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Anonymous 04/24/2025 (Thu) 22:36:02 Id: 9e28be No. 1247313
What's the spookiest abandoned location for a horror game and why? >Hospital >Asylum >Prison >School >Ship >Mansion >Hotel >Factory >Amusement Park >Church >Theater >Orphanage >Station >Mall
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>Hospital >Asylum >Prison >School >Hotel Corridor with a lot of rooms. Can be good if you say it's very very old and torn apart to justify the layout not being so generic so can you make it more maze like (the disorientation adds to the terror). >Orphanage Pretty much the same as above, except horror involving children tends to work better because "won't somebody please think of the children?" >Theater You get one big room. The corridor is a lot smaller and so are the rooms. Has the advantage of not that many people knowing how the layout of a theater backstage is. >Church Mostly the same as above. Good for religious horror. >Factory Can work for """horror""" like resident evil. It being too open inside doesn't help. If it's not an abandoned factory and instead an active one then you get all the noise of the heavy machinery and their illuminated dials and moving parts and everything contributing to the confusing and knowing that if you put your hard where you shouldn't you'd end up without some fingers. >Amusement Park Similar to the factory in it being too open, but actually works better because each attraction is an enclosed indoors area. Some people find it a lot more creepy than others so it's very hit or miss on that aspect. >Ship Top tier. If it's isolated in the middle of the sea then it's even better. It being afloat implies it had a crew, which obviously isn't there anymore (since it's abandoned), so the immediate question is where did they go. Right from the get go you already have a mystery. The sense of isolation in the middle of the sea is great. All the very tight corridors, heavy doors, the rocking of the vessel in the waves... Top tier. >Mansion Classic and kind of bland because of that. Can be done very well or very poorly. Lots of options. >Station >Mall Shit tier. Just awful. Don't make a horror game on mall, what kind of retard is scared of a mall? What kind of horror can you do on a mall? Absolute shit tier.
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>>1247564 Any large abandoned building could be scary, malls included. It's not a functional mall we're talking about.
>enter abandoned mall looking for spooky ghosts >just find a huge tiddy spectre what a RIP
>>1247564 >ship notes you pretty much nailed the feeling in Echo Night 1 >What kind of horror can you do on a mall? you're pretty much locked into zombies but it works for Dead Rising. Just not scary
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On that note, there's a really fucking creepy indie horror film called The Rolling Giant. It's on YouTube, it's only 48 minutes. I don't like the guy's other work very much, but I really enjoyed this one. The idea is it's some kid recording an urban exploration YouTube video, kind of like a modern take on Blair Witch.
>>1247704 >look this up >first two fucking results are WENDIGOON CRIES WATCHING and WENDIGOON GETTING SPOOKED BY reaction video trash I fucking hate this modern faggot infested jewtube, thanks for the rec, watching it now.
>>1247704 Rolling Giant is so good. finding out that the entire location is made on Blender based on pictures and videos of the real place before it was demolished was incredible.
>>1247776 How in the hell do people do pov shaky cam shit if the entire video is done in blender?
>>1247776 That fucked me up so good, I was shocked to learn it was all CGI. You can kind of tell once you know, but I never caught on while watching it. >>1247786 They mocap camera movements, really clever actually.
>>1247801 ...what, they plan out the way the camera will move in the environment, use a mocap suit to capture the motion and then translate it into the final video? That seems like an insane amount of storyboarding would be required.
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>>1247595 Then your own question is pointless. Just pick whichever building is largest, you size queen. The location for a horror game shouldn't be chosen on the basis of "could this be spooky?". The location needs to help build the atmosphere, it needs to work with the backstory and it helps if the location on it's own is creepy (so the game doesn't need to give you context before the start, you can find that out as you go and it'd still work because the location carries the tension and spookiness before the plot and backstory pick up). The ship I said was best. It has a lot going for it. Besides that it can fit on a lot of stories. The open sea is way better than even the largest of abandoned buildings because it's way larger than any of them, it's way deeper (and you can't see the bottom), it's very far away from anyone. It's one case where huge line of sight works, when you can see very very far and all you can see it's nothing, not a single soul to ask for help or share the loneliness with. Meanwhile it has very cramped interior. Indoors, there no line of sight so you can see what's waiting the next turn. The mall is the opposite. Indoors, you have a good view of the place, you can only hide it with darkness and and some debris. You either know what's up ahead or know that there's a tool to help with that. Even if you don't give the player a good torch they still know there's such a thing, it gives some comfort. And at some point the story has to pick up, there has to be plot (or else the player could just do a 360 and walk right out of there at the start of the game) and what kind of plot are you gonna do on a mall of all places? 5 years ago little Timmy choked on the food court and now the place's haunted? And I may have been too harsh on the station, but the mall is still shit tier.
