it blatantly obvious something is going to happen, trying way to hard to sound scary, or a million other things that can cause disconnect.
I know you'll fucking kill me but...
[spoilers]I actually believe Treyarch have done a good job with the subplot on their zombie minigames through the COD saga, if you google it, you'll see that every featured map is part of an elaborated plot that tells the story of how the infestation extended through tiny details on them[/spoiler]
There is that one dating sim where one of the girls smashes your genitals and beats you to death with a baseball bat. Also if you try reverting back to a previous save, it goes back to her and says something like "you can't turn back now"
>only that music, your footsteps and your breathing
>out of nowhere announcer calling the cleaning staff about this "mess" at the food court
>"Have a nice day!"
Clock Tower but with the gameplay and story inspired by Hotline Miami.
>you play as a timid schoolgirl who gets stalked by a bogeyman
>players are rewarded points for putting themselves in danger and doing daring things which can be things like:
>witnessing a murder from up close/exposing yourself to the bogeyman/being close to the bogeyman while chased/opening a locked door while in pursuit/hiding inside a dead end room/bogeyman being in close proximity to hiding place while searching
>these things can be strung together into a "combo" for extra points
>players are encouraged to be creative to get a high score
>I personally think horror games should be more subtle, I'd totally dig a game that doesn't seem to be horror at all, but is full of hard to find horror elements that change the whole meaning of the main plot of the game.
People would find these things and post them everywhere, utterly destroying any horror the game possessed.
People have speculated a lot about the meaning of "Silent Hills" and how Kojima wanted people to collaborate to solve the puzzles on PT (with the different languages), so what if the twist to SH is that you're actually part of an MMO?
Like you're searching a house at one point and you run into another player? That would scare the shit out of me and confuse me for a sec.
>play the game
>walk into shop
>announcer calling "Could anybody please clean aisle 5?"
>It's the last aisle in the shop
>everything goes completely silent
>you could just turn around and leave or walk forward
here let me sum up everything that's wrong with the western AAA horror genre
>Well it goes without saying that we're impressed with your survival horror game
>But where's the combat system?
>Don't you think players might get stuck and quit on some of these harder segments?
>Some of the more subtle elements are just gong to fly over the players head, they should be made more obvious
Meld elements from stealth games and RPGs. Running and sprinting will make you louder and alert monsters to your presence. You have something like a grid inventory, 'cept without the grid so you have to rotate shit in three dimensions to make it fit in the limited space with other items.
You only get one gun. There are several available, but due to their size and weight you can only carry one and your playstyle will revolve around whatever you chose.
Emphasis on exploration in a small, but somewhat open world.
A limited number of unique, smart and durable enemies that chase you throughout the world to create a looming threat.
Make running and hiding from enemies like Amnesia a temporary fix. If you have the chance to stop them and you don't, it will bite you in the ass later.
My favorite scp was the mask one. I think it was a glitch but I was so tired of all those fuckers I pressed the kill button and gas came in but he didn't die. Just stared at me pushing the button that was supposed to kill him.
The most important thing for me is that they don't fucking show the monster.
No monsterdesign can live up to your own imagination.
Also most devs are shit at monsterdesign and I end up laughing instead of being scared.
STOP MIXING CO-OP WITH HORROR.
This is what killed the Resident Evil franchise. After beating Leon's campaign in RE 6 I literally could not force myself to continue playing. It was that bad.
>tfw you will never have the pleasure of beating RE:4 for the first time ever again.
pretty much, he's like the Statue, he's there because there has to be one invicible god monster that can't die from anyway otherwise people will suggest their own OC invicible god monster all the time
>shooting the fish off the edge of the docks for the first time
You want to here a crazy idea?
A 3D Text based adventure in which you are trying to save someone from being killed by a crazed guy in some kind of torture building with a messed up construction.
The catch is this, you can only see the other person through select cameras set up throughout the structure, and the only way you can communicate to him/her is by typing out what you need to say or via manipulation of electrically powered devices set up throughout each room as indicators. Whatever you type to them is announced via a robotic MicrosoftSam like voice speaker system in the room; and every typo will be replied to with a resounding "huh?".
The problem is overuse of speaker system will notify the killer of victim's location, and for some reason the speaker only works in rooms that are occupied.
