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Horror Games Done Right Anonymous 08/19/2024 (Mon) 02:33:39 Id: 07520e No. 1003037
Let's take a moment to appreciate the horror games that you believe did things right. Also let's take the opportunity to idea-guy about horror game ideas which are either underutilized in the industry or not utilized at all. As I was replaying Alien Isolation and watching a few streamers play it, I thought of a really interesting idea which I am not sure if any other games take use of. What if a game required a microphone or secretly turned your microphone on and in a game like Alien Isolation where you're being chased, making a noise or screaming causes the enemy to be able to track you down/notice you? IIRC there was one streamerbait game which did this but that was the entire point of the game and it wasn't as scary despite the lazy jumpscares. I'd like one which is more insidiously scary and doesn't revolve entirely around you making noises.
Recommending Voices of the Void. Furfaggot creator aside, the game has excellent atmosphere, scarce scares and barely any jumpscares. From the itchio: You work as a scientist in the isolated research lab in the mountains of Switzerland. Your task is to gather signals from space, analyze them, process them and sell them to get points. You can get regular signals and objects like dwarf planets and stars, or you can get something "unusual" or "strange" The game has 40+ days and events, 150+ possible signals, some easter eggs and secrets. It does an excellent job keeping you busy that when something does happen it locks your pause button and you cannot go to sleep. It's enough to put you on edge forcing you to chose going out to find out what event is currently going on or lock yourself in your base to wait it out and risk something trying to break in. Plus you can get extremely autistic and customize your base to you liking, such as using a corkboard and thread.
>>1003037 >Let's take a moment to appreciate the horror games that you believe did things right Silent Hill and Halo: Combat Evolved Almost every time I've played a horror game, I've found them more interesting than scary. However I still find these two still be capable of causing a sense of dread. With the former, there's this extremely claustrophobic design to the game's horror that constantly keeps you on your toes even in "safe" areas (Especially when you're attacked at the game's first save point). Meanwhile Halo basically does the whole Predator gimmick of spending the first half of the story building up Master Chief as this unstoppable bad-ass before flipping the story by introducing an even worse enemy in a completely unceremonious manner. Every other "horror" game I've played don't come close with the scare factor, with the exception of S.T.A.L.K.E.R. (Which also introduces the horror elements unceremoniously a couple hours in). Either they just use the horror as window dressing (F.E.A.R., The Suffering), to set a tone (Dead Space, Resident Evil), to introduce a gimmick (Eternal Darkness) or to be cheap (Amnesia, Slender). But none of them every really attempt to "break the rules" like these two games do. Keep in mind that I'm NOT saying these other are bad games, I just don't find them scary.
>>1003046 A lot of Playstation games end up being horror games for me. Something about the graphics of that era trigger a deep sense of unease and fear in me. Noticed that when playing through the Tomb Raider I-III Remaster and switching back and forth between the modern and classic version because the devs fucked up the lighting consistency. Partly I think it's because these games were brutally difficult when I originally played them back on the PSX, so there was always a natural tension of everpresent danger with few opportunities to save your game. Then there is the limitations of the hardware itself such as the lack of analog sticks limiting movement options, or severely limited draw distances - introduced fog and other environmental effects to mask those limitations (or just left you staring into a black void), and the texture warping produced a very un-natural environment that sorted of warped and shifted around you as if in a nightmare. Furthermore there is the low-polygonal models with very low resolution texture detail and primitive animations. I think it stems from the same place that a lot of people find animatronics creepy, and taps into that same fear with a kind of resonance. It's like the opposite side of the uncanny valley where primitive representations of a real thing create feelings of unease. Like a skin-walker with it's mis-shapen form, unnatural gait, shifting loose skin that hangs off of a hidden frame, and which communicates only in low drawn-out croaking noises. Playstation games could be really fucking creepy.
>>1003037 Do you mean just "survival horror" or horror in a broader sense?
>>1003122 The last of the new Tomb Raiders, Shadow of the Tomb Raider achieved much the same effect in the same way that the old ones did, with long levels where you cannot save in the middle, creepy lighting, and the sudden introduction of a new monstrous enemy. Play through the cenote level on the toughest difficulty if you haven't already. It is exactly what you are talking about.
