What "gets" you in a horror game?

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TheYellowCellPhone

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Feeling absolutely powerless against whatever threat may appear.

Games like Killing Floor, Dead Space and Left 4 Dead don't feel scary because you have big guns with lots of ammo. Games like Penumbra, which force you to hide, or Fatal Frame, which I'm sure is fucking with me, scare me shitless.

EDIT: Or that damn chase scene from Call of Cthulhu.
 

Someperson307

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Matthew Valkanov said:
Someperson307 said:
Matthew Valkanov said:
The inability to fight back. Knowing that there's nothing you can do against whatever it is that you come against FREAKS ME OUT.


SPOILER ALERT(by the way, how do you create those nifty little spoiler boxes? I'm a forum luddite):

There's this bit in Call of Cthulhu : Dark Corners of the Earth where you're in a hotel. Everything up to this point has been screaming DON'T stay the night there. Don't even stay in the town. You even find the remains of a previous lodger, and have a psychic vision of the hotel manager killing this person. Of course, you decide to stay the night(who wouldn't, right? -_-'), at which point your psychicness tells you that people are coming to your room to get you. You then have to quickly bolt doors, run, and move obstacles as you are pursued by these madmen. First time I tried I fell to my death jumping out a window. I immediately Alt-F4ed, put my laptop down, swore, and had a drink.
That game has some crazy chases. The shoggoth comes to mind. I'm surprised there aren't more games that are rooted in Lovecraft's work. His stories create the perfect combination of fear and dread.
There are a few other games, but they are really boring. Sherlock Holmes : The Awakened comes to mind. You expect something a bit creepier, with Sherlock, being the eternal sceptic, denying everything that has happened despite what he has seen and maybe a little bit of trauma and insanity. But it just fizzles out...
It's a shame Headfirst was shut down, their other Call of Cthulhu games looked so cool.
 

Ruiner87

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When the lights are flickering, and then a scary monster jumps out and surprises me.

Seriously though, it's when a game combines the elements of sound, lighting and tension to create an atmosphere with the ability to make me nervous. A great horror game will never (or at least rarely) need to use cheap scare tactics to get a reaction out of you. Hell, a great horror game will never even need to scare you. A great horror game should make you feel nervous, it should make you feel uneasy. The most truly horrifying thing is not a big, scary monster jumping out in front of you, but wondering if the big, scary monsters are actually there.
 

rofl jet

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I think what disturbs me most is when they suddenly change something.
Example: There's a room thats always safe, then at some put there's a monster in it.
 

Charlie Emerson

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Mar 17, 2011
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Running. Im ok at it, but I cant tell you how many nightmares I have gotten when something is behind me and I just know its gonna get me. But I just try to keep sprinting from something. From the Fast zombies in Ravenholm [a la Half life 2] to the moments in Amnesia where the monsters are right behind you and you hold down that SHIFT key and the up arrow as hard as possible. Even the first time I fought the Tank in Left 4 Dead. I noticed half way through my M-16 mag that its the last one I had. No Medkit, no ammo,[other then pistols obvi, but what is that gonna do to a Tank coming at you full speed?] 3 AIs, no anything. It hot on my trials, trying to get to a ladder or something scares me each time.
 

KaiserKnight

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Lack of modern weapon strength (head shot or two hits with a bat kills something, in a horror game you are wasting time trying to kill one thing when possibly four more are after you), atmosphere, few creatures (14,000 zombies, 22,841 deamons, 100 insane humans wont freak me out but if there is like 3 of one creature that I have no idea what it is, hell its not really "scary" looking but there is only like 3 in one scene it freaks me out, 1 thing can be following me around in the game and never show itself at all and the game ends leaves me freaked out. In some games less is more it seems), sudden changes to area (walk in through a door to say a house then leave the area or change the camera angle and that door is no gone or replaced with a picture. No noise, nothing tells you it happened it just did.)

To put it simply, who didn't see this coming, Silent Hill 1 does a great job and has everything that still gets to me or such puzzle games like 7th Guest. Left 4 Dead, Resident Evil 4-5 and such don't since I no longer feel overwhelmed
 

TheTim

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Thinking something is going to happen but doesn't

then when something does happen when im not expecting it.
 

Dogstile

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Tension. The reason FEAR and all games like it fail is because while you're trying to scare me, i've had my finger pulling the trigger the entire time. Your display of throwing a soldier around a room once or twice just lets me know you're there, well done, want a cookie?
 

A-D.

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Atmosphere and Tension really. Amnesia did this, Silent Hill did..well before it was "outsourced".

