the F.E.A.R games scare the day lights out of me, oh and games where i don't get to start with any form of a weapon in which i can use to smash a zombie's face in, like RE2 for Playstation.
E-Mail this to some game developers ASAP!The Maddest March Hare said:It would have to be something really subtle. I don't scare easily. Most horror games these days seem to go for the "BOO I IS A GHOST LOL" shock treatment that can fuck you right up for a couple of seconds, but once the moment passes you just look back at the thing that shocked you and don't care anymore.
Mine would be the worst kind of fear, where something totally normal and commonplace has been twisted ever so slightly by the corruption of the evil spirit within it. The old haunted house trick, except it's not dark and deserted with lots of cobwebs, that's too generic and you would be expecting it. Say it's just a normal suburban detached house. For whatever reason, you are walking through it, you have no weapons, you have no reason to have any, it's just a house, the lights are on and it's not even very dark outside yet. But then things slowly start to fuck up..you hear the sound of breathing coming from somewhere, and it seems to follow you, but whenever you turn round there's nothing there. A tap on the shoulder, you turn again to see what it was, still nothing there. You walk past a mirror, if you turn to look, you see a shadow behind you suddenly move away from your line of sight. Then, you enter a room, and the door closes quietly behind you. No creak, no slam, just the quiet, final click of a lock being carefully turned. You're trapped. And there's a scratch along the door from the lock, made by something with very, very sharp claws.
You are alone, and trapped, and completely helpless.
With the right story behind it, and a well enough told game for you to be immersed in that situation, that there is real fucked up horror, because it drills straight into the basic terror reactions of the brain and suddenly you feel alone, and defenceless, stuck in the room with something that wants you dead.
That would be my horror level.
I've yet to come across a real game with that kind of scare in it. Dead Space was just shock treatment.
By any chance, have you read the Dionea house? (http://www.dionaea-house.com/). If not, read it. It sounds just like your cup o' tea.The Maddest March Hare said:Snip
I should seriously stop reading this thread. Some of the stuff you people come up with is frightening the hell out of me when I picture it in my head.The Rogue Wolf said:*snip*
ZombieGenesis said:Best horror game in bullet-point form!
- Set in a large but normal house
- Varies from heavily foggy day into night (maybe)
- Often no music
- Musical scores (low key, quiet) do set in but cut off without warning
- Third person view- can switch to first person
- Generally an adventure game with some variations
- The house is the entire setting- but changes are scripted (and random at times)
- Re-entering a room can have minor changes (ie. Unmade beds)
- Voice messages can be found via notes and books (played as audio while moving)
- A large window showing outside- on occasion a creepy white owl will watch you
- Revert-moments such as bodies jolting up in bed- returns to the door without
- Uses a fear (panic) meter? Explore sparingly
- Sounds such as breathing and footsteps from afar. Persistent voice or scratching.
- No inventory, rational use of hand items and pockets for some key items.
- Escape seems near impossible, with windows and doors locked or sealed.
- Shock moments will be present, but few. Such as things running after you.
- Sometimes lights can be off when you enter a room (can be turned on/off )
- Objects such as fans and even televisions are on or off at random.
- Little girl sometimes walks into room and stares. Vanishes when you look away.
- At some point a note about two houses under constant visit by authorities- one where weird things happen, one where the owner is a ?nut case?.
- Reactions can change between first and third person.
- White faces in windows at night- vanish quickly.
- At some point a script based 'something' begins following you, increasing panic the closer it gets. Follows between rooms and through corridors- getting trapped ends game. Something similar to the Tall Man would work.
Who would play this? Aside from me...
You know, that's probably the best description I've ever heard of the horror in the Dunwich Building. Way better than I could have explained it.bodyklok said:My horror level? It goes up to 11.
Dunwich Building was simply marvellous, truly remarkable; even if only for being about 10 times scarier than almost any other game I've played that was actually made solely to scare you.
In retrospect I think what made it scary (And helps define my horror level) was how you were there, you could turn back any time you wanted to, you could always leave; and yet, you carried on. You were drawn forwards, driven, and coerced by the nightmares which inhabited that building. You knew the danger, you understood it, and it was familiar to you.
And it did nothing.
You didn't stop, despite all that fear, how deterring the sound of ghouls were. It wasn't fear of the unknown, it wasn't even fear of uncertainty (i.e. you knew the ghouls would jump out soon, but not when or where). It was fear of what drove you on through your surrounding, through your enemies, through every shadowy corridor or shattered office room.
And that is my horror limit.
Not fear of that without, but fear of that within.
Thanks man, I spent sometime thinking about writing it, it's nice of you to give me some positive feedback.Internet Kraken said:You know, that's probably the best description I've ever heard of the horror in the Dunwich Building. Way better than I could have explained it.bodyklok said:My horror level? It goes up to 11.
-Snip-
Not fear of that without, but fear of that within.