How does one make the end of a horror game feel climactic without completely ruining the atmosphere?

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AnonymousTipster

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Jun 10, 2010
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Felt I should point out that before entering this topic, the views were exactly at 666. Spoooooooooky.

But to be on topic:
badgersprite said:
Not to be overly simplistic, but what about a chase sequence instead of a 'combat' sequence? I guess it wouldn't work in a game built around them (eg Shattered Memories, or even Amnesia), but if you suddenly have to deal with an evil you can't beat and instead have to run the fuck away from, that would feel pretty pulse-pounding and terrifying at the same time.

If it were in every game it would lose its edge, but it's just the first thing that came to mind.
Something like this could potentially work, though it really depends on the game.

There's a pretty tense chase scene towards the end of Condemned 1 (Yahtzee talks it up quite a bit in his review of Condemned 2), but it's short lived and not as good as Yahtzee makes it out to be. It's also the last believable thing before the plot craps itself inside out (to borrow a phrase from ZP).
 

badgersprite

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Sep 22, 2009
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AnonymousTipster said:
Felt I should point out that before entering this topic, the views were exactly at 666. Spoooooooooky.

But to be on topic:
badgersprite said:
Not to be overly simplistic, but what about a chase sequence instead of a 'combat' sequence? I guess it wouldn't work in a game built around them (eg Shattered Memories, or even Amnesia), but if you suddenly have to deal with an evil you can't beat and instead have to run the fuck away from, that would feel pretty pulse-pounding and terrifying at the same time.

If it were in every game it would lose its edge, but it's just the first thing that came to mind.
Something like this could potentially work, though it really depends on the game.

There's a pretty tense chase scene towards the end of Condemned 1 (Yahtzee talks it up quite a bit in his review of Condemned 2), but it's short lived and not as good as Yahtzee makes it out to be. It's also the last believable thing before the plot craps itself inside out (to borrow a phrase from ZP).
Yeah, that chase sequence stops being tense or scary once you figure out you just need to wait in a room and watch for him to run past while Serial Killer X does his best Jack Torrence from The Shining impression.

Anyway, when I think of pulse pounding chase sequences, I'm more thinking 'rapidly bash X and O as fast as you can or else THE OTHERWORLD WILL CONSUME YOU'. Just having to bash buttons that fast creates psychological pressure and helps freak out the player, especially if all you can hear are footsteps behind you.
 

Trolldor

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Anyway, when I think of pulse pounding chase sequences, I'm more thinking 'rapidly bash X and O as fast as you can or else THE OTHERWORLD WILL CONSUME YOU'. Just having to bash buttons that fast creates psychological pressure and helps freak out the player, especially if all you can hear are footsteps behind you.
Annoys the fuck out of me.

Also, A & B, not X and O
 

Mr. Eff_v1legacy

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Aug 20, 2009
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I agree that most games tend to lose their scary edge right at the end. I think it would have to be pretty abrupt and bleak, and not wrap up the story very tightly. Part of the thing that makes something scary is the unknown. Once it is revealed, it ceases to be scary.

AnonymousTipster said:
It doesn't turn into an action game, but even Silent Hill 2 falls flat on its face in its final battle.
I agree that the final boss isn't as scary as the rest of the game, but SH2 has the best endings I've seen in a game. And the final blow delivered upon the boss is very climactic and difficult to do (mentally). The story was wrapped up nicely, made the player think, and they hit me like a brick every time. A very sad story indeed.
 

AnonymousTipster

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Yea, SH2 ending's were great.

The "final blow" was also very well done, but the battle of attrition before it is more tedious than anything.