I'm guessing you're talking about the Scarecrow parts. I found those parts a bit freaky, but not in a mindfuck way, more of a "HOLY CRAP, HE'S MASSIVE!" way.
OT: I haven't really got a mindfuck game, but I hear FEAR is quite good.
I'm guessing you're talking about the Scarecrow parts. I found those parts a bit freaky, but not in a mindfuck way, more of a "HOLY CRAP, HE'S MASSIVE!" way.
OT: I haven't really got a mindfuck game, but I hear FEAR is quite good.
Yes, I have to agree with you on the final boss in Earthbound. Gygas projects the creepiest vibe ever, like a thousand years of unheard screams of insanity suddenly lashed out at you!
Bioshock has a very deep atmosphere that grabs at you from the shadows. The game must be experienced itself for one to understand.
Splitter said:
I remember when I first played MGS2 and I got to that bit, not knowing what was going to happen.
The first codec call I got from the Colonel was something along the lines of:
"You're not trying to cheat the game are you Raiden? Thats pretty low."
I don't remember the exact phrasing but it was along those lines.
Especially as I wasn't using cheats or anything, I wasn't sure whether the game thought I was cheating and that was the way it responded if you did or if it was supposed to be happening.
In an attempt to make sense of it I called back and got the one mentioned directly above.
I was actually thinking that maybe technology had chosen that exact moment to go crazy and revolt against mankind. Then I realised how stupid I was to think that.
The whole experience wasn't helped by the fact that I was playing when it was very late in semi-darkness, I was the only one awake and in those secitons the codec view is zoomed in on the colonels face.
Upon nearing that part of MGS2 (In Arsenal Gear) everything started to give me the creeps. The scenery creeped me out, the terrifying music only made it worse, and the darkness and cold metal interior gave me the chills.
Then, it got worse.
The Colonel had told me to turn off the game, because I had been playing for too long. "What's this? How does the Colonel, a character in the game, tell another character to turn off the 'game' he exists in?" Quickly, I knew he was talking to me, outside of the television screen from inside of a game, a player controlling Raiden at my will. I thought to myself, and my curiosity pushed me to learn more of what just happened.
Unfortunately, the more I heard the Colonel's codec messages, the more confused I became, and the more I thought that my PS2 became sentient! Boy, Kojima had tricked us big time!
But soon after all the craziness surrounding Arsenal Gear, I learned that..
Emma Emmerich, Otacon's sister, had planted a computer virus into GW, a collection of supercomputers designed to create a complex and superior Artificial Intelligence. Upon implanting the worm, GW's programming corrupted, and so had the programming to run fake Colonel's AI. Don't doubt Colonel Campbell's existence though, because he exists, and made an appearance early in the game. It's just that the fake Colonel and fake Rose were created to guide Raiden throughout the Plant. They had hidden intentions though..
That whole section is why MGS2 is one of my favourite games of all time. I know playing as Raiden turned a lot of people off, but Kojima was pretty much the Patriots to us. He manipulated trailers so we thought we'd be playing as Snake all the way through in the same way the AI's of GW manipulate Raiden. Its awesome. Because of the criticism MGS2 received by devoted fans of the series, I feel Kojima toned down the mind fuckery in the later games and removed subtext from his narratives. I've not enjoyed an MGS game since 2 really Apart from the Ac!d games on PSP. They're kick ass.
Eternal Darkness: Sanity's Requiem on the gamecube
If you love Lovecraft/Cthulu, and being completely terrified, then this is for you. Throughout the game you have a sanity meter on top of health, if the sanity meter goes too low then all sorts of crazy shit starts happening (think The Shining), which the manual tells you nothing about. Sort of just 'prepare for unseen consequences' and the rest is up to you.
Phantasmagoria. Little bit dated, and more severely creepy than mindbuggery, but still good.
There's this part where you find a child's room, a nursery. There's a picture of the infant on the wall, but on the other wall there's a spot in the paint, like the drywall is crumbling or deforming. When you get close to it,
The baby forms out of the wall and tries to grab you.
Also, in the dining area of the mansion, there's a large portrait on the wall. When you pass by it, it's fine.
When you pass by it again, it's not very noticeable, but the portraits eyes are glowing red. When you click on it, your character investigates, only to be nearly strangled by the painting.
The premise alone should give you a good hint as to how this game's going to be. A wheelchair-bound assassin who can physically become any of his 7 split personalities (which include an enormous grenade-launcher wielding luchador, a blind kid with dual machine pistols, and a barefoot woman with a permanently bloody dress and a scoped handgun.)
The surreal presentation, the outrageous characters, the Tarantino-style dialogue, and the bleak yet still colorful art style should drive this point home. The ending will keep you thinking for months.
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