In the meantime you have to manage your own safety as you too are trapped in the building and there are multiple security rooms to navigate to in order to keep up with the victim. In your wing of the building you have your own killer counterpart to worry about who stalks the building; but also the other killer might just get fed up and try coming after you for a while too.
They both know that specific building better than you do and can come out from unexpected areas ala Clocktower, meaning listening to your surroundings is incredibly important. Of course he/they can get you while you are trying to communicate with your partner while you are in the security room so you really have to fucking listen. Also imagine the killer right behind your partner while you can hear YOUR killer and the outskirts of the doorway.
Both you and your partner will have your own puzzles to solve while navigating through the building.
>he's there because there has to be one invicible god monster that can't die from anyway otherwise people will suggest their own OC invicible god monster all the time
That's a load. His presence only encourages more god monsters to try and outdo him. Don't all SCPs have to go through an approval stage anyway?
most of the SCPs and some admin self inserts are fine, but as a general rule of thumb, any non-joke story or self insert is garbage
before they started purging them and really filtering the submissions, there were a ton of SCPs that were just facebook bios
I'd like a fantasy game where you're a soldier that gets caught in a magic portal and thrown into a fantasy game so the only modern stuff you have is what you came with and eventually the batteries in your flashlights/whatever will die and you'll run out of ammunition.
Guns, Swords, and Magic.
>I personally think horror games should be more subtle, I'd totally dig a game that doesn't seem to be horror at all, but is full of hard to find horror elements that change the whole meaning of the main plot of the game. Developers nowadays are really scared of players missing content though, so they won't go subtle anymore.
So basically you want a game like Portal. Which looks clean and subtle when you first start it. But gradually the world falls apart and you see blood stained messages on the wall or surprise turrets trying to kill you. Not to mention the eventual ending of a massive computer intelligence trying to kill you.
I totally agree with you though. People screaming, death and gore are so overdone in most horror games, its not even scary anymore. Just like the SAW movies became old after the first one.
i still think there needs to be an open town sandbox game that starts as a normal criminal that can go around and steal cars etc but slowly day by day a sort of fog rolls in until one day you get up to realize you're alone in a town where everyones missing, shit is just strewn everywhere and all the buildings are explorable in addition to an expansive backwoods that has secrets of its own. just the vague ambiguity of this concept draws me
I thought of a npc which is basically a 7 foot tall monster that looks like two infants fused together with an umbilical cord that you see at the start of the game. It chases after you and people completely forget about it. Later on in the game, the player would go down an elevator and see that fucker right behind them. But turning around it isnt there. The monster basically hides directly behind the player the entire game without their knowledge. If you move backwards to the wall you prematurely touch the wall because hes right there and if you turn around in circle fast enough you will see his face in one of the frames.
He doesnt attack you or anything, but the elevator ride down with him right there would be pretty spooky.
Before it was all well-known and cake is a lie and meme'd to dead, it was a good run.
I really have the encounter with GLaDOS up there as one of the most disturbing moments on gaming, actually.
I had a dream. In it there was a movie called "The Grotesque".
The storyline was basically that in the future, every human was genetically modified to be beautiful, and accidents weren't an issue because plastic surgery could make even burn victims look beautiful again.
Then some priest guy was going on about how God made people ugly for a reason, and now that everyone was beautiful, there would be one being of pure ugliness.
The main character of the movie was some detective on the trail of a bunch of murders. The corpses were all of ugly people, and the science guys figured out that they had turned ugly after being killed. Or something.
Anyways, all I remember was that when The Grotesque finally appeared, he looked kinda like a person made out of raw ground beef, with splotches of olive-green and pale yellow in his body. His face was 'scooped out', basically he just had two little dents in his face for eyes and his mouth was always open in a frown.
And whenever he appeared that fucking song from Postal would play. https://www.youtube.com/watch?v=cio4Bx_9A8k
I remember was that at the end of the movie, The Grotesque showed up in the middle of the city and started killing everyone as they tried to run away, and the detective just stood and watched because there was nothing he could do. Then the movie just ended and I woke up.
Would this make for a good video game?
It's been a dream if mine for years to make and market a shit your pants horror game with out letting anyone know what it really is.
But honestly, can you imagine how ass pained people would get if you marketed a game as COD or something, and a quarter of the way in it goes full blown horror?
Is it possible to make a scary game where everything is well-lit?