Then again, you can make Amnesia the most comedic Horror Game ever. Recall that Daniel tends to talk/mutter to himself from time to time? Start a monologue with yourself, pretending you are speaking to Daniel in a form of "the Voice in his Head", at least to me that made the Game go from "Holy shit! Gotta run!" to "Daniel, you're an Idiot. Of course he just saw you."...when a Gatherer is on your Tail anyway.

Dont believe me? Try it! :D
 

Nabirius

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The feeling that you are being hunted and toyed with. It rarely happens but when I fear that there is something behind every corner I don't want to move, also System shock re spawned enemies if you lingered, so no where was safe.
 

AllLagNoFrag

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New Troll said:
Darkness, swimming underwater, and damn good psychological stories. Also limiting view by making me look through a camera to see those damn baddies also doesn't hurt.
:) Nice.

The fatal frame series is by far the scariest games Ive played (and wouldn't complete if not for my friends playing with me).
 

BigTortoise

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Suspense. You know it's gonna happen, but the agony is waiting for it to happen and not knowing when it will happen.

Let's look at Amnesia. Everyone knows when getting this game that something is going to come and get you. But it slowly torments you like dangling candy over a baby and pulling it away just as it's about to grab it.
Well Amnesia doesn't let anything try to kill you throughout the whole beginning of the game. Hell I STILL haven't reached that stage in the game (I admit I haven't played in a while because I'm a huge pussy.)

You know it's right behind you. But when you turn around it's gone again.
 

Thaluikhain

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Narrow corridors with blind corners.

Also, something to damage you. When you are running round in a scary level, but realise that it's all atmosphere and your health bar hasn't gone down at all, it stops feeling dangerous. Taking even a small amount of damage, every now and then, for example, means that you really could be in danger.
 

FC Groningen

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First of all, the game should be challenging. If you scroll through the entire game in a few hours without getting killed at all, something is wrong. I'm in favor of not putting an "easy" difficulty in horror games. People starting on "easy" usually get off too easily, which ruins the sensation of a first playthrough.

If you screw up, penaltise us gameplay wise and graphic wise. Only then, you'll be really motivated not to die, like you should be afraid to die in such a situation. Only allow us to save our games in specified areas or add checkpoints. If we die, show us how and gore and details are welcome. Might be unpleasant to watch, but that is the point exactly. I understand the people that don't want gore to be the center of the game; It usually goes hand in hand with games with big guns and stuff and its a bit of a cheap scarefactor. Also, gore loses its appeal if you're confronted with it too many times. Yet, dying can be displayed as gruesome as possible if you ask me.

Each enemy should be a serious threat. The moment you're a significant bigger threat than the enemy, something went wrong again. I personally don't understand the appeal of running away an entire game, but i wouldn't mind certain parts of a game where running is the best;only option. It also varies the gameplay somewhat.

If you're going to implant mobs; make them unbeatable. the moment I can mow down an entire mob is the moment I start to scratch my head on how likely that just was. After you've shot down an entire mob, the next one won't feel like a challenge. (Resident Evil 4) I personally think that "mobs" are perfect enemies that should be avoided.

Good voice actors are a must! don't think i should explain this one.

Have no safe areas. Resident evil 3 did this really well in my opinion. In most games, you feel safe because you either cleared the area already, or because you walked through it several times and nothing happened. Resident Evil 3 had Nemesis appear in "safe areas" and it was hard to predict when he would show up. He would chase you through several areas before finally disappearing. That brings me to my next point.

Have enemies chase you through multiple areas. I personally find it hard to believe that most enemies stop chasing you after you went through a door, gate or anything. Nemesis in Resident Evil 3 did this as well. Enemies that really want you dead won't stop for something trivial like most doors. If you're stopped being chased, make it likely and it wouldn't hurt to have your enemy attempting to get through the door. (For example, you hear something bash against a heavy metal door after you just closed it behind you)

Make enemies somewhat smart. If forementioned enemy gets stuck behind an obstacle between you and it, have it find an alternative route. (For example, the enemy mentioned above realises it can't find a way into the factory you just entered. Instead, it will move to a window next to a corridor you already cleared/passed earlier.) Another example would be that if you take refuge in a wooden building and the enemy spots you, they will attempt to set fire to the building and will wait until you come out.

Don't have enemies hold human weapons, including zombies. Guns should be really limited in horror games anyway.

The protagonist(s) will take responsible choices at that particular moment. If I can't stand anything in a horror game/movie, its retarded protagonists.

I personally like the appeal that eventually you will have to build your own weapons. I don't believe that people leave ammunition all over the place; I really don't believe that enemies drop it, especially if they don't use it. In an eventual real horror scenario, you're probably down to improvising anyway, like kitchen knifes on broomsticks or something.

