Most screwed up (ie demented) game you?ve ever played?

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hanselthecaretaker

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So, for a long time I used to think it was Silent Hill, but that may have just changed as of last night. Why, you ask? Well, because I just played through Here They Lie, and while it was worth the very short play through that it was, I found myself several times asking the screen just what the hell am I experiencing here.

A bunch of people with horse and pig heads engaging in all sorts of vile, fucked up debauchery - in some cases even forcing me to join in - a giant fire monster wearing a Freddy Krueger-looking hate slowly chasing you, several candid narrative tapes expressing how empty and pointless life itself actually is...then in the end you need to choose if you should ?save yourself? and rebuild a connection with a lost love, or destroy everything including that last chance.

It?s all very strange and certainly basic in terms of gameplay and design, but I will say I don?t agree with Jim Sterlings 1/10 rating. The game had some of the best use of sound and art direction I?ve seen lately, even without VR. I?d probably say as an experience it?s an 8/10, but the ?game? part would be pretty much in the middle of those two.
 

Silentpony_v1legacy

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I've never thought of games as messed up or weird. It can't be because I know humans made it. Someone wrote the story, someone wrote the code, etc...Its not like Bath'Vaul'kth Destroyer of Worlds got a degree in programming and made a game to destroy the minds of the sons of Adam.
Even Eternal Darkness with its 'You save file is corrupt' shit was more annoying that totes spoopy like for realz.

I've heard Agony involves some 'messed up' stuff but the gameplay is shit. Maybe that makes it better? I might look into that one.
 

CaitSeith

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Song of Saya. I know it's an horror visual novel with hentai; but... oh boy! Whenever I thought it couldn't get any more screwed up; the next scene just upped up the level another 10 notches. I think EC described it the best: it's like Silent Hill with no hold bar and no restrain for taste. This is what I go for when I think to myself "sleep is overrated".
 
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I don't think I've played anything that would qualify as screwed up/demented. I avoided the most controversial stuff since they don't particularly interest me (such as Hatred, Manhunt, Bully), I played Mortal Kombat enough to horrify the parents and stick it to Jack Thomson, and not much else. I've played many survival horrors over the years, ranging from chilling to jump-scares but nothing so twisted.

I played a bit of Evil Within...was that demented? Dead Space 1/2 ("stick a needle in my eye"), VTM: Bloodlines...they don't strike me as twisted games, just horror themed.

I'll be interested to hear more titles that qualify. I don't think the games industry has twisted B-Games like we have twisted B-Movies, shot on handycam in a cabin in the woods. Maybe the indie scene is changing that, but you can't really immerse in horror without 3D GFX and the time to build atmosphere.
 

WhiteFangofWhoa

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I'm probably a lightweight due to avoiding H-games and the like. Mine's more the department of 'fridge horror', things implied rather than straight up presented. SMT Nocturne and SMT IV both have a number of demented moments, being cosmic horror stories:

If people in the Casualry class in the kingdom of Mikado read enough books to become aware of just how badly they are being oppressed by the upper classes, they transform into demons out of fury. Mere knowledge transforms humans into monsters, and the angels' solution to this is to ban all literature.

YHVH plans to continue destroying and remaking the universe until one is made that obeys Him perfectly. The only way out of the cycle is to destroy the Vortex world mid-conception. You are aborting the universe after travelling the slimy womb level that is the Amala Labyrinth.

The Reverse Hills facility and tribute system based around it. Humans transformed into livestock.

The main arc of IV is the White trying to convince you, the player, that the best way out of the cycle of human suffering is to obliterate everything, similar to Nocturne's True Demon Ending. They do this by exposing you to the current demon-infested Tokyo (including the aforementioned Reverse Hills), along with alternate versions of Tokyo as it would be if Law wins, and then the one created if Chaos wins, both of which are far worse off than the current one. Who's to say you wouldn't go along with them if you weren't aware that this was a video game, and doing that probably leads to bad ending?
 

Yoshi178

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future me says Super Smash Bros Ultimate.

they're fucking crazy with how much shit they've managed to cram into that game for us.
 

Smithnikov_v1legacy

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Buzzsaw Bloodhouse

A one hit kill 3D platformer where you have to negotiate defenseless schoolgirls through an maze of saw related deathtraps and the occasional psychopath.

That not the truly messed up part. No. The whole thing is framed like a Deep Web snuff site complete with a chat feed going on beside the action, and..well, necrophilia talk isn't even the worst of it...
 

Trunkage

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Always Sometimes Monsters. You start the day with your landlord threatening to kick you out. Literally, the only way to get enough money is to pretend to be nice to your neighbour and steal everything.

