What makes a videogame scary?

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esperandote

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Feb 25, 2009
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Fear of dying thinking if you will make it to the next save point
Also, in a good horror game you shouldn't die too frequently because after the 100th death you will lose the fear of dying.
A good horror game makes you feel afraid of non dangerous elements like the locker in Silent Hill 1 (Insecureness/Uneasyness).
The characters dangerouseness and the weapons, is not the same being a trooper using an assault riffle and doing barrel rolls than being a writer or a photographer using a pipe, a great knife or a chamera obscura.
Knowing enemies are close but you can't see where exactly (radio or screen static)
 

Deathsong17

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Feb 4, 2009
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The controls.

One of the scariest games I've played is Siren Blood Curse, and the main reason why it's scary are the means of defending yourself. For example, you can look through the eyes of a Shibito remotely, but this makes the screen blurry. You don't want to use the camera, but you need to use it, considering the emphasis on stealth. You use it, and everything is more frightning. You don't, you die.

*Edit*

Actually, now that I think about it the controls in Siren complemented the (very powerfull) atmosphere... I think I'll concede with the rest of the posters, atmosphere is what makes games - well, anything scary.
 

xvbones

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Oct 29, 2009
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Atmosphere. Must have tension, a feeling of isolation and a feeling of helplessness.

If my health regenerates, if I am well-armed, I will not, cannot possibly be afraid.

If I feel alone, lost and way over my head, chances are I will be frightened.
 

ghostrider409895

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spectrenihlus said:
Atmosphere + Enemies popping out at you + hard enemies + No ammo = crap your pants
I was showing my friend the Dead Space demo. He wanted to see all the weapons fire, so I wasted ammo showing all of the different things you can do. Then, when I went to kill the enemies I had low ammo, so by the time all of these things started to crowd around me, all I could do was hit them and stomp on them. Then this one guy went up and bit my neck while this other guy was on my leg. Needless to say, I died.
 

PiCroft

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Mar 12, 2009
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Vulnerability.

Why the hell should I be scared in Alan Wake when the enemies are piss-easy to kill, only pose a threat in large numbers and are announced with every arrival?
 

Dexiro

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Dec 23, 2009
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The atmosphere is most important because it can make you crap your pants without actually having anything happen.

Throw in a few jumpy moments and hints to make the player paranoid and the atmosphere works twice as well.

Being defenseless is scary for me as well, i hate being chased and hate it even more when i know i can't fight back.
 

Dragon Zero

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Apr 16, 2009
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Well, a good sound system can help, especially when you hear things creeping around with no visual on them. Good atmosphere also helps quite a bit and so do formidable enemies and lets not forget immersion.

Its also worth noting that fear is (more or less) subjective, some may find Left 4 Dead scary while others find it simple fun. Some can look at Cockroaches and be perfectly fine while I am likely to run screaming from the room like my hair's on fire.

Even non survival horror games can be scary to some, I for one find Rainbow Six Vegas' Terrorist Hunt mode simply terrifying under the right circumstances. This is partly because of my immersion and the fact that even on the easiest setting all it takes is a couple good hits to kill you, meaning every blind corner is a potential death trap. And the less said about the ReDeads from the N64 Zelda's, the better.
 

Kagim

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Aug 26, 2009
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Like many people have said the feeling of helplessness without actually being helpless sort of thing.

Take the first play through in Dead Space. The atmosphere is right, your trudging through a slowly decaying space craft. Monsters that can ruin your shit if you don't act fast and a very small inventory. The monster that grabs your foot slowly dragging you to your doom while your fumbling around with the gun trying to blow the limb off.

Dying has to be freaky not penalizing. The above scenario? Usually happens probably five minutes after hitting a save point. Is it still freaky? hell yes. It catches you off guard. There is no indication its about to happen. Your not horribly punished for it. You don;t lose four hours of progress. Your still freaking the shit out.

Making Deaths less about not stabbing fast enough and more about events. In Silent Hill 1-3 there are plenty of your dead events. Essentially points where your about to instantly die for seemingly no god damn reason. Sometimes with no indication. While i admit, that sounds annoying as hell on paper. Though in game it tends to work very well. In SH3 There's a part where crossing over some water ends with you being eaten alive instantly by a creature in the water. In the subway if you get to close to the edge a ghost pushes you off.

It gets you paranoid. You question everything around you. You never know whats safe and whats going to kill you. Every cut scene has you biting your lip wondering if your going to be meeting your maker.
 

K84

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Redingold said:
Atmosphere and ordinary objects turning possessed.

Also, personally, caves. I hated going into the Vaults in Fallout 3.
Ow god yes, Vaults....the one with all the Gary's popping up from nowhere.....
Never knew i had a heart until then.

