Horror Elements in Games - what works?

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stompy

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Radelaide post=9.70995.710916 said:
Is it weird that I'm playing BioShock for the 3rd time and it still scares the beejeezuz outta me?
Nah. Hell, I can't for the life of me not play Ravenholm, which wasn't meant to be that scary, and not get scared.
 

teknoarcanist

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Jun 9, 2008
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Horror is the unexpected, and knowing it is coming for you.
To put it less dramatically:
The First time you experience something, it's scary.
The second time, it's a game mechanic.
The third, tedious.
Take Bioshock. Mutants shouting Objectivist propaganda at me wasn't scary. For those who don't know, being armed with a shotgun != grounds for terror. The parts towards the beginning, though, THAT'S a good horror experience: taking a half hour to get through what should be two minutes of gameplay, because I'm too fucking creeped out--by the noises and the music and the fact that I'm not armed and don't know what the hell's even happening--to gather up the balls to step out of this little two foot circle of light.
Another example: the very very beginning, when you're walking into the gigantic mysterious Art-deco skyscraper in the middle of the ocean. If you're like me, you stepped in, heard the vocal track cue up Creepy_People_Whispering_01, and decided you wanted to get the hell out. Turn around, door slams shut. In a movie, this is a cliche. In a videogame, when you can fully experience that character's surprise at that situation, it retains the same scariness it had in the first story that ever used that device.
Soundtrack, lighting, and a tight, well-scripted use of the unknown. Leave the grizzly bears and zombies jumping out of lockers for the school Haunted House.
 

Priderage

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Ralackk post=9.70995.710685 said:
Another horrifying moment for me was that big fucking face in Silent Hill 4. It's not that scary when I think about it, it just freaked me out because it was so surreal and unexpected.
I was actually watching my brother play that and stumbled in at that point. Needless to say the lights were switched on during the night.

teknoarcanist post=9.70995.710977 said:
The parts towards the beginning, though, THAT'S a good horror experience: taking a half hour to get through what should be two minutes of gameplay, because I'm too fucking creeped out--by the noises and the music and the fact that I'm not armed and don't know what the hell's even happening--to gather up the balls to step out of this little two foot circle of light.
Agreed and expanded upon: water.

If I see a large body of water that I'm meant to enter, that will frighten me much more than other things: the fact that it's a completely unknown thing where nearly all of your movement, your capacity to run and hide, is stripped from you. If the game requires me to enter a large body of water to continue, sometimes I simply backtrack to "find anything I missed" when in actual fact...I'm working up the courage to continue.
 

Syntax Error

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Hombreman, I felt exactly the same way about Fatal Frame and to a certain extent, the original Ring movie.

Silent Hill (the first three games ONLY) are perfect examples of what a horror should be like. You have constant fog, which clouds (no pun intended) your vision so you can't see more than 3 feet ahead. In the absence of fog, you get darkness and a teensy chest flashlight to limit your view. The static in the radio that alerts you of the enemies, while you may think lessens the tension actually intensifies it, because you don't know how many there are and from where in the darkness/fog they would be coming from.

One of the effects I really liked about those games is that they take a place that people normally go to (hospitals, schools, malls, public restrooms) then twist them around so that everything looks like it's covered in rust. The transformation of the place you were in upped the sense of dread.

The monsters were also a high point, because like any good horrors out there, not much of them are actually shown (you may see that there are many 'fat' monsters, but other than looking fat, you don't know any other features) except maybe for the bosses.

Finally, a great horror for me should feature at least one instance of illogical progression. Like in Silent Hill 1. Upon first arriving in the hospital, you are given the elevator as the only means to explore the upper floors. So you go to the second floor, when you exit, you're greeted by a locked doubledoor. No problem, just go to the third floor first. When you arrive at the third floor, the same thing happened. You go back to the elevator. When you inspect the button panel, a new button appears so that you can explore the 4th floor, which isn't supposed to be there since the hospital only has three floors.

These kinds of mindfuckery are what endeared me to Silent Hill.
 

Reaperman Wompa

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Abandonment, close quarters fighting, Little girls, enemies who cry/disappear and reappear, The feeling that there COULD be something there, mannequins in poses that look like they are real people and being alone.

Recently played Alone In The Dark and they got it completely wrong.

Edit: ^ agree with mindfuckery galore.
 

GothmogII

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ANTI-SANTA post=9.70995.711112 said:
I think running away from something you know you cant kill is shit scary. But maybe if games had little sequences where things grab you and start dragging you under stair would be good.
Hmm, Call of Cthulu has a few running sequences, the oft mentioned Hotel scene is particularly scary. But, one of the other ones I though worked quite well...