>>1247313 Asylum and factory. Plenty of rooms and they're uncanny because one feels lived in but empty while one feels alien inherently (most people aren't factory workers) Ship is also insanely kino because of there being no escape but it would have to be a big ship or it couldn't have enough variety >hotel Can work pretty well but I find the windows to be a detriment. You can see the vastness outside, it would take a bit of the horror away from it I think. Hotels can't be in isolated locations. They are absolutely kino for non-abandoned horror though. Like say survival horror, people holed up in a hotel? Absolute kinomancy, in particular because of the view of the outside. >station I am a very big fan of that. Metro / train stations working as sort of impossible spaces (ideally with exits every once in a while to add more variety) is awesome.
>>1247819 You can do them all in a single room and chain several ones together, there is a mixture of real animation too. They're also not in a mocap suit, it's just the camera's motion being tracked. There's a video called The Real Fake Cameras Of Toy Story 4 that explains it better than myself.
>>1247704 >>1247845 here's the Making Of video showing some of the process https://www.youtube.com/watch?v=U5vOW3BKaq0
>>1247313 Ghost towns
>>1247881 Forgot my pic like a moron
>>1247834 Shit niggga I ain't readin all that.
>>1247954 Mazes are real cool but I think they work better as a side thing They can be everpresent but I think they need locations inbetween all the mazing, maybe points of interest from maze to maze
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>>1247954 Hedge mazes are often associated with mansions and hotels.
>>1247914 Double the chan. Double the reply size.
What's more dangerous: >The ghost of someone who was evil in life >The ghost of someone who suffered horribly before their death
>>1248002 The first one, they're evil
>>1248031 Yeah but the second one is vengeful and crazy.
>>1247834 A mall is basically a hotel with the shops as the rooms but with a wide corridor instead a narrow one. Plus the added benefit of the more narrow employees only hallways as well as a few big rooms. It has the benefit for more unique rooms compared to a hotel room since each shop is different where as a hotel room normally is the same in part it being cheaper to buy furniture in bulk and giving consistent experience. The biggest flaw like you said it's too damn open. You have to turn that openness into a flaw for it to be 'scary'. Either sheer enemy density so that no place is safe like Dead Rising or force the player to hide which hard to do when you're in a place so exposed. And dead rising isn't scary.
>>1248002 Second option is really debatable, some becomes unstoppable murder machines, some could be reasoned with because you're not the target of their anger/sorrow So it defaults to first option being the most dangerous, especially the cunning ones, as they are very likely to try making you suffer horribly rather than kill you right away
Secret Lab/Factory
>>1247970 mazes as inbetween places?
>>1247313 I think anything can be spooky with the right atmosphere, what's hard is to think of a place that wouldn't and when you do you have to cheat by including factors that would voluntary diminish the fear when, again, anything can be made stressful and uncanny with the correct components and tricks. For instance I'm trying to come up with a place that wouldn't be scary no matter how you spin it and I can't. It may be because fear is a biological imperative to our development and we cannot detach ourselves from it. It's always lingering.
>>1247564 You say that and then silent hill 3 best locations happen to be the mall and the metro station. I suggest you to play it, unless you did but in that case I take it the game didn't resonate much with you considering how low you ranked mall/station and I think that's sad. Or I wrongly extrapolate and you were giving an overall judgment of those places based on a variety of experiences with many games and SH3 still gets a pass in your book.
>>1247834 There are any number of contrived ways to trap a person within a locale. That said a natural barrier such as water does remove that need. I would very much like to see someone try to make a wide open area work as a horror setting, because a lot of horror depends on ambushes and surprise, which cramped locales are naturally conducive to.
>>1247313 all sounds good to me. the desert would be hell
>>1249793 Take the adaptation of the tall grass thing for example It's in a maze but there are points of interest in it, like the big rock. That's what I mean.
>>1250024 >There are any number of contrived ways to trap a person within a locale Yeah but the very need to contrive something begins to strain verisimilitude. A guy is okay suspending disbelief for the one big lie needed to make the plot work but everything else aside from that big lie should be a close to grounded and sensible as possible. The reader/watcher/player is more immersed if things play out somewhat realistically in response to the weirdness and spends less brain cycles focusing on details and more on the big picture.
>>1247313 forest because big foot
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Ship because even if you make it out to the outside, you're still trapped in the middle of the ocean. You're trapped with the horror in a rusting megamachine that's bound to sink eventually. Man of Medan did this well, though it leaned a bit too heavy on jumpscares.
