Poll: Was Dead Space scary?

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Georgeman

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Flour said:
Georgeman said:
Edit: Hm, I already suggested above that a bit of subtle mindfuckery would work, but let me give an idea. How about leading the player to a monster without any kind of fanfare and without any kind of lighting? As the player tries to restore the lights to the place or find some lighting equipment, the monster attacks him/her every once in a while and the player will have no idea where it came from and will either run like a scared little girl or shoot the shit out of everything like he/she is Rambo or sth. And then, just like Rambo, he runs out of ammo! Oops!
The problem with that is that it isn't scary, annoying.
If the player got a short-range motion tracker like the one in the AvP2 expansion [http://i45.tinypic.com/5ufn7k.jpg], then it could work. The reason for this is that the motion tracker acts as a sonar that goes through walls but is never accurate enough to completely depend on it. The sound of the motion tracker is just background noise but it's also important enough that you will focus on it and hearing that change is a lot scarier than any monster jumping out of the darkness. The changed sound doesn't even have to be from an enemy, it could just be a door opening/closing or something falling down.

On-topic: no it wasn't scary and my suggestion is right above this part of my post. My explanation isn't great but it doesn't have to be because it's basically the "low health effect". You can't ignore it and it makes you more aware of your surroundings, especially when the motion tracker shows there is some movement about ten meters to your right(this video of Aliens(Alien 2) shows what I mean about 1 minute in [http://www.youtube.com/watch?v=4E5D3OCJn-Y])
Yes you are right. It could turn out annoying indeed, but like I said, it's an idea. Whether an idea succeeds or not depends entirely on the execution. If the execution succeeds, it can become brilliant. If it fails, then it becomes annoying and pretentious.

And the motion tracker is an interesting way to implement this!
 

Xerosch

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After I got used to creatures appearing in jump scares almost every time... no, it wasn't scary. It was a very enjoyable experience while it lasted but when it comes to horror I'm more the psychological type.
 

Jumplion

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Georgeman said:
Yes you are right. It could turn out annoying indeed, but like I said, it's an idea. Whether an idea succeeds or not depends entirely on the execution. If the execution succeeds, it can become brilliant. If it fails, then it becomes annoying and pretentious.

And the motion tracker is an interesting way to implement this!
Just another random thought here, people complained about how predictible the enemies were and where they'd attack. So how about an enemy that comes in pairs? One hides in a vent that you briefly see and therefore are cautious approaching it. But then, the second one will bang on the inside of the wall next to you, making a huge bulge, distracting you thinking the enemy is coming through the wall. But then the first one comes out the vent and attacks.

A random thought, I don't claim it to be original, though I do say I felt quite smart when I thought of it ;P I recall a similar enemy detailed in the preview on GameInformer of DS2, it signals you with loud noises, but if you turn a wrong corner you get attacked by another one and if you're too close it explodes or something.
 

asteroth21nox

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I completed the game a couple times, but I have been playing horror games a looong time. If you want REALLY scary...play the fatal frame games.
 

dududf

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Yeah I shat bricks.

I blame that on me being a total pussy with scary stuff.
 

Jekken6

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It's pretty scary in the first 3 chapters, but the rest is tension, not exactly fear. The tension is mostly because of how fucking good the sound design is.
 

Georgeman

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Jumplion said:
Georgeman said:
Yes you are right. It could turn out annoying indeed, but like I said, it's an idea. Whether an idea succeeds or not depends entirely on the execution. If the execution succeeds, it can become brilliant. If it fails, then it becomes annoying and pretentious.

And the motion tracker is an interesting way to implement this!
Just another random thought here, people complained about how predictible the enemies were and where they'd attack. So how about an enemy that comes in pairs? One hides in a vent that you briefly see and therefore are cautious approaching it. But then, the second one will bang on the inside of the wall next to you, making a huge bulge, distracting you thinking the enemy is coming through the wall. But then the first one comes out the vent and attacks.