The Moonlight Greatsword is an old friend at this point. It's like a soldier shooting a Garand in WW2, living a civvie for 60 years, live in a retirement home, go to the range on an experience program and picking up that rifle again. You just remember how to use it, it's ingrained into you.
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>>1003037 TIGHT XENO hugs :3c
>>1003037 >making a noise or screaming causes the enemy to be able to track you down/notice you? Lots of indie horror games (of varying quality) have this as a feature. >>1003040 I never really got scared in that game, but I'm behind on the updates so maybe it has improved since then. I do agree that it is a great game to play around in though.
Horror done right is such a tough thing for 99% of developers. It's very weird how that is, too, and I honestly despise how jumpscares dominated the market after 2010. Maybe we're just overexposed to media nowadays and can no longer feel truly scared of the things we see in media (Because it's all too familiar), it has been a very long time since we've gotten any good horror games, which leads me to my main point: How come not a single developer has tried to create an actually good horror game in VR of all things? It seems like such an obvious conclusion, it's a medium meant to be more immersive that ordinary desktop/console games, so it should be a no brainer to imagine creating an horror game that isn't just filled with random jumpscares, so why won't people even attempt to? Yes, I know it's not perfect, but by current technological standards, it should be good enough for at least some ambient horror.
Darkwood has tasteful, depressing wretched horror that portrays a slice of life of an average slav, with delectable atmosphere and visual style with memorable characters. Unfortunately it ain't all moonshine and rainbows as there is an elevated level of chore in the gameplay related to inventory management and time management. Days in the game are short so you can't take your sweet time to explore and take in the sights, and you'll be met with a lot of downtime at night which can get old, especially towards the end and this makes the game feel a tad too long. Overall solid though, worth considering.
>>1003037 >As I was replaying Alien Isolation and watching a few streamers play it, I thought of a really interesting idea which I am not sure if any other games take use of. What if a game required a microphone or secretly turned your microphone on and in a game like Alien Isolation where you're being chased, making a noise or screaming causes the enemy to be able to track you down/notice you? The Xbox One Kinect version of Alien Isolation did this. If the Kinect's built in microphone picked up on any sound coming from your room, the alien would become alerted in the game. Also you could move your body and the Kinect would detect your movements, you could use that to peek around corners in the game.
>>1003037 >Let's take a moment to appreciate the horror games that you believe did things right. Yeah that's the thing most horror doesn't land the same for everyone, personally I don't find any of the SH particularly scary or unsettling, which might be a byproduct of me playing them when I was like 12-14 and not exactly giving a fuck about anything that wasn't killing monsters, but DOOM 3 which I replayed recently had me unsettled a bit at times and I know for a fact most people would not call that game good horror (or good in general) and for good reasons (at least vanilla the Overthinked mod is a different ballgame on that matter) I know a few people that legitimately got scared playing F.E.A.R., but I really didn't for the most part fuck that one cubicle in particular though, but with the heavy action leaning the game has I don't really think it has a good chance of being scary. S.T.A.L.K.E.R depending on the mods can be very tense and scary, the brain scorcher in Radiophobia 3 for example is way more intense of an experience than anything else I've had to deal with in those games, though even vanilla Xlabs aren't exactly walks in the park. I guess Fatal Frame does get it somewhat right in the first couple games, especially in the XBOX exclusive Fatal modes, but some people are just straight up unfazed by asian horror. Crow Country is on my radar for things I wanna play, not sure it's actually that good or scary but the way it's presented isn't something I've seen too much of yet so maybe it'll click. >>1003173 >I honestly despise how jumpscares dominated the market after 2010. Jumpscare are common because they do work to a degree, what's a lot more shitty imo is how devs became incapable of making an horror game where you actually have a weapon and / or can defend yourself in some capacity lets not even talk about games like RE2make that give you the illusion of being able to defend yourself but actively fudge the numbers to make sure you can't really do it.


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