Effective Attempts at Horror

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Jinx_Dragon

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Jan 19, 2009
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Shock is not horror, that is something I wish US film (and game) makers would grasp. Worse it loses all effect when you expect it, seeing there is no shock value at all then, and given how over played it is in the media... you always expect it in 'horror' games. Hell, there have been times in L4D that hold more true horror then most US films... being chased by a tank surely gives more 'oh shit, what do I do' factor then the fifty thousandth body jumping up from the supposedly being dead, all to find your barrel already leveled at it's head and the trigger half pulled.

BUT!

I will have to agree with the premise of this rant: Scripted events can only set atmosphere and will never true horror make. If a event is scripted then it will need the players input, this allows a game to 'stagnate' if that input is not given. Atmosphere is lost if you know very well you can stop, go make a cup of tea, and come back with out anything having changed in the world around you.

More, deeper, means of horror need to be written into the plot line of these games. The best horror is that which you know is coming to get you but you can neither avoid or hide from. It won't just jump out and be there, oh no it is slowly catching up to you and every time you stop to take a breath it gets closer and closer....
 

rickthetrick

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Jun 19, 2009
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I dang near crapped myself the first time the Tyrant busts through the police precinct walls in RE2. That kind of thing is hard to duplicate.
 

BloodSquirrel

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Jun 23, 2008
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IMO, something that's actually disturbing is better than something that can hurt me in-game.

The first time a game ever scared me was Myst. Yeah, Myst, the game where nothing can actually hurt you. There was one world that creeped the hell out of me. I knew nothing was going to happen, but it was absurdly immersive for the time and the quiet and stillness just got to me.

Besides, any horror movie is less scary the second time through.