whothefuckisalice said:
Anyone remember the shalebridge cradle in thief deadly shadows? It was quite amazing without constantly throwing gore or bad guys at you.
This. This right here is what all games should aspire to when trying to incite true, unadulterated fear in a player.
I find that the best "horror" games are those that are not labeled as such. Case in point, Thief. It's not a survival horror game, it's a stealth game. You don't go into it expecting to be terrified, even if you are aware that you're basically dead if caught by anyone. So when Shalebridge Cradle final rolls around, you have no idea what to expect. I recall a quote that went something like this: "If Silent Hill were only a half hour game, it would be the scariest game ever conceived." Namely, the longer the fear is drawn out, the less of an impact it has. You come to expect the terror, and embrace the familiarity of it. Not so with the Cradle. Nothing can prepare you for it.
As the level starts, the burnt out husk of the mansion looms over you; a dominant, overpowering force that exerts its will subtly over your consciousness as you delve deeper into its confines and its secrets. It is up to you to find the clues to uncover the mysteries of the Cradle, much like the video logs one finds in games like Bioshock. But, of course, there isn't even a voice to comfort you. Just the crumpling of paper as you read forgotten notes covered with the dust of the ages. Fear mounts as you travel through the opening area, wondering what might jump out at you. But there is nothing. Nothing but worn furniture, blackened walls, and the sound of your footsteps on the floorboards. Slowly, the noises of the building begin to rise. The groaning of ancient wood and mournful winds, and what sound like faint whispers of laughter. A child's laughter. Yet still there is nothing to hide from, nothing to attack. Yet there is a presence all the same, a feeling that you are being studied or scrutinized. Eventually you come to realize that the greatest terror are not the shambling remains of the former inhabitants of Shalebridge, but the aura of the building itself. It toys with you, leads you on, provides you with glimpses of hope before wrenching them away. It toys with you like a cat with a mouse.
And it does not want you to leave.