What makes a videogame scary?

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ghostrider409895

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Xerosch said:
Jump scares don't work for me at all. I never understood how people can be frightened by playing Doom 3, Fear 2 (Fear 1 works sometimes) or Dead Space.

For me it's psychological horror. The kind of tense atmosphere that slowly builds up. If you're interested you should definately check out 'Condemned 1' (Xbox 360), 'Silent Hill 2' and 'Fatal Frame' (PS2)
I have agree with you there. Jump scares do me frighten me a bit, but I really do not consider that being scary. What it is doing is startling you, which works for a bit but eventually you realize it is going to keep happening and soon enough it gets boring. For me, I like the games that really mess with your head. I probably will check out those games you recommended. Thanks for the suggestions.
 

Deadlock Radium

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Hubilub said:
Atmosphere.

Not jump out scares, not gore, but atmosphere.

That is all you need to make a game scary!
That. The proper music, atmosphere and lighting is enough.
It doesn't have to be pitch black and full of ghosts to be scary, because then you KNOW what you see. When you only hear noises and see slight movements, the creepyness builds up.

A little off topic, when did yout avatar become super-big compared to others?
 

P.Tsunami

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DaOysterboy said:
I just high-fived my girlfriend over how hilariously great the first response to this thread was. Thanks for the laugh.

I think the only real reply I have to this thread is exceedingly simple: Immersion and atmosphere. As long as you have those, everything else amounts to unimportant details.
 

Gardenia

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Atmosphere, pacing, story, and sound. Make the player feel really helpless and lonely.
Also, F.E.A.R. 2 was shit. "Let's try to be scary ALL THE TIME!" I got bored after 30 minutes.
 

Akai Shizuku

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Immersion, and enemies you can't kill (but for good reasons, that T-Rex in King Kong was fucking bullshit).
 

Goth Skunk

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Events triggered after the player walks past a certain point. Particularly, hallucinations from the Condemned and F.E.A.R. games. Accompanied with the right sound effects, of course.

I'm not a big fan of startle-tactics. They get old fast, like in Dead Space. Yahtzee was spot on. Dead Space was scary for the first 15 minutes. After that the game was predictable, and nothing was scary anymore. But things like hallucinations, unnatural sounds, ghostly apparitions, and creatures with horrific, twisted faces really enhance the fear factor for me.

Good use of sound, too. I think it was F.E.A.R. Extraction Point, where there was one scene in an abandoned warehouse, the lights all suddenly go out, and the ambient music gives you a bit of a rush, indicating something frightening is going to happen... suddenly the lights come back on and all you hear is a phone ringing. When you finally find it and answer it, a woman's scream just bellows out ALL of your speakers, and the warehouses windows all simultaneously shatter. At 2 am with all the lights out, that terrified me.
 

Goth Skunk

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OH FUCK! And the goddamned Mannequins from Condemned. Not the ones that attacked you, but the ones that FOLLOWED you, blocked off the path behind you and shit.

White. knuckle. terror.
 

Jaded Scribe

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The atmosphere. The music taking on a minor key, being unable to see the monsters you know are lurking in the shadows. Waiting for a trap door to open up under you.

And these can occur in any game, which is what makes it so fun. Even family-friendly games like Legend of Zelda can provide this feeling. There were a few areas in Ocarina of Time that could make the hairs on the back of my neck stand up, and had me inching along.
 

ghostrider409895

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Jaded Scribe said:
The atmosphere. The music taking on a minor key, being unable to see the monsters you know are lurking in the shadows. Waiting for a trap door to open up under you.

And these can occur in any game, which is what makes it so fun. Even family-friendly games like Legend of Zelda can provide this feeling. There were a few areas in Ocarina of Time that could make the hairs on the back of my neck stand up, and had me inching along.
I remember when I was down the well in that game when I had to fight something - I think it was called a dead hand - where it was six of these sickly white hands standing out of the ground. When you were caught by one or chopped enought down, this big, bloby white monster would come out of the ground and try to bite you, and if it did you had to somehow fight your way out of its jaws.

There were also those re-deads, the ghost ganon, and the floor masters which were scary. They are not as scary to me now, but when I was about seven or eight and I was not used to that stuff, it kind of freaked me out.
 

Assassin Xaero

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Hubilub said:
Atmosphere.

Not jump out scares, not gore, but atmosphere.

That is all you need to make a game scary!
Exactly. If anyone wants to disagree, go play Penumbra...
 

Therumancer

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Right now I'm doing some checking on contract law for another debate since it's not an area of specialty, so pardon me if this isn't up to my usual standards.

The opinion I've been standing by for a long time now is that being scared is by definition an uncomfortable experience, one that tends to be enjoyed retroactively. To truely scare someone you pretty much have to expose them to things they are not comfortable with.

Video games are incapable of being truely scary I feel, because the industy as a whole is too willing to back down to censorship, and does not push the envelope, which is what horror demands. In general there is no such thing as "psychological horror", I feel it's a term that has been largely coined by the media industry in general (including movies and the like) to try and talk-up things that are merely creepy as opposed to scary.