I remember hitting the town and going to an arcade. I met a guy there and was helping him out with something. We went back to his place. All of a sudden, his dad pulls out a shotgun, shoots his son for wasting time with video games and tries to blast you. That was my second ending after getting too sick from being kicked out of the apartment.

I gave up after that. Its one depressing game
 

Addendum_Forthcoming

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The Cat Lady was a game that legitimately frightened me. I hate that house 'stealth' section...

I will specify that it's more a general sense of horror and terror rather than scary. Foreboding and depressing, but it never strays into merely being some cheesy idea of being bleak for bleak's sake. It actually has a point to convey and is more so a story of how one survives themselves in the face of the surreal and dark places of the mind and world. And it actually ends on as realistically positive note as one could expect for such a cast of characters.

Cool OST and trailer, as well. Also some pretty darn clever puzzles that will really get you thinking like a murderer improvising on the fly.


Also Pathologic is pretty fucked up as you go through it.

That is an amazing story (three actually), wrapped in bad translation, wrapped in a realistic idea of a plague ravaged town of yesteryear. That suddenly delves into the surreal, alien and downright mysterious and chilling.

It is beyond hard to talk about the themes in Pathologic. And it depends on the one of three characters you play the story as.

There is an incredibly breadth of nuance everywhere, minor changes in how the characters see the world, reacting to your character, the insanity that as the people talk the jarring reality dawning on you that the unnamed town you explore is a mixture of times, ideals, era'd politics, and human quirks.

Music subtlely changes depending on the character, depending where you are, and depending how far time has gone on. Reflecting each character's own unique attachment to the town, its history, their background, and the passage of time itself. As the laws of nature, and one's reception to the surreal aspects of the world, are no longer so concrete anymore ... and become mere vagaries of opinion, outlook, and personal perception rather than anything that can be understood by ordered reason or logic as the deathly march towards the abyssal brink relentlessly drives the population to extinction.

A town famed for its odd theatre opens the game with an odd, theatrical moment of the three playable characters (and a fourth, the observer, the player controlled avatar that watches them)... recognizing it's all a play, a morbid, macabre scene that signals all is grotesquely already fated to be that they would go their separate ways.

Probably the single greatest 'character introduction' in a videogame moment ... as you learn about your future avatar and how they feel, what they're here for, and who they are... themselves presented in an overly theatrical manner as they explain and explore their morbid curiosities of the phenomena and their strategies for the future. Even as a town is dying around them and they have acceptedthey'll likely die with it in time ... but not before their various understandings of personal satisfaction.

Whether you want to understand, protect, or to preserve.


One of these characters is locked until you complete the adventure with another character. Which is brilliant. It just sums up a great little message of wrapping metagaming as if game mechanic itself ... as one character 'Devotress'/'Changeling' is a strong believer in occult mysteries, practices and believes she has supernatural powers or some supernatural connection to the town itself ... and so while each character interacts with the town in a unique way ... that body of metagame knowledge quietly helps solidify an idea around this character using asif a sixth sense to navigate the hurdles and vagaries of the passage of time to explore aspects of the game that you otherwise missed, couldn't access, or simply avoid the same mistakes and pitfalls.

A town famed for its meat production on the Russian Steppe ... as day 11 and 12 closes in, the streets with hanged, curing meats is now desensitizing you as bodies grow on street corners and become just as symbolic, and government forces are torching the streets and attempting to burn away the plague as you struggle to find an answer to what you truly see in the town as left worth saving.

It's ... smarter people than me have tried to explain why this game is so fucking chilling, cold, and brutally ruthless in its depiction of humanity and how it deals with the insane ... and it still feels like its missing something and about why it's such a mindfuck to play through each and every time, with each and every character.

It's proof that games don't need to be fun to be unforgetable in the best possible ways.
 

stroopwafel

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Definitely Manhunt. It is by far the meanest and darkest game I ever played. Most of the games that go for extreme violence are shite but Manhunt is also a damn good stealth game. It is not just the violence though, but also the insidious remarks by Starkweather that in combination with the absolutely hopeless atmosphere gives the game an added layer of psychological horror as well. Pure human horror is just way worse than any supernatural stuff. It was also a game of unparalleled detail and particle effects which most games even today still can't match. I was amazed not just by the detail of the scripted kills but also the unscripted ones like for example a sniper bullet destroying an enemy's face and exposing part of the skull. There is an almost fetishistic level of detail to the violence. The entire game's atmosphere and art direction is also suffocatingly dark. Absolutely no other game comes close.