Not really scary but a lot of emphasis on tension.
>you start at the protagonist's bedroom before going to a spooky place to get chased around by a psycho
>the player can actually escape and "win" the game early
there are numerous prompts for thisand see the credits
>clearing the first chapter and executing the bogeyman lead to a results screen where the player's performance is graded
>second chapter starts the player at the same bedroom but with research notes on the killer and memorabilia from the 1st chapter
>as more chapters are cleared the room gets cluttered with various stuff
>eventually chapters have become the protagonist being chased by killers and monsters that are unrelated to the first killer
>the protagonist has become a
That sounds oddly cohesive for a dream.
Would it make a good video game? Well fuck, you kept saying it was a movie, so I guess it could be a Triple-A game. Still, it's hard to say unless you tell us what kind of game it is.
I can imagine it being a sort of adventure game where eventually you have to evade the meat monster.
That last scene sounds pretty cool. Edgy, but cool.
The problem with the 'horror' genre is people associate it with screaming people or death. A horror game doesn't need to have these things. I could be a cel shaded game full of super cute animals. As long as there's an appropriate build up and change in the animals to become sinister or deadly. Or even better, a unique story reason for those animals to be super cute, but also psycho killers.
Animation does this all the time. Making a character who seems cute and innocent, then flipping it around to make them crazy killers or controlling people's minds. Its simply about subverting the viewers expectations. While most things in the horror genre just focus on screaming and killing.
>Would this make for a good video game?
>not one mention of how it would play
I'm pretty sure you could actually launch a horror game without saying too much about it apart from "it's horror" and flag the shit out of youtubers who'd try to ruin the suprises.
Literally every genre got shoehorned coop put into it. Even entirely single player focused series like Metroid, Dragon Quest, Zelda and Sim City became 'coop' multiplayer games.
If the game's jungle was randomly generated, your partners were likable and realistic, and the predator's AI was realistic and not bugged? Yeah, that game would be the tits.
And your allies better STAY dead if they are killed. No 'hold B to revive them' bullshit. Sure if they can't walk it'd make sense that you would need to help them up, but the key to good horror is to make it as believable as possible. The video game elements have to be seamless.
I want to feel like shit when I try my best to save my buddy who is bleeding out.
>game throws at you enough ammo for killing anything that moves and you can't comfortably avoid
>also healing items out of the
Yes, I am shit talking every single early Resident Evil. Silent Hill gets a pass for actually TRYING to be horror. That doesn't apply to Dino Crisis because that never was marketed as "survival horror". That said those games have great atmosphere nonetheless.
In Resident Evil REmake, you can easily run out of ammo. Especially since some of the later bosses take specific types of ammo (acid grenades, shotgun, etc). And if you run out of those, you're shit out of luck. Hell, even the save option runs on a limited supply.
Healing items out of the ass.
The only classic RE game that has a reasonable (as in, limited) amount of green herbs is Code Veronica and that is offset by the ridiculous amount of ammo (IIRC the island alone has about as much ammo you find in a RE1/2 playthrough) plus the fact that the knife is stupidly viable - possibly even more so than fucking RE4 and that's saying something. Gotta admit the designers were very clever in how it was really easy to miss the magnum if you didn't pay attention.
I actually loved Dino Crisis 2 action focus, and even if the dinos kept fucking reappearing, I thought its setting was a pretty good one.
Actually, I never finished my second playthrought, because I stopped playing right before all the ending part and I just didn't feel like walking through all those dead scientists again, that part felt really opressing to me.
>Hey Capcom, remake 2 and 3
>Nah fuck that we're gonna re-remake 1
>Hey Capcom make Dragon's Dogma 2
>No fuck you enjoy your shitty mobile game
I'm convinced they hate money and I hope they go under soon.
>Developers nowadays are really scared of players missing content though, so they won't go subtle anymore
NOT BASED KOJIPRO, SAVIOR OF WEIRD OBSCURE BULLSHIT IN GAMING.
When PT is released, you will feel ashamed of your words and deeds.
Video games are an inherently bad medium for horror because nothing is as scaring happening as it is in theory. If you read a true story about a family spooked to death by a skeleton, you might fear being spooked by a skeleton as well, you'll jump at anything you see as a build-up to the skeleton, but actually seeing it will only be scary for a moment until fight or flight kicks in and you lose all sense of fear in place of primal adrenaline. And a game about being a helpless victim isn't going to be fun at all, as soon as helplessness is taken away, it's not going to be scary.