On topic: Atmosphere, and zero gravity.
That one line in Dead Space....."Now Entering Zero Gravity"
You knew shit was gonna happen, but when, BUT WHEN!? O_O
 

ghostrider409895

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Just not knowing could do it. Some games do not give you any clues as to when something is going to come out and try to kill you. When that happens, you pretty much have no idea when you are going to die.

There is also some games where you do not know if something is going to be dangerous or not. There are some games that give you things like statues or things that are dead and on the floor. They all seem harmless, and there are a lot of them. For the most part, you probably are safe, but then some statues or corpses that are not quite statues or corpses. You are stuck having to walk throught this room full of things lookings for something, and for all you know as soon as the lights grow dim, you might find almost everything moved and are probably waiting for you to come to them.
 

xvbones

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K84 said:
Ow god yes, Vaults....the one with all the Gary's popping up from nowhere.....
Never knew i had a heart until then.
Gaaarrryyyy.....

Gary?

GARRRYYYYYYYYY
 

Shayral

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Apr 6, 2010
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To make a game scary, you must make the player believe that he is powerless to defend himself. Stripping away a player's weapons does wonders, but that alone will just make seasoned gamers groan and cause immense stress. Ineffective weapons, to the point where you need to unload an eighth of your armory on an enemy to kill it (Metro 2033, Librarian, anyone?). The fast-as-hell ghosts in F.E.A.R. that die with one shot but appear outta nowhere. Random enemies and sudden encounters that aren't the same each time.
 

xvbones

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Shayral said:
To make a game scary, you must make the player believe that he is powerless to defend himself. Stripping away a player's weapons does wonders, but that alone will just make seasoned gamers groan and cause immense stress. Ineffective weapons, to the point where you need to unload an eighth of your armory on an enemy to kill it (Metro 2033, Librarian, anyone?). The fast-as-hell ghosts in F.E.A.R. that die with one shot but appear outta nowhere. Random enemies and sudden encounters that aren't the same each time.
Not to be confused with simply making all the damn guns underpowered.

Wolfenstein (on XBOX), for example, just because I have had to unload a full clip of my alarmingly dinky SMG into a zombie's head to kill it does not exactly put me on the edge of my seat.
 

Linkassassin360

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Dec 28, 2009
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An immerisve atmosphere that unnerves the player. If I fight something and beat it constantly, I will have it down to a science. A game that see your stradigy coming and surprises you is a scary game. Also pacing helps, if its all fight then you get tired, if theres not enough to fight then you get bored. Timing is everything.
It takes alot of time and work to make a game (or anything) scary, its an art not a science
 

Xerosch

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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)
 

ghostrider409895

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There are some really scary moments in videogames. It seems a bit odd, but it is not so much when a monster pops out at you, as it is waiting for something to happen. It is when there is a little voice in your head that tells you something is going to happen, but you have no idea when. It is that uncertainty, that feeling of not knowning, which scares you.

I remember I was on the Fort Frolic level of Bioshock, where Sander Cohen incased splicer corpses in this plaster looking seal. He has them placed all around the level as art work. On the lower floors there is a funeral preparation shop, which is completely flooded, and is only illuminated by thin strips of florescent lighting. I was walking through the narrow doorway, and I see these two rows of incased splicers. They all have black veils covering their heads, and are positioned in something of a cowering pose. I look at them, and I walk around them. I even hit a few of them with my wrench, but nothing happened. There was something odd about them, because unlike most of Sander?s work, these statues still held scythes.

I went to further explore this dark place, checking other statues as I go, when I spy a faint, bright light flickering low to the ground. As I moved closer, I saw that there was basement to this place, unnoticeable at first due to the reflective water on the ground. I glanced outside for a moment, knowing the room would be a horrible place to be trapped incase of ambush. With no one insight, I went down.

In the corner, there was a lone chair. The only source of light for this place was right above this chair. It was a small incandescent bulb that was slowly losing power. As I approached, I spied a corpse. It was that of what looked like an old woman. The whole seen could have come right out from the movie Psycho. I felt eerie, but I continued to explore. As I neared the back of this place, the light gave out, and for a second all I heard was my own footsteps as I staggered about. Then, my steps were joined by the sound of something else. Someone was nearing me, and with great speed. The lights came on and I saw the old woman again, this time right in front of me. I shot her down, but that gave no comfort. I had not seen her to be an enemy, yet she was. I ran back to the main room, and at first I saw no change. I was about to exit when I noticed something. I looked from the doorway, and right were the two rows of splicers were, I found only eight veils. They had been real, and now they were out their, ready to kill me as soon as I turn my back.