This is one game I wish would be remade in the Rage engine. Please Rockstar!! You made them GTA billions already. :p
 

NerfedFalcon

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Danganronpa Another Episode: Ultra Despair Girls.

Chapter 3.

Kotoko Utsugi.

Just about every scene she's in during that chapter just left me wanting to cut that part of my brain out with a spoon.
 

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stroopwafel said:
Definitely Manhunt. It is by far the meanest and darkest game I ever played. Most of the games that go for extreme violence are shite but Manhunt is also a damn good stealth game. It is not just the violence though, but also the insidious remarks by Starkweather that in combination with the absolutely hopeless atmosphere gives the game an added layer of psychological horror as well. Pure human horror is just way worse than any supernatural stuff. It was also a game of unparalleled detail and particle effects which most games even today still can't match. I was amazed not just by the detail of the scripted kills but also the unscripted ones like for example a sniper bullet destroying an enemy's face and exposing part of the skull. There is an almost fetishistic level of detail to the violence. The entire game's atmosphere and art direction is also suffocatingly dark. Absolutely no other game comes close.

This is one game I wish would be remade in the Rage engine. Please Rockstar!! You made them GTA billions already. :p
IDK ... Manhunt always struck me as a less comedic MadWorld. More shock value, less general horror and terror of confronting something maddening about human nature. It's been decades since I played it, so I might be wrong ... plus TBIs mean you remember stuff funny/incorrectly/not at all/attitudes to stuff you like change.

One of the reasons why I really dig going through old gamesI played as a kid (MechCommander, early Close Combat games, etc) is 'rediscovering' them anew. Might get to Manhunt again sometime.

Speaking of the decals and whatnot, how do you think it rated to contemporaries like the Soldier of Fortune games? Because I feel like SoF had a step up in terms of damage modelling. Once again, that might be because of bad memory.
 

stroopwafel

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Addendum_Forthcoming said:
Speaking of the decals and whatnot, how do you think it rated to contemporaries like the Soldier of Fortune games? Because I feel like SoF had a step up in terms of damage modelling. Once again, that might be because of bad memory.
Definitely better I think. SoF felt stiffer with a much lower polygon count, though that might also have to do with Manhunt's grain filter and the general art direction of the game.
 

Drathnoxis

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Probably Nastyman Gold. Demented is a pretty good description. There's no footage of it on Youtube, and there's probably less than 100 people who have ever heard of it, though.
 

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stroopwafel said:
Definitely better I think. SoF felt stiffer with a much lower polygon count, though that might also have to do with Manhunt's grain filter and the general art direction of the game.
SoF1 was a good few years before Manhunt, though. So I'm not sure if it's entirely fair to compare them. I'll have to play Manhunt again sometime. It's been awhile.
 

Schadrach

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trunkage said:
Always Sometimes Monsters. You start the day with your landlord threatening to kick you out. Literally, the only way to get enough money is to pretend to be nice to your neighbour and steal everything.
Not true, although it is the fastest and easiest way to get the money you need by a huge margin. Also, there are alternatives to either your apartment or sleeping on the street. Also, if you don't return her ATM card, she eventually gets her check and you can clean her out again...you monster. Also, you can get around paying for the bus and hitch a ride with a friend if you do things right.

I hate that the titled the sequel Sometimes Always Monsters though, it's just so confusing.

Addendum_Forthcoming said:
Also Pathologic is pretty fucked up as you go through it.

That is an amazing story (three actually), wrapped in bad translation, wrapped in a realistic idea of a plague ravaged town of yesteryear. That suddenly delves into the surreal, alien and downright mysterious and chilling.
All of these things. Did the HD remaster improve the translation any? Also the map switch near endgame was inspired.

Also Pathologic 2 is really a drastic reimagining of the original, with the greater resources my favorite creepy Russian devs now have available.

Speaking of, anything by Ice Pick Lodge (except for Cargo! The Quest for Gravity!) will scratch this same itch. The Void and Knock Knock, in different ways.


leet_x1337 said:
Danganronpa Another Episode: Ultra Despair Girls.

Chapter 3.

Kotoko Utsugi.

Just about every scene she's in during that chapter just left me wanting to cut that part of my brain out with a spoon.
I'm sure we could be gentle with that spoon.

To be fair though, there's a fair bit of fucked up in Danganronpa as a whole (with Ultra Despair Girls being probably both the worst and lower impact than it should be because of the game's structure), which is made either better or worse (I'm still not sure which, I think it's one then switches to the other when you get a chance to think back on it) by the almost cheerful/energetic aesthetic choices, the hot pink blood and Monokuma.