Jimquisition: Scare Tactics

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Jimothy Sterling

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Apr 18, 2011
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O maestre said:
Hmmm I just realized Jim would make a great starscream/chris latta impersonator. Yes, that fascinating fact was embedded in my mind the entire review and will continue to do so the rest of the day... man i am such a nerd
I've actually done him a little bit.

http://youtu.be/8er83h9Bbn8

I wasn't the main Starscream voice. I was the voice of his spark at the end.
 

teh_Canape

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May 18, 2010
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Akalabeth said:
Yeah for Doom 3. Though he failed to mention the bit in hell, that had some well-crafted openings that I'll always remember.
that and the praelanthor ruins in both DOom 3 and Resurrection of Evil were badass looking
so much so that I now wish they made an RPG where you could explore them XD
speaking of it, many people say that one of the main reasons that Doom 3 isn't scary is because you're always packing high power weaponry
I personally think that those weapons help a lot, since the 3 most powerful weapons* (BFG, Rocket Launcher and Grenades) are AoE, and in closed quarters AND panic reactions, they fuck you over too
and let's not forget that there really are a lot of explosives hanging around the place, so you're always too in risk of accidentally a fuel tank with your shotgun, because no matter how powerful your weapons are, a jump scare will still make you panic 90% of the times

*I count the Soul Cube as a tool, since it requires special parameters to be used, such as the demon heart
 

CardinalPiggles

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Best Jimquisition to date.

Anyway, I'm not really into "scary" games myself, but one game that did jump scares right is Bioshock; because it really set the mood even when there wasn't a jump scare on the way. And when there was? Shit got real.

My god, the morgue section literally made me quit the game for a year, because it set you up for a jump scare, then let you relax for a second, and then BOOM! Guy with scythe blades for hands jumps out of the dead guy freezer in your face.
 

beniki

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May 28, 2009
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Hyper-space said:
So...the show is called JimCrow now?

The Crowquisition?
To be honest I was thinking more like 'Burlap the Hutt'.

But anyway...

I like a good jump scare every now and then, but they never leave me awake at night. Like Jim says, they're the theme park ride version of horror, where you're scared but it's all for fun.

Although now I've written that, it makes me wonder why I'd ever watch a movie/play a game which leaves me awake at night.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Meh.

The stuff about Dead Space was bull.

You know what isn't scary? Vent #37 bursting open with a necromorph. Or Suspiciously Intact Corpse #11 lying on the corridor ahead of you.

And even if it was scary, any sense of threat is undermined by the fact you're carrying a arsenal of guns in your pocket. When a monster jumps out at me in a DS game, I don't think, "Oh crap, I'm under attack!" Rather, I think, "Fuck yeah, time to try out by new upgraded kinietic blaster!"

Also, there was nothing slow or tense about the intro to either game. DS1 had necros popping up with, what? Five minutes? Ten? DS2 had one screaming in your face before you'd even got control of your character.
 

ZexionSephiroth

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Apr 7, 2011
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There are many kinds of fear...

Fear of Danger...
Fear of the Unknown...

...And...

...The most Crushing of all categorized fears...

...The fear of one's own self.

For our greatest fears are tied to what we might do, and we feel we have the capability to do deep down, and we oppose doing more than anything else.

...But there is one further fear...

...Our True fear.

It is the one unique fear that you hold above all others.

It is tied intrinsically with two other unique values you hold above all others of their kind...
...What you value as most important, above anything else.
...What you Wish for; more than anything.

These are not easy things to figure out. And sometimes, it might be better you didn't know.

Its a shame... that I figured out... what my true fear was...And I figured out just how pathetic I am...

In any case, feeling the effects these things have on you isn't hard. It just requires you to ask the question of what it is until something in your heart clicks, and you can't imagine that specific question digging deeper.

"What are you really so afraid of?"
 

Milanezi

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Zhukov said:
Meh.

The stuff about Dead Space was bull.

You know what isn't scary? Vent #37 bursting open with a necromorph. Or Suspiciously Intact Corpse #11 lying on the corridor ahead of you.