I haven't played RE much, but I dig how zombies get back up if you don't burn them or blow their heads. The fact that the handgun has a tiny chance of blowing heads off and the same applies to the shotty is even better. I'll be disappointed if the reanimated zombies don't become lickers though, even if lickers weren't in the original RE.
>Hell, even the save option runs on a limited supply.
That's always been the case in classic REs.
I'm really pissed at Capcom at how they haven't made a DC game for more than 12 years. A DC game with RE6's gameplay would be pretty awesome.
Kojima games are the epitome of linear games which tell youy exactly where to go and what to do. There's no indication that Silent Hill won't be another story driven corridor horror game.
Resident Evil REmake will still probably have more free exploration and Kojimas version of Silent Hill.
>your character doesnt remember shit
>shitty flashback sequences
Zombies become blood zombines in REmake if you don't burn them. Which are essentially like ZOmbis, but 3x faster and stronger. Then they transform into a third form later in the game. Though I don't know what they're called. All I know is, they look like large frog men and can cut your head off instantly.
>go through a door
>suddenly your head is cut off
A couple of boss fights don't change the fact that 90% of his games are 'go here, watch a cutscene, fight something'. Even with Psycho Mantis, the game still directs you hot to get to him. Even if it doesn't tell you exactly how to kill him.
And a lack of information is just as bad in many ways. It just becomes a game of trial and error. And refrshing from your last save point.
Naw son. Hunters aren't anything new, they just replace zombies in the mansion and other areas later in the game.
Zombies become Crimson Heads in REmake if they aren't disposed of. Hunters don't come from zombies.
And from what we know in the other games, eventually Crimson Heads become Lickers.
And then they had to introduce all the shitty Las Plagas based enemies and other dumb shit. I wish it would have stayed with RE4 only.
There doesn't need to be more horror games, but I think more games should utilize elements of horror.
Take games like Myst/Riven, or the Souls games. They've got horror-ish parts to them, but they're not horror games. They're just willing to make people feel unsettled.
I like the Plagas and the enemies based on them. They all have good designs even. The problem is that RE5 is a subpar sequel and RE6 is horrible for a wide array of reasons, most of which can be traced to whoever directed it having no idea of what makes for good pacing or a good game in general.
My first Resident Evil was Nemesis, and It allways terrified me the felling that that pile of muscle and tentacles could be arround the corner anytime.
Setting a "Nemesis" in the game could make any other horror game more interesting imho.
I personally, wouldn't show much of the anatomy of the monster, maybe obscure it during cutscenes, and not showing him entirely but untill the very end. you fear what you don't recognize or know.
OP here, I have to go to bed since it's 2am here and I have to go to work tomorrow, also Ebola-chan might be knocking my door right now.
I think this has been my most succesful thread on 4chan and I really enjoyed reading and posting on it, keep the max headrooms threads going since I love to talk about horror games and horror in general.
Take care and h a v e a g o o d t h r e a d .
Honestly, Silent Hill monster designs are definetly something that people could draw more inspiration of. They have goreness as the primary goal, and instead focus on uncanny valley effects or just downright represent something that disturbed characters, and may cling to the players mind.
Think the first time you fight an abstract daddy, it's an extremely small room where you have to keep running away and attacking, all the while it makes its sound and allowing you to get a nice look at it, you just realised you literally fought a rape given physical form, something whcih easily unsettles players.
Read the visual novel "Kara no Shoujo" for an example of how a horror story establishes rules with the reader and then delivers the shocks based on those rules. I'd love to see something similar introduced to a game.
In my opinion:
Make weapons effective. Balance that with having the character being a crap shot AND acting on character like closing his/her eyes while shooting (that is an important aspect in my opinion, it should feel like you're actually in the game, for instance by having the character reacting to the environment by getting blinded by sudden lights, or twitching if the environment is cold, and so on), and having about a quarter of the amount of ammo you get in RE2. In other words, weapons should be a last resort, but the game shouldn't be an hide and seek simulator.
Make healing items scarce and make so that you cant magically disregard the damage you have taken because you healed. Think of something like MGS3's healing system, BUT with limping and shit if you for instance, get hit in the legs or something.
