So the fairly recent thread about what people's favorite scary scenes in combination with a personal interest of mine sparked the idea for a delightful non-Mass Effect discussion (a bit late for that joke? TOUGH)
Basically, instead of just saying what scurred you the most and posting a youtube link, let's talk about why those things scared us mechanically and atmospherically speaking. Though "atmospherically" is probably obvious I'll give an example of mechanically since it's a tad more obtuse.
The jump scares in Clock Tower for the SNES were effective throughout multiple playthroughs because they were randomized and sometimes delayed, so you could hardly "expect" them. And you were forced to run and hide from enemies rather than engage them in combat. Though I was not in danger for very much of the game, the illusion of danger kept me on edge. (Apart from randomized jumpscares, Amnesia works on very similar principles)
So yeah, I just think it would be interesting to talk about what mechanics succeed at scaring us since play mechanics are unique to games (which is one of the problems I think horror games have been suffering recently, is trying to operate like horror films, which use a different set of "rules" to scare us)
Basically, instead of just saying what scurred you the most and posting a youtube link, let's talk about why those things scared us mechanically and atmospherically speaking. Though "atmospherically" is probably obvious I'll give an example of mechanically since it's a tad more obtuse.
The jump scares in Clock Tower for the SNES were effective throughout multiple playthroughs because they were randomized and sometimes delayed, so you could hardly "expect" them. And you were forced to run and hide from enemies rather than engage them in combat. Though I was not in danger for very much of the game, the illusion of danger kept me on edge. (Apart from randomized jumpscares, Amnesia works on very similar principles)
So yeah, I just think it would be interesting to talk about what mechanics succeed at scaring us since play mechanics are unique to games (which is one of the problems I think horror games have been suffering recently, is trying to operate like horror films, which use a different set of "rules" to scare us)