I remember a youtuber, I can't remember the name of him, he was discussing Creepypastas and why things affect us.
'Scare' is a broad idea. If I'm playing Deus Ex Human Revolution (replaying it before I think about the sequel), I'm scared that when the patrol guard will see me way before I drag the body I just knocked out into cover. But that's what being scared is. It's being alarmed. Same with fear. There's a possibility of something that could happen that you don't want.
The youtuber spoke about Dread and Creepiness. Which is vastly different. He mentioned Smile Dog [http://vignette4.wikia.nocookie.net/creepypasta/images/1/1b/Smile.jpg/revision/latest?cb=20111010204357] as a perfect example of what creepiness is. It's not overtly threatening. Sure, it's dark, it's more than that. The dog is wrong. It shouldn't be. And when something plays with your perception of normalcy, it can be very disquieting.
It's the same reason why Zombies way back in the day were creepy in their own right. Dead is dead, and nothing can change that. You do certain things to a human body and it should stop. It obeys the laws of science as everything else. But once something ignores laws that bind everything, it creates dread that you just don't know what's happening any more and you might not be able to do anything about it.
But now, zombies are so common place that people are looking forward to it. Because they 'understood' the beast and can do a multitude of things to solve the problem.
As we've all mentioned, Silent Hill was the master of Creeping Dread. Silent Hill had a certain transformation right before your eyes. Silent Hill 2 (to me) was the pinnacle of this. The biggest intimidating creature we've ever seen in a Silent Hill game would just... watch you. Unflinchingly. It was aware of your presence and it was studying you. That isn't right. It takes a masterful amount of crafting in a game to just give you the idea that binary wrapped in graphics is interested in you.
And we start sparks of the same brilliance in PT. There are other examples to be sure. When I was younger, the hotel scene in Vampire Bloodlines unsettled me. Even something as simple as Left 4 Dead 2 got to me. It was a mutation that saw you as the last survivor on earth. You're so used to blazing through each level trying to one up your teammates in kill count. But you're alone now. No team mates. An eerie silence as your character calls out for anyone. Talking to himself just to keep sane. In the regular game, a Hunter's growl signals for everyone to group up. In the Last Human On Earth Mutation, a growl makes you ask yourself "what are you going to do? It's not like how it is normally? can I survive this?".
I remember the moment where I was unsettled far more than when I was scared. I think we all do.
'Scare' is a broad idea. If I'm playing Deus Ex Human Revolution (replaying it before I think about the sequel), I'm scared that when the patrol guard will see me way before I drag the body I just knocked out into cover. But that's what being scared is. It's being alarmed. Same with fear. There's a possibility of something that could happen that you don't want.
The youtuber spoke about Dread and Creepiness. Which is vastly different. He mentioned Smile Dog [http://vignette4.wikia.nocookie.net/creepypasta/images/1/1b/Smile.jpg/revision/latest?cb=20111010204357] as a perfect example of what creepiness is. It's not overtly threatening. Sure, it's dark, it's more than that. The dog is wrong. It shouldn't be. And when something plays with your perception of normalcy, it can be very disquieting.
It's the same reason why Zombies way back in the day were creepy in their own right. Dead is dead, and nothing can change that. You do certain things to a human body and it should stop. It obeys the laws of science as everything else. But once something ignores laws that bind everything, it creates dread that you just don't know what's happening any more and you might not be able to do anything about it.
But now, zombies are so common place that people are looking forward to it. Because they 'understood' the beast and can do a multitude of things to solve the problem.
As we've all mentioned, Silent Hill was the master of Creeping Dread. Silent Hill had a certain transformation right before your eyes. Silent Hill 2 (to me) was the pinnacle of this. The biggest intimidating creature we've ever seen in a Silent Hill game would just... watch you. Unflinchingly. It was aware of your presence and it was studying you. That isn't right. It takes a masterful amount of crafting in a game to just give you the idea that binary wrapped in graphics is interested in you.
And we start sparks of the same brilliance in PT. There are other examples to be sure. When I was younger, the hotel scene in Vampire Bloodlines unsettled me. Even something as simple as Left 4 Dead 2 got to me. It was a mutation that saw you as the last survivor on earth. You're so used to blazing through each level trying to one up your teammates in kill count. But you're alone now. No team mates. An eerie silence as your character calls out for anyone. Talking to himself just to keep sane. In the regular game, a Hunter's growl signals for everyone to group up. In the Last Human On Earth Mutation, a growl makes you ask yourself "what are you going to do? It's not like how it is normally? can I survive this?".
I remember the moment where I was unsettled far more than when I was scared. I think we all do.