Put more attention to the audio aspect of the game. Pacing is also important.
Make the puzzles actual puzzles. "Get a key and bring it to the other side of the building so you can get another key" is not a good example of a puzzle. Silent Hill's puzzles are. Especially the ones like the one with the piano.
Avoid really shitty tropes like the main character having amnesia.
Make the game hard, but fair.
Short notes I might elaborate on if thread's still up when I get back in an hour or so
-Player character lives secluded in woods
-Factory opens up in town attracting more locals
-Killings, vandalism and disappearances start up
-Player can choose to ignore, investigate or cover up crime scenes they find
-Choices have consequence based on people spoken to, not spoken to, things done or not done, etc
-Progress and conclusion varies accordingly
I think the main problem is that people have gotten over the idea of monsters, it's too hard for most people to suspend disbelief.
I say this as someone who despises humanoid enemies in video games, but I think the horror genre will need to shift to human enemies. Getting stalked by some psycho motherfucker, unsure of his motives.
There's a few settings where monsters still have potential, but they're all too ambitious to ever actually be made.
I felt the same way. The Stanley Parable is a really subtle horror game when you get down to it.
I honestly loved it. At least it challenged the definition of Narrative unlike Gone Home. Also, the original mod has much superior voice acting. The Narrator actually sounds legitimately evil and menacing, and a little bit bored, which adds a lot to his character.
subtle atmospheric horror is the best kind.
I was actually frozen with fear for about a minute when I saw pic related.
That, and keep in mind that if a fictional company like this existed, you can bet your ass they'd get paid under the table for keeping things like that operational. People will pay them a fortune to secure, contain, and protect dangerous shit.
Portal 1 was a masterpiece and one of the best games ever made, if not the best.
Portal 2 was VALVe's attempt at a shitty Pixar movie which totally fucks up the lore of not only Portal, but Half-Life. You can't tell me you can believe in a world where both Wheatley's LE SO FAHNNY jokes and the oppressive City 17 Regime co-exist
If I were to design a horror game with combat, I'd make weapon maintenance and knowledge essential. If you didn't know how to properly clean/strip your weapons, they would be prone to jamming or stalling based on RNG. Maintaining your weapons would be a puzzle and a challenge on it's own.
I'd also make it so you'd have to really choose your battles. The available weapons would be comparable to what a normal civilian could obtain, RPGs and M60s wouldn't just be lying about. Melee weapons can be found/made/improved but are prone to breaking even with maintenance.
I'd also make there be minimal/no human interaction. Basically, you'd be thrown into a nightmare with no explanation of what you're fighting and why. The atmosphere would be eerie in that it isn't much different than reality, there would be day and night cycles and the player would be able to "pick their poison" and choose where they think they'll be able to survive best. You could drive into a city or town but you'd have to break into someone's house and steal their keys. Hunger and sanity gauges that effect your performance whether it's fighting the enemy or running away.
I think for the most part, subtly is horrifying; so there are many enemies that'll stalk you, maybe over the course of a full(in game-time) days before it chooses to either ambush or bullrush you.
Portal 1 was great. Yeah, the memes were stupid as fuck, but I remember when it came out and all of /v/ loved it to pieces.
I also think Fallout 2 and Morrowind are great, if you're somehow arguing that I only like it because it's vaguely newer. Portal 1 was a great game, shitty fanbase, but a masterpiece. Sorry, that's just all there is to it.
it was a good game, I'm not arguing you on that but
>a masterpiece and one of the best games ever made, if not the best.
fuck no not even fucking close you tasteless piece of shit.
>required to have heavy knowledge of 5 shakespeare plays beyond what the game provides you
>a numpad puzzle which is just long poem about eating someone's face. You have to figure out 4 numbers out of it.
>a puzzle about birds where you not only have to know more about multiple bird species than the game provides, but ignore random info the game provides you about those birds in favour of different information.
I cannot begin explain how anally devastated I was from SH3 hard mode puzzles.
I didn't like the Stanley Parable as much as I did.
I did enjoy a lot of the things it did, and the presentation was interesting too for sure, but I couldn't get into searching for more endings than maybe 3 or so. It just never hooked me much, felt more like a silly ride like a hall of mirrors than something really fascinating.
honestly the thing that threw me off the most is that you can't really tell which lines are just filler, and which are actually relevant, so it pretty much becomes compounded logical guesses.
even though SH1 didn't have a difficulty choice for puzzles I believe they were done better. obtuse, but they pieces are all there for you to sort through and make perfect sense when you see the bigger picture. there's no need to take it a step further by making reasonable leaps in logic.