A random thought, I don't claim it to be original, though I do say I felt quite smart when I thought of it ;P I recall a similar enemy detailed in the preview on GameInformer of DS2, it signals you with loud noises, but if you turn a wrong corner you get attacked by another one and if you're too close it explodes or something.
Hey, that's actually a very sneaky and evil idea... but it doesn't look like it belongs on horror territory too much. More startling than scary. At least, that's how I see it. But who knows, perhaps they could make it scary if, for example, they decided to fuck around with you more by trying to confuse your hearing.
 

Caligulove

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Scary in the conventional ways of things coming at you- not seeing them or not expecting it entirely. But there was nothing that really sat with me or kept me up at night.

So definitely is a scary game to play with other people or alone without the lights off... it was a good game but I prefer scary games that kind of fuck with me and leave me not wanting to go to bed for fear of dreaming... LOVE that.

But then i love horror
 

Jumplion

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Georgeman said:
Jumplion said:
Georgeman said:
Yes you are right. It could turn out annoying indeed, but like I said, it's an idea. Whether an idea succeeds or not depends entirely on the execution. If the execution succeeds, it can become brilliant. If it fails, then it becomes annoying and pretentious.

And the motion tracker is an interesting way to implement this!
Just another random thought here, people complained about how predictible the enemies were and where they'd attack. So how about an enemy that comes in pairs? One hides in a vent that you briefly see and therefore are cautious approaching it. But then, the second one will bang on the inside of the wall next to you, making a huge bulge, distracting you thinking the enemy is coming through the wall. But then the first one comes out the vent and attacks.

A random thought, I don't claim it to be original, though I do say I felt quite smart when I thought of it ;P I recall a similar enemy detailed in the preview on GameInformer of DS2, it signals you with loud noises, but if you turn a wrong corner you get attacked by another one and if you're too close it explodes or something.
Hey, that's actually a very sneaky and evil idea... but it doesn't look like it belongs on horror territory too much. More startling than scary. At least, that's how I see it. But who knows, perhaps they could make it scary if, for example, they decided to fuck around with you more by trying to confuse your hearing.
Oy, I could just imagine, dozens of bulges through the wall, smashing noises from all around, not knowing where the enemy will come from until suddenly BAM! is comes from behind and R.Y.N.O (Rips Ya a New One (Go Ratchet and Clank!))

What I did read in the article on DS2 is that they're working on the pacing now. Instead of the player constantly worried about what is going to be around the corner, there are going to be moment (or at least they claim there will be) where you're utterly helpless and a complete badass ripping more new ones off of Necromorphs. While that may sound very unsettling, replaying through Dead Space now makes me understand what exactly they're trying to accomplish with that thinking. Obviously, as a novice in the horror genre, I'm always expecting something to happen even if nothing will. But with proper pacing of DS2, you could get just enough gasp of air here and there to keep you from turning off the game every 30 minutes (which is what I did originally).

I think the reason why the original quotee said that people would only play 30 minutes at a time was because there was always something going on, therefore making the player run out of breath and taking a break after a while. Originally, I played Dead Space about 30 or so minutes at a time, not because I was scared (sometimes...) but mainly because I needed to take a break from the the blunt consistency of the atmosphere and how it was like a jog through a hallway that always repeats. With better pacing in DS2 (or so I hope), you could play in much longer intervals as you will sometimes be walking and sometimes be sprinting for your life, but in a much better pace.

I hope I made sense, I think I may have jumbled over myself here.

EDIT: One thing Dead Space did excelent, though, was the sound design and atmosphere. As I said before, I thought the moments where you played in the vacuum of space with only your labored breath being heard was absolutely brilliant and really made you fear for what will come up behind you.
 

Ben Legend

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Its not really scary. Now, silent hill is scary. You need the supense, not just the random noises and monsters randomly jumping out.
 