And even if it was scary, any sense of threat is undermined by the fact you're carrying a arsenal of guns in your pocket. When a monster jumps out at me in a DS game, I don't think, "Oh crap, I'm under attack!" Rather, I think, "Fuck yeah, time to try out by new upgraded kinietic blaster!"

Also, there was nothing slow or tense about the intro to either game. DS1 had necros popping up with, what? Five minutes? Ten? DS2 had one screaming in your face before you'd even got control of your character.
I believe Dead Space one was pretty scary at moments, however, as you said it, Dead Space 2 was not. In Dead Space 2 I wouldn't feel desperate but more "frustrated" because there were so many necromorphs attacking, simply put, many passages in Call of Duty would make just as tense, because just the same, it would throw a shitload of enemies on top of me. Dead Space 2 was a total letdown for me, I felt like going through the descending quality of Resident Evil all the same.
 

Some_weirdGuy

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I think many people fail to notice the transition Doom 3 undergoes as it plays out, where although they use the same mechanic (in this instance, the imps leap attack), it's not trying to achieve the same effect as it was earlier.

Early game, it's a jump scare, purposely made to be that and placed during areas of tension build-up as an unexpected shock, later in the game however, when you have many powerful weapons at your disposal, they use it as a way of letting the imp get in a shot at you since he's not likely to even get close otherwise.

After the 4th or 5th time they've specifically trained you to predict it coming up, that's why the focused shifted away from being placed in tension building/scary lead-ups to instead 'regular' areas that already just had a bunch of enemies, instead using it to chip away at unwary players health(or other times as a sort of 'booby trap' for players who try running away from existing enemies by sprinting up ahead), providing a sense of gratification and game mastery as you 'outsmart' the demon and avoid it's leap attack, a form of positive player feedback which is actually incredibly common in (good)game design.

As I said though, people don't seem to notice this and just go 'urrg, Doom 3, stupid jumpscares got so predictable'. They think they're actually the clever ones who just figured out the 'totally dumb' system that the 'silly' designers keep trying to pull over and over, and don't realise the doom 3 designers were leading them by the nose the whole time and building them up specifically *to* know better.
 

wolfyrik

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Lieju said:
Eternal Darkness is one of my all-time favourite games, and it used a jump-scare very sparingly (depending on your definition, there might have been just one), but to great effect; just as you're at ease, certain that there are no threats in the main mansion JUMPSCARE! that will put you back on your toes.
Eternal Darkness is genius, I wish the other games that cvlaimed to have insanity-meters did half as well as ED. It changed so much of the experience and was tremendously well done. Added to the overall suspense and anxiety of the game, while making replays more interesting.

@jim. Dood, Ghost Train. Ooohwaaaaaa! Loved that show. Jimquisition lately has turned into one part Critique, one part bizarre nostalgia trip. Enjoying it, greatly.
 

Cid Silverwing

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Jul 27, 2008
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Stop praising Dead Space for being scary, because it isn't.

Amnesia: The Dark Descent is scary, because it's not just one stupidly telegraphed jump scare after the other, it's actual atmosphere and LACK of jump scares (read: minimal reliance) that get you. Not always going "BOO!" but most often just "Boo." too. Then the occasional "BOO!" just as you think you're safe.
 

Jobbie

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Aug 14, 2010
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Resident Evil 2 / Police interrogation room + No Music. Licker jumps threw with a very loud crash. Worst jump scare ever.
 

ms_sunlight

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The best haunted house in videogames is explicitly so; the haunted hotel level in Vampire: The Masquerade Bloodlines. You're sent to investigate an old hotel where the building crew doing rennovations is refusing to work because it's haunted. There is no pretence about what is to come. As soon as you get in the front door spooky things happen.