It's in the refinery just after you've dis-assembled the shoggoth. I don't know if it comes back to life, but when that music starts up, you know you have to run, you can hear whatever it is behind you, but it's instant black death to look back so you keep running till you're safe.
 

N-Sef

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Project Zero 3/Fatal Frame 3 scared the piss out of me so damn much that I sold the darn thing. I couldn't gather up the nerve to continue with it, it messed with me too much.
 

Reaperman Wompa

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Stubee post=9.70995.711103 said:
Condemned is the only true scary game ive played. Atmosphere plus jumpy moments equals plenty of underwear changes.

I found it IMPOSSIBLE to be scared in FEAR. Not only was the game awful (broken shooting mechanics) it had zero atmosphere compared to Condemned and all of FEARS "scary bits" were farcicle set pieces.
Old-ish xbox game called Thief: Deadly Shadows, there's a scene in a psychiatric hospital that will make you shit yourself.
 

poleboy

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GothmogII post=9.70995.711132 said:
ANTI-SANTA post=9.70995.711112 said:
I think running away from something you know you cant kill is shit scary. But maybe if games had little sequences where things grab you and start dragging you under stair would be good.
Hmm, Call of Cthulu has a few running sequences, the oft mentioned Hotel scene is particularly scary. But, one of the other ones I though worked quite well...
That scene was awesome... the first three times. Unfortunatly, the game is so hard, dark and unintuitive that the only way to get through that bit is to try it over and over and memorize every step of the route you have to take. Completely ruined the immersion for me to respawn in that bed only to die again a few seconds later. Which is a shame, because the first time it scared the shit out of me.
 

Priderage

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Syntax Error post=9.70995.711033 said:
When you inspect the button panel, a new button appears so that you can explore the 4th floor, which isn't supposed to be there since the hospital only has three floors.
That, right there? That is beautiful.
 

Hammered

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Sep 8, 2008
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Lack of light and decent mood music, if either of these are missed its not even scary.
 

squid5580

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There is 2 different types of scare factors. You have the Silent Hill psychological thriller which is scary as hell. And then you have the jump out of your skin frights like in RE 2 when the damn licker jumps through the mirror in the interragation room. With the latter I have never understood why the general concensus claim it would be less frightening with more ammo.
 

wgreer25

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I am a horror game fanatic. For me, the sound of something you know is there, but you don't see it yet. This is intensified if you think you can't effectivly fight it (no gun, or gun with little amo). SH with the radio, letting you know it is near, but you can't see it. I will also point out an action game that scared the poop out of me. Alien Vs. Preditor 2. Playing as the humans and your motion detector would go off = pants wetting. The original RE did the same thing, you would have spooky music and know something was in the room and might pop out at you.

This is why I am really looking forward to Dead Space. Looks like they have a great atmosphere and that they know what it takes to make horror.
http://www.youtube.com/watch?v=Te_C4LC2a4c
 

FluffX

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One of the things I like in a horror game are the enemies that don't surprise you. You know they're coming. You know where they're coming from. You know when they'll arive. And it scares the ---- out of you. When you notice whatever it is the signifies them, you don't think "Gotta choose a good weapon.". You don't think "Gotta prepare." You just think "Run.". If you're lucky, there's a way to hide. If you aren't, you pause the game, turn of the system, sit near a bright light, and start wimpering.
 

L.B. Jeffries

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Anytime a horror game goes into the final reveal where they explain where the zombies came from or how to undo the evil curse...all fear ceases for me. It is not understanding or knowing what's going on that makes a game scary to me. It's why 'The Shining' is still my favorite horror movie of all time, you get little tid bits and comments but never a real explanation for what's going on in in the hotel. Silent Hill 2 was the best in the series because there wasn't any of the cult nonsense, just an evil town and you walking through it.

Not explaining everything is the best way to stay scary in my book.
 

Syntax Error

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Yes, in Silent Hill 2, the town is both his savior and tormentor. Also, Pyramid Head. You know he's there, but you can't do jack squat about him. A great narrative is always a bonus.
 

Axe_2_Gr1nd

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Sep 4, 2008
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You want some Good Scare put "Resident Evil Code Veronica" into youtude

The music was a big part in it, there was the "scary music" but some times it played as a fight approached, but as you played more & more it played when nothing was going to happen.
And some freak fights happed with no music warning.

Had the best time playing this through on the Dream cast with the lights out at a mates place,
Evey though there was 3 of us all too often we would all jump or one would jump and scare the others.

enjoy