Georgeman

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Jumplion said:
Oy, I could just imagine, dozens of bulges through the wall, smashing noises from all around, not knowing where the enemy will come from until suddenly BAM! is comes from behind and R.Y.N.O (Rips Ya a New One (Go Ratchet and Clank!))

What I did read in the article on DS2 is that they're working on the pacing now. Instead of the player constantly worried about what is going to be around the corner, there are going to be moment (or at least they claim there will be) where you're utterly helpless and a complete badass ripping more new ones off of Necromorphs. While that may sound very unsettling, replaying through Dead Space now makes me understand what exactly they're trying to accomplish with that thinking. Obviously, as a novice in the horror genre, I'm always expecting something to happen even if nothing will. But with proper pacing of DS2, you could get just enough gasp of air here and there to keep you from turning off the game every 30 minutes (which is what I did originally).

I think the reason why the original quotee said that people would only play 30 minutes at a time was because there was always something going on, therefore making the player run out of breath and taking a break after a while. Originally, I played Dead Space about 30 or so minutes at a time, not because I was scared (sometimes...) but mainly because I needed to take a break from the the blunt consistency of the atmosphere and how it was like a jog through a hallway that always repeats. With better pacing in DS2 (or so I hope), you could play in much longer intervals as you will sometimes be walking and sometimes be sprinting for your life, but in a much better pace.

I hope I made sense, I think I may have jumbled over myself here.
I think I get what you say. One other complaint I had with the original Dead Space was that it had repetitive environments. I haven't seen so many copy-pasted gray rooms before in a video game other than the first Halo. It was also a bit too easy on Normal difficulty and thus got a bit boring here and there. Perhaps a bit less "Now shoot the monsters" and a bit more "Fuck your mind" moments might enrich the experience.
 

haruvister

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The only scary place in the world is your own imagination. A film or game can only be regarded as scary if it can tap into that. Like Yahtzee said at the time, Dead Space is startling, not scary.
 

Arkhangelsk

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IanBrazen said:
UsefulPlayer 1 said:
I never played so I'll ask you guys.

Resident Evil 4 was a great thiller/scary game for me. Would Dead Space give me the same experience? If so, then I really should look into buying it.
it follows RE4 formula to the letter but it dose it so well that I say you should go get it.
And if you want a game that will scar your soul go get Silent Hill 4: The Room.
Fuck SH2, SH2 had the best story by far, but SH4 was the scariest.
Its the only game that I could not finish, and I dont scare easily.
I wasn't really scared by SH4. The only reason I stopped playing was that it was so bad in design that I couldn't stand it. The controls were frustrating, the main character seems like he can't even walk and chew gum at the same time, and the game was more set on annoying me than creeping me.
 

ProfessorLayton

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I thought that at times the atmosphere was done incredibly well, but too often did it go back to jump scares. I mean, why couldn't you just keep going in a creepy environment instead of having to rely on jump scares. The atmosphere was very good and creepy, but almost all of the real scares were just "BOO!" scares. It was more... startling than scary. I hope that they use the environment to their advantage next round, but from what I read is that they were going to make it less scary and make it more like an action game which I think is really lame. We've got a billion or so action games for the 360 and maybe 4 or 5 really good survival horror games, the first Dead Space being one of them. I hope that they make the second one scarier instead of making it more actiony.
 

Mako144

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You know, I never actually played the game being a total wuss for anything remotely scary. (Seriously, when I was younger I couldn't even beat the Great Deku Tree in OoT because of the Giant Skullatullas in it.) However, an interesting thing after reading this whole thread is all the people who say, "It wasn't scary, it was tense, surprising, thrilling, atmospheric etc." It's just interesting to read all this variation to a single emotion.
 

Et3rnalLegend64

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I wasn't all that scared. The mutated screaming-guy-stuck-to-wall kinda weirds me out, and there are a few jump moments, but it's not actually that scary. More like "crap, this is gonna suck" when I run into a room filled with more zombies than I can handle.