I'd rather there be fuck hard puzzles than match the shapes puzzles though, like the latest RE games.
>a numpad puzzle which is just long poem about eating someone's face. You have to figure out 4 numbers out of it.
That one was easy compared to the rest.
>a puzzle about birds where you not only have to know more about multiple bird species than the game provides, but ignore random info the game provides you about those birds in favour of different information.
Which one? Wasn't that from SH1 anyway?
>match the shapes puzzles
The one in RE4 didn't have shit on Dino Crisis 1's. Did I also mention that DC1 has TWO of those? I almost completely removed RE6 from my memory and didn't play all of RE5 but I'm pretty sure my statement applies to them as well.
The part that gets to me is that not only is it hard as fuck as a puzzle but it relates through symbolism to the actual game and it's plot and the rest of the game's symbolism
In other words,
I want what Team Silent was on during those days
How about a game that includes radio frequency shit like this? I'm not sure how it would fit into one, and I'm sure making a ton of different sounds isn't worth it.
NOT. AT ALL.
That was the short version.
The long version is: Horror is about being scared. If something is wrung through the machinery of corporate interests, censorship, and trying to either fit social expectations or trying to defy them by being edgy as fuck this core idea gets completely lost.
Also horror is all in the eye of the observer. Someone might say something is horror while another person will yawn at it r just label it a disgusting gorefest and stop watching it.
And currently our society has really fucking huge real crises to be afraid of, so the subtle spookyness of the horror genre can not ever be fully appreciated.
Last not least horror is about fear and humans are mostly afraid of things they can't understand or they don't know. So if you want to actually scare people give them something they WILL try to comprehend but never be quite sure they can (á la silent hill) and some NEW IDEAS. So if you don't want to resort to jumpscares you will have to accept that you can not pump out tons of horror on a fucking production line.
So the only solution is to really give the genre a rest and let it sleep so it can awaken in a decade or so, revitalized.
I feel like combat is less necessary than any gameplay schema with depth. Like if hiding and running away from monsters in Amnesia were difficult, the game would probably be more fun.
>hide and seek sim
You say that like it's a bad thing.
I was really ready to jump in this thread until I heard the 911 call in >>266752440 .
>tfw that picture of the funeral at the end
Honestly, non-linearity in video games is a pipe dream right now. You're limited to the prepared events, prepared choices and prepared outcomes given to you by a computer program. This isn't tabletop, and computers can't improvise.
It doesn't matter how much time passes, those screams will haunt me forever.
>Cast of characters with strange quirks and behaviors like a unnamed mailman leaving clues
do us all a favor and GO THE FUCK TO SLEEP Tom Hewlett
Emptiness, the game has to set a tone that no one is coming to help you, and you'll constantly be out in the open, vulnerable.
The only time you'll see something move is when you see an enemy coming for you. There would have to be echos as well to compliment the large open spaces.
You're absolutely right.
I'm glad not only that the officer didn't actually die, but that also he's not fucking retarded enough to walk directly into an ammonia cloud.
Use the internet creatively.
Seriously why the FUCK isn't there an always-online sandbox game based off the Thing where you have to rely on the cooperation of other players to win, but you have no fucking clue who's a Thing and who isn't?
that's fine and all, but it's still jump scares. I don't think those are necessarily bad, and they can be done right (the diner scene in mulholland drive), but i just wish there was more video games playing on a sense of terror, as apposed to a natural visceral response, which is sort of a cheap way to do it.
But then it would become like an ebin indieshit roguelike, and you'd have to do the same exact shit all over again. And doing the same shit in proper horror games loses all of its value.
You don't mean jackshit since there were way too many of you. The only thing you were good at is showing how fucking shitty the early RE inventory system is.
Let's be completely honest: something like DayZ would make for an amazing, true survival horror if:
The zombies were an actual threat and there were mutations AND infected animals.
You were suffering from hallucinations.
The community wasn't complete, condensed horseshit.
It's not that hard. The same shit that make a good horror movie should make a good horror game:
- Not actually seeing the monster or bad guy or whatever.