It's full of jump scares, poltergeist activity and half-seen phantoms. It tells a story. It's absolutely fantastic. Buy the damn game, it's on sale! http://store.steampowered.com/app/2600/
 

GameChanger

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Hey hey Jimothy,

While I agree with you on the point that jump scares are not necessarily a bad thing, I do think that taking Dead Space as an example is not exactly a great choice. While the very first jump scare in Dead Space is really great and effective, the more you progress through the game, the less effective it becomes. Roughly halfway through the first one I could accurately predict when the designer thought to himself "I haven't put in a jump scare for two minutes now, need to fix that". Your point is that jump scares can be successful if they are executed skillfully, and I just don't think Dead Space does it very well. They just don't make me 'jump' as they were probably intended. It can only be scary if you don't exactly know WHEN something is going to jump out of the cupboard, and when you do know it starts feeling 'cheap'. Case and point.

I think Dead Space is an awesome game, but not for the reason that it is scary. I like the style and Lovecraftian themes in it way more than the fear-factor.
 

KiloFox

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i'm not big on "Jump-scares" they don't ever actually SCARE me, rather, they just surprise me. i jump, but i don't feel scared, i don't dread the next one, and they just get boring after a while. now i'm sure they have the effects Jim mentioned in his EP on SOME people, just not me personally.

now i've never been a big horror fan, hell i was scared shitless when my older brother played Resident Evil Directors Cut on the PS1, but c'mon. i was like. 8.

last thing i saw that truly scared me, was the needle-pit scene in Saw (Saw 2 i think it was) that's really the only way to really scare me now. play to my phobias (Bees, wasps, hornets, and needles)
 

Jimothy Sterling

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Well Most of the time, I find myself agreeing with Jim here, but im not sure that's the case today. It seems he's kicking some hornet's nest without any reason (Although DAMN I laughed with Scare FOE).....

Evidently there is room for jump scares in horror, I dont think anyone can deny that, but I find it is a lot easier to pull off an effective jump scare. A simple Gif image can give you an effective jump scare:
(stare into this spot and you will see the point change color........ BLAM!).
Of course it requires work as well but it can be done very methodically through Action -> prolonged silence/pause -> Frantic action, and it works just fine.

I pesonally don't care much about the scare itself, but MUCH MORE about the long lasting unsettling feeling. And this is why, when playing Dead Space, the same jump scares that were effective initially, grew tiresome the further I got invested into Isaac's story. And this is also why a game like Doom 3 for me holds little interest (and i'm not being smug as to say, its artistically inferior or whatnot as Jim implies), I'm just noticing that it relies too much on that temporary high that repeats itself with slight variations, but it doesn't really get me invested or give me an insight on fear.

This in general, is why when I watch straight up horror movies, I don't particularly enjoy them, since they generally strive to you disturbing Imagery, but often dwell on very generic stylistic clichès and can rarely take that seriously. On the other hand, suspense thrillers (although genres often blend and blur) generally focus on giving you frightening IDEA, with or without the media shock, and directs our thought towards what scares us individually. The difference is that this profound fear requires to be constructed diligently, while a jump scare can be effectively created in a single scene.

So yeah, they are not the same, and in my opinion, one takes much more work to pull off psichologic long lasting fear efectively than a jump scare. And there is nothing wrong with that, noone is up in arms about it either...just different resources.
 

GamemasterAnthony

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I think one of the reasons jump scares don't work is once you reach a point where you expect them to happen, they kind of lose the fear factor and become just an annoyance. Fear tends to work best when you don't know what to expect...and it's that unknown factor that works best for horror and fear as it's your own imagination that creating the boogeyman. Jump scares just can't bring that because you know what to expect. Something is going to jump out of the closet going "Abloogy-Woogy-Boo", and it won't matter WHAT it is since you already know it's just going to give you a quick adrenaline rush...and that's it.

Personally, this is one of the reasons I hate haunted houses. After the first few jump scares I REAAAAAAAAAAALLY had to fight the urge to punch the next zombie in the face so I wouldn't get arrested. It just wasn't fun or even a good adrenaline rush...it was just a series of pointless annoyances like the current run of campaign ads. THAT IS NOT HORROR!

Don't get me wrong. If they can get the pacing right, I COULD see how good jump scares could work. But I have yet to see it because WAY too many people seem impatient to give the next adrenaline burst to their vicitms so they plie them on and so the tedium begins. What I prefer to see in games is true horror where you don't know what the danger is so at any time you could be doing something normal and then sudd