>>1247595 Condemned: Criminal Origins had a fantastic abandoned mall section.
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>>1247313 >go to open image >See the size and know there's gonna be spooks hidden inside Nope'd out before it was even done opening, hell no
>>1250313 honestly Condemned had a fantastic everything except the actual story and characters.
>>1250391 I will argue against that because I feel that the second games expansion on the lore is pretty interesting. However I respect your opinion since it's got alot of huge plotholes for sure.
>>1247564 Those ship comments got me thinking; are there any games that take place on an actively sinking ship? Like a really big one that's taking a long time to sink.
>>1250430 Never played or spoiled myself on the second one, i was thinking about the antagonist in the first gqme, who imo felt like a parody of an edgy teenager.
>>1247313 The spookiest places are not abandoned.
>>1248299 A mall can prolly also experience from the abundance of variety. and it could be hard to apply a same type of feel and atmosphere to each of its isolated parts. Silent hill 3 sorta gets that but it also just cuts the maill in half and throws a dark abyss around it
>>1247564 >factory >amusement park >too open Open areas can be scary for precisely that reason. There's fewer places to hide and fewer ways of blocking off a pursuer. And large field of view + dark = seeing things just well enough to know they're there but not enough to know what they are. All of this also applies to malls.
>>1247564 Left 4 Dead 2 had a cool mall level though
>>1247313 any of those but with a factory in the basement
any games have an abandoned beach level? I love beach levels
>>1253708 Death Stranding? "Abandoned" usually implies that it's a man-made structure or area, since those require upkeep and will become dilapidated and spooky without it. A beach without human intervention is just a beach.
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Give me grungy games
MC's house that starts changing in bizarre ways as the story goes on.
>>1253708 Dead Island 2 has a beach area. Dead Island 1's entire first map is a beach area. Both quite "abandoned" unless you count zombies as citizenry. 2's is a bit better for spookiness if you don't mind it being a smaller section, since 1 stripped out the day/night cycle somewhere in development and repurposed it as the weather system for the second area only, whereas 2 lets you go there at night.
>>1255796 >i dont remember having a toilet
>>1257136 >skinamarink in india be like
>>1247313 Any option can be spooky to me. I know that I usually bitch out and lock myself in what’s the comfiest room in any horror game I have ever played. Like in RE2, where I hang out under the statue. There’s a pretty chair and desk, nice vintage wood furniture and walls. Books. Yeah, I’d just bring myself some food and make it my new home.
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The X-labs in Stalker series always scared the fuck out of me even after I cleared them out several times. were they still spooky in Stalker 2?
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I like what this rpgmaker game did. Ib takes place in an art museum, and I thought it was such a unique idea. I want more games to try horror in an art museum. It's art, it doesn't have to make sense. Having like an art gallery with works from of a disturbed artist that tried to pour in his own essence in his art. You never know what will come to live and attack you. This reminds me of going to an art museum one time that had this mirror corridor. It was such a surreal experience to see thing look like it goes on forever.
>>1247313 I've always been partial to asylums. Something about the fact that they don't really exist anymore and the implications of what went on (especially since a lot of fucked up stuff happened in real life asylums too) make them extra spoopy. Also the 1900-1950 was kind of a creepy time in itself, which is usually the setting in the games people put them in. Honorable mention to amusement park because clowns and carneys make great themes for horror
I think any place can be portrayed as unsettling if there is a lack of music. Remember LSD dream emulator? If you've ever gone in an empty place in real life you would understand what I'm talking about. The place does not have to be old or look trashed in order to instill a feeling of uneasiness.
>>1247313 My favorite is schools like in Corpse Party. I also find abandoned stations really spooky, like the Kisaragi Eki story. Mansions are a classic and can be really fun. I'd also add apartment complexes to the list
>>1250456 As a matter of fact, there is :) http://www.youtube.com/watch?v=G9DKoMSiDc4
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>>1264924 >apartment complexes abubu's kemono friends series was fantastic
>>1247704 That was pretty neat anon danks for the share
Mansion is pure unfiltered kino. You can't beat it. Variants of this like Castles are also kino. Runner ups I would say are ships and forests.
>What's the spookiest abandoned location for a horror game Hell. >and why? Because it's hell
>>1295280 No one can comprehend hell so we'll have to dial it down a bit.
>>1295051 Those are really interesting, spooky yet cute
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>>1254173 Condemned 1 & 2 are great for that
>>1254173 >>1299035 Also look into Butchers Creek
>>1295288 How about Detroit?