- The horror coming from something plausible or a terrifying idea, not ridiculous bullshit.
The problem with most horror games is that they're about shooting creatures but as we all know, overexposure to monsters makes them not creepy. So the ideal horror game would probably be like a puzzle game or something else that doesn't actually involve combat. But developers will never admit this of course because they want to give retards more shoot'em ups, so we'll probably continue to get horror games that aren't scary at all.
So I've been fleshing out an idea of mine for a while now. I'll give you the short overview b/c im tired as fuck. Tell me if its shit, or if its meh.
Aiight, so the game starts off in a Louisiana swamp that looks kinda like this pic, minus the mech and more swamp-y. You play as a group of kids that go around fighting monsters and hunting down bosses for plot reasons (something like: all of our parents disappeared/are off to war/cause we are bored as shit in this shitty swamp). The game is a standard ARPG with an enemy design straight out of uncanny valley (for the retards /watch?v=PEikGKDVsCc) and the bosses play like a SotC boss. The whole thing is dark as shit, the soundtrack is creepy, and the whole thing looks like a Norman Rockwell character walked into a Beksinski panting.
Like I said, I've thought this through more, but I'm tired, and this ASMR video is putting me to sleep.
I think you can do it if the game is fundamentally a puzzle game like Portal, not some shooter. I mean Portal wasn't even a horror game but was creepier than most actual horror games in places.
abandon places are creepy. Maybe a place like Kings Park? In high school a lot of people would go there. Looking back it was stupid given the druggies we could have ran into, but fuck me is that place creepy.
There is a semi-abandoned mental hospital near where I live. I say semi-abandoned because the vast majority of the buildings are abandoned and filled with bird shit and such, but a couple of the buildings are still used and the ones that are not used still technically get some amount of electricity in them (at least the lights next to the doors still operate). I really want to explore them.
>Concentrate more on atmosphere than jump scares.
This anon knows what is up. Another big problem is because to the lack of immersion the player begins to think logically. This completely destroys any chance of fear. Example:
>Holes on wall.
You know something will come out.
>Bodies on floor you didn't put there.
You know they will get up.
>Anything is slightly less detailed than the rest of the environment.
You know it will break away and something will come out.
>Long hall way.
Jumpscare jumpscare jumpscare.
You begin to think like this and then boom you always realize you are just playing a game and then nothing can scare you at that point.
I have to agree.
Alien Isolation seems to be doing a lot of things right. The combat is decent too, and doesn't take away the fear of the Alien, in my opinion.
Combat in horror games isn't a bad thing, it just needs to be well executed.
>Bodies on floor you didn't put there.
>You know they will get up.
>try to shoot/stab them
>lolno you can't because of muh cheap jump scares/free hits
Whoever made the RE6 campaigns deserves to be hanged by his balls.
>You know it will break away and something will come out.
Thank you based pre rendered backgrounds. You totally are the best shit ever along with tank controls and muh cinematic experience camera angles. (Not.)
Deadspace 2 was over the top as shit but had a few moments where it made me go weak in the knees.
>The opening Necromorph change (Up till then in the previous game it had just been dead bodies being morphed. Shit looked horrifically painful.)
>The needle in the eye (My hands were shaky as fuck and I was sweating because that's one of my biggest phobias)
Games that require you to think and thus scare you on a whole different mental slate. I love horror games that creep into your mind with slight buildups and then freak you out in sequenced moments. Like revealing peaks at an upcoming enemy, but making you wonder when you will encounter it, and scaring you about how to beat it.
>tfw the first one I played was SH2
I really liked James Sunderland, alright? And you know what? I fucking loved the game. Absolutely adored it.
>no punctuation or capitalization
>overall awkward sentence structure
>calling for further reduction of player agency when that's all that's been happening since Amnesia
>conflation of movies with games
>may or may not praise Five Nights at Freddy's
>the 911 call
>out of nowhere "OH GOD OH-"
>the tower just fucking collapsed
Maybe it's just me, but for me, I prefer my horror games to avoid jump scared and instead rely on subtle build up to tense yet satisfying moments
Certainly; invert the way you'd expect light and darkness to affect the monsters. For example, they'll chase you relentlessly if you stand in the light, but they're innately afraid of the dark, so you can hide
relativelysafely in the shadows.
Later on, a very important question is posed; why do the monsters fear dark places?