Simply put things like rape, mutilation, torture, and similar things are all taboo subjects BECAUSE they scare people, and to truely get a fear reaction you have to go beyond the audience's comfort zone. You'll notice that such things are used to lure in fright-fans, but rarely if ever do such movies deliver on the lurid premise. Most of the serious action either being implied, or glossed over.

When it comes to violence, it's also a touchy subject, as generally speaking "realistic" violence and depictions of what things would look like are frowned upon. Typically you either see little or no graphic violence/gore, or so much violence and gore that it's totally unbelievable and while it might upset some people, it also sort of destroys the nessicary atmosphere.

As a result I feel most things claiming to be horror are mostly pretenders. Grotesque for sure, but truely frightening? I suppose if these things were to really happen even the worst movie premise would be absolutly terrifying, but in the end your watching a movie and I've found very few pieces of media are willing to do what it takes to freak out an audience for real, however such things while always rare, are seeing fewer and fewer new additions to add to their number.

To be honest I don't see writers like Steven King as really being "masters of horror" from a lot of what i've read. I think he, and others, are so famous because they manage to walk a fine like where they create things that SHOULD be scary, or so we're convincingly told, but in the end really aren't all that frightening in the form they are presented. Much like a fairground "haunted house" on a lot of levels.

The same applies to horror games.

Such is my opinion on the subject. I think that in general we're pretty much in a long-lasting dry spot for horror. Even things like "Saw", and "The Blair Witch Project" which started out with potential, have been destroyed by sequels and imitators. While entertaining still "Saw" for example has become increasingly so unbelievable in the way it's been set up (never mind the death traps themselves) that it's increasingly difficult to suspend disbelief in the right ways to get scared. "Blair Witch" itself lacked any kind of satisfying conclusion (and no, I do not think an unresolved mystery is the best kind, but a cop out. Ideally the resolution should fit the rest of the story, explain everything, and remain frightening), and sparked dozens of imitators, while a scant few might have actually outdone the original in some ways (the violence at the end of "June 9" for example is one of the best renditions of beating people to death with hammers I've ever seen), it lead to a bunch of people figuring that they could make a successful horror movie by running around with a Camcorder and acting stupid while nothing much happens for 2 hours before a finale involving a mask from halloween depot or something. :p
 

Chromwell

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I think a big factor in scary videogames involves the character you play. If you are a complete badass who laughs in the face of death, it won't be as scary as if you were playing an ordinary human being.

For example, I found myself shaking in my boots in Bioshock 1 for several scenes; however, in Bioshock 2, in which the main character is a Big Daddy, I wasn't intimidated by anything and, as a result, nothing really frightened me.
 

ghostrider409895

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bam13302 said:
The price.
I know what you mean.
What is even more scary is how much money gaming stores give you back if you try to trade in a game. Sure, I know they are in it to make a profit, but when I hear my cousin just bought a game for sixty dollars and only recieved twenty dollars for trading it in less than a month later, now that is scary.
 

Chancie

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Atmosphere. If you can make me believe that the area I'm in is scary, I'm definitely going to be scared.

And also, being able to use the "unknown" to your advantage. The sounds that you can't understand, seeing things that may or may not have been there, etc.

Silent Hill does these two things perfectly.
 

bam13302

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ghostrider409895 said:
bam13302 said:
The price.
I know what you mean.
What is even more scary is how much money gaming stores give you back if you try to trade in a game. Sure, I know they are in it to make a profit, but when I hear my cousin just bought a game for sixty dollars and only recieved twenty dollars for trading it in less than a month later, now that is scary.
hehe, buy it through steam and ull never get it back, it nice never needing a disk, games kept up to date, but if your one to return games, not really for you (not that it matters much anymore with most Gamestops not accepting PC games)
 

ghostrider409895

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Chromwell said:
I think a big factor in scary videogames involves the character you play. If you are a complete badass who laughs in the face of death, it won't be as scary as if you were playing an ordinary human being.

For example, I found myself shaking in my boots in Bioshock 1 for several scenes; however, in Bioshock 2, in which the main character is a Big Daddy, I wasn't intimidated by anything and, as a result, nothing really frightened me.
It has something to do with the power you have. When you are a whimpy kid who has to fight off ghosts from some untold dimension with a flashlight, you probably will feel a least a bit nervous. When you are some awsome guy with superpowers who can skydive off of a jet, without a parachute, land on top of a guy crushing his head, roll off, then whip out a grenade launcher and blow up some guys car you probably will not care about a hoard of zombies. In fact, compared to what I just had the guy do, I think zombies will be more like something fun to do on the weekend.
 

Caligulove

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Atmosphere, really makes the difference between a 'jump' scary game and one that is genuinely 'Scary'

It has to stick with you, make it hard for you to forget about it or get it out of your head.