>>1295051 What's the context of this? Is there more? Why is it so properly unsettling, and why don't any games actually give a fuck about putting in the effort to make people THINK about the horror anymore?
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I wish more games did rural horror. I love spooky woods and broken down wooden buildings. A lot of the time, it seems like if horror games have a setting like that, it's only for the first part.
>>1299181 >What's the context of this? "Kemono Friends - Raccoon-san Mansion" by Abubu IIRC it's all translated into English by now.
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>>1299035 >>1299042 Already have, give me obscure shit anon
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>>1299265 Played Darkwood yet?
>>1295280 The DOOM3 Hell sections, especially RoE and lost mission are fucking spooky >>1247313 >Hospital >Asylum >Prison >Orphanage Those work rather well by default because they're unpleasant places to be in regardless of context. >School I mean I guess same as above really though a few crazy person did like school and still do when they're adults. >Ship Ship alone already provides multiple layers of innate fears so it has a very strong headstart on everything else, you can also do fancy stuff like the sunk ship from TR2 I'll have to add a slight variation >Oil Rig Same as ship, but you can add the "dug too deep" scenario which easily starts any kind of supernatural horror scenario not fucking Cthulhu again hopefully, or even natural horror since crude oil spilling isn't exactly a good news even just for your direct health if it catches fire and a derelict oil rig is a fucking deathtrap at the best of time. >Mansion >Hotel Too cliché, even if you did it to perfection which is hard enough by itself you'd probably still get compared endlessly to other games >Factory >Amusement Park Those two have some good potential, yes it's a vey open space but if you're in the dark without a very strong flashlight (hello to my fellow Convoy S2 / Sofirn SC18 chads) that doesn't change shit, there's always the risk of brutal death not very far if something goes wrong so yeah good contender overall >Church Nah, you can go for the "you thought you were safe because house of god" angle but a bit overplayed by now >Theater Meh, not exactly much to play with here, I guess you could do a "King in Yellow" based thing which should've already be done by now but hasn't afaik. >Station If you mean train station then meh, spooky silent trains from nowhere instakilling you if you go too far was shit the first time If you mean police station then it does have the "even the people who're supposed to protect you got murked" angle I guess >Mall It does work well with zombie stuff because there's always a metric fuckton of people, which would obviously mean a metric fuckton of zombie, you also get to not have to suspend anyone's disbelief when it comes to finding weapons / food / improvised weapons laying around
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Now I want to play a horror game set on a ship, preferably creaky and amidst a storm
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>>1306060 First ones that come to mind
>>1306074 Don't think I'd enjoy playing a resident evil game anymore, but I will emulate it I guess.
>>1306095 >Don't think I'd enjoy playing a resident evil game anymore Why?
>>1306117 They can be very slow, and require more brain power than what I have to spare nowadays. I think modern resident evil games are more "action packed" but I'm also not interested in those. When I think back when I last played them all I see is my younger self taking an entire day to make one room worth of progress, I don't think I can do that anymore.
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>>1306183 >I want to play a horror game <why is it slow? :( a fucking game that pushes for speedrunning is somehow slow Are you mentally retarded?
>>1306251 Thanks for the suggestion anon, good talking with you.
>>1306278 Eat shit nigger
>>1247313 Minecraft alpha server.
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>>1306428 Totally radical! Surf's up, doods! Tubular and mondo funky gnarly! Way cool and groovy.
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>>1306715 Forgot to mention that skull-lightning.mp4 is my face as I surpass 1000 hours spent watching other people play Minecraft.
>>1299158 Hell would be preferable.
Pride Parade
>>1264924 The atmosphere in these are sorta ruined since I always get lost trying to find the thing I have to interact with to advance the story.
>>1321089 That's what happened when I tried Ib: got to a point where I just wandered back and forth not knowing what to do next then said "fuck it" and never tried another RPG Maker game again.
A city. Imagine a town or a city completely devoid of human life. Perhaps even an entire country. You're the only human soul for miles.
>>1477976 Have you ever seen normalfags? I'm the only soul for miles every day.
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>>1477976 You should've had a pretty good taste of that already thanks to the plandemic, anon. It was pretty surreal, unless you were lucky enough to live somewhere that didn't enforce lockdowns.
>>1247313 >research station on the south pole You can run home from a hospital/church/etc., but on the Antarctica there is nowhere to run.
>>1247313 Are there any horror games where you're a chad and not a cuck or being cucked by shitty cameras, controls or mechanics? FEAR is the last horror game I played that fit the bill.