Avoid horror clishés or at least give them their own twist. For example, there is a shadow of a large tree in one of the windows and some twigs are pushing against the window. After a trigger, have a branch of the tree crash through the window because of a lighting hit or strong winds. Maybe part of the ceiling will collapse because of it, or have enemies enter through the broken window later.

In a dire situation, we should have multiple ways to cope with the situation as best as possible, but we can't tell for sure what will work best, except by trying it out or having slight hints on what would best. For example, you're being sieged inside a building. Outside, an enemy/mob is trying to get in. There is furniture and material to build a barricade. After you're finished building the barricade, you have about a minute to explore the building and take the right decision. If you can't decide before that, the enemy gets in and kills you. There is a wooden hatch below the carpet which leads to a ... basement? It sure is dark down there. You can close the hatch above you, but you need a source of light and the enemy will see that you went there. You can go upstairs. There is a fire escape, but it doesn't seem safe and you might need a key once you're downstairs since a fence closes off the area. You can also try the gap in the ceiling that will lead you to the roof. There are buildings adjacent to this one, but the gap between the buildings is 6 meters? will you be able to jump it? Will you need something else?

Have short flashes of the enemy's point of view. We see something stare at us from the darkness, trying to get closer and closer unnoticed.

Use all directions; In most games, most enemies come from your sides, behind you or in front of you. Enemies that come from below appear at times, but I really think that not a lot of enemies come from above in horror games. I think its a shame, because its not typical human to look up in real life. Force us to do something that we aren't used to. For example again, you're walking in a dark forest. Behind you, you're chased but the enemies aren't close for now, but you know they are still trying to find you; You're a bit in a hurry. Its windy and the trees are tall. You look up and can't say for sure whether you saw movement in a large tree further in front of you. Will you look for an alternative route? Can you afford to lose valuable time and will you risk to run into new dangers? Will you get nervous and fire at the tree? You might kill the enemy that was lurking in the tree, but the noise will know the enemies behind you where you are. Also, it might attract new ones. Besides, you're a bit low on ammunition and its dark. Will you ignore the sign? It might be just the wind after all, or maybe you can sneak past it. Did it already notice you? If not, you can pass this danger unarmed and without a fight, if it did, it will leap on top of you.

Do NOT include sidequests. Sidequests are luxury objectives. In a real survival situation, you shouldn't have the time, mind and material for those.

I personally do not mind the idea that trying to assemble weapons or other valuable items takes time. It might also make a lot of noise, so in a "real" situation, it will attract enemies. This will force the player to go into new areas well prepared, it will confront the player with new choices, or it will force the player to make due with the situation if he is out of silver bullets for example. Another example: Its a werewolf game. Its close to sunset and you're located in a desolate mountain town. You only have a few silver bullets left. Just now, you got your hands on material to make new silver bullets, but it will be night soon. Tomorrow, you planned to try to find a way through the everdark forest. In order to do that, you need to stock up. However, you'll need to go to the local restaurant (Large stone oven) to make new bullets. The restaurant isn't very safe compared to your where you are now; you don't want to be caught there. Smoke will come out of the chimney which will alert enemies. However, preparing bullets takes hours (will not be shown in the game of course) and will prevent you from leaving town early in the morning. It might be 2.00 PM before you'd be set to go, which might be way too late. You don't have that much food however and it might be full moon soon!


Just some ideas that would at least really get me in a horror game.
 

ruben6f

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I need to feel vulnerable, once a friend got me to play Jericho, I really wasn't scared because I was walking around with an awsome automatic pistol and a giant katana that kills everione in one, I also had magic that killed everione in one hit.

The sound is really important, S.T.A.L.K.E.R can create a great setting with sound.

The game needs to be scary without having enemies trying to kill you every five seconds, I hate when games have manequins or other human look alike objects staring at you it gives me the creeps.
 

PsychedelicDiamond

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I think monster design is very important. In order to be scary monsters have to look... weird. Silent Hill 2 is a pretty good example: Corpses in straightjackets of their own flesh. Headless mannequins. A guy with a pyramid helmet who's actual face you never see. That's scary where, say, zombies just aren't. Also, a feeling of helplessnes. Not being able to fight back or having to rely on weak weapons like wooden planks. That's why, say, Dead Space just isn't scary. If you're able to shoot sawblades you don't fear you're enemies, you are waiting for them. I also really like the leveldesing of the Silent Hill Games. You visit places like schools, apartement building, hospitals... pretty much locations you often visit in Real Life. Making them all creepy and dangerous scares you on a personal level.