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>>1479908 If I wanted to play a handicapped gay jew nigger in a wheelchair I'd commission some german to make a sim of your life.
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>>1479918 My bad, I forgot you prefer to be the receiving end of BLACKED nowadays.
>>1306060 There's this one older game called Monstrum that does this. You're trapped on a freighter that was transporting "live" cargo, if you will, and now have to escape while avoiding the monster. If you die you start from square one and the monster can be one of three different ones each time. The key items and shit are always in the same place though, and there's multiple ways to get off the tanker. The game's $18 on steam, a bit too much if you ask me, but it should be a piss easy pirate and I'd say its worth your time in that case.
I really love space ship horror settings. Usually it is a result of some bat shit insane scientist who screwed everything, or a bioweapon experiment went wrong. Metroid Fusion had some semi horror elements in it. The story is great as well.
>>1494138 Is there a romhack that makes the game not a linear setpiece filled slog? no Zero Mission doesn't count
>>1494179 I don't know, I never checked sadly. I played Fusion first before playing Super, so I get why some people dislike it for being linear. However, I greatly liked it. They did a good job on translating linearizing the game by making security doors an attempt to contain the X virus.
>>1247313 Prisons aren't scary if they are abandoned. Prisoners, being the only scary thing you would think of, want to leave, so an abandoned prison on its own isn't scary. An asylum could have some manic cunt waiting to kill and rape you, or some weird schizo writing that could san check you. A hospital is already kinda creepy since people die there (way more than in a prison), but also an abandoned hospital has the uncanny valley that is lack of medical care. >School Oh nooooo, what if there is a 4ft tall intellectually underdeveloped pseudo human running around, right? >Ship Only if surrounded by water >Hotel No. Same with the rest imo.
darkness within 1 had a well you decend into a recess with a rope so you can't tell if something would come from the top or the bottom of the well maybe I was too engrossed in the game but it did have a palpable atmosphere
>>1247769 It really is a pain in the ass that whenever I want to search for gameplay footage or what have you I always have to add "no commentary" and "-reaction" to the search terms, otherwise I get fucking swamped with LPs and other e-celeb wannabe garbage. Even that isn't foolproof because sometimes I have to sift through dogshit Jewtube analysis videos and similar dreck. It's awful.
>>1247313 Underground bunkers/factories/laboratory >>1322231 The problem with those is that they don't really try to build true atmosphere they mostly rely on jumpscares
>>1322231 >That's what happened when I tried Ib: got to a point where I just wandered back and forth not knowing what to do next then said "fuck it" and never tried another RPG Maker game again. What? Ib is piss-easy. Do you have Down's or something?
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Small Islands and Underground cities
>>1581548 Call of Cthulhu
>>1247313 Ship is the scariest because it's isolated, has an oppressive atmosphere composed of rusty/slimy metal floors and walls, and there is danger in every direction. Simply seeing a big shadow moving in the water is enough to trigger a primal fear response. Hospital is the least scary because the developer won't be able to resist the urge to add ghost nurses. The situation is erotic instead of scary and you'll have a raging boner while playing the game.
>>1247313 Suburbia
>>1581824 I can't decide what's scarier: if the water is murky and you can't see anything but some waves shifting, or if the water is crystal clear, and you see something staring back at you, but only for a brief moment.
>>1258019 Underrated.
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Visiting places you grew up in, except they're empty now. Nobody is there, not just from your past, but I mean nobody. Things have shifted in a subtle way, the area seems darker, strange sounds can be heard you didn't hear growing up. The place has been warped by time, and it now has potential for danger. I am speaking from experience, the old neighborhoods I walked through don't look much different, but man there's a bad feeling to them now.
Personally, I think that a middle of nowhere wilderness is scariest of all. You're completely exposed from all angles. >>1250024 >because a lot of horror depends on ambushes and surprise, which cramped locales are naturally conducive to. Or, something comes over the hill and you get to watch it slowly close in on your location. >>1299196 Played a bit of RE4 and I haven't really got to the scary parts yet. It's more a simulator of me and my friends as teens playing about in the woods. >>1478305 The inner-city photos are kinda surreal and feel like a 3d render but that Central Park one and Grand Central Station feel so peaceful. Central Park could be a Spyro hubworld. >>1604432 I like that feeling but it's a different sort of horror. Somewhere you felt safe and comfortable becoming uncanny. It's an all too familiar feeling. I look at games like POSTAL 2 and Cruelty Squad and imagine living in those places. Wanting desperately to go home ...but I already *am*.
Any location can be the best. It depends on how the game does it.


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