Tranquility Lane, of Fallout 3. It really did creep me out.
(Spoiler'd, for it deserves it. Unlike dear Dumbledore.)
The thing is, I didn't find Vault 112 through the quest chain. I stumbled on it in the wasteland. I entered a dilapidated garage, and just as I was about to leave, I found a hidden entrance to an underground complex. Once I descended it, I ran into the vault. I had no idea what to expect, and went along with the robot at the door offering me a jumpsuit, complaining that I was two hundred years late. I had no idea what so ever what I was getting in to.
Then, I saw dear old Father in one of the coma-cocoons. There was nothing to do than to go along with the creepy programme. It came out of nowhere, and being stuck on Dr. German's unpleasant Suburban drama stage really did scare me. Slowly, but deeply. Even more so when the thread unravelled and I understood what torture the withering mummies in the Vault had been subjected to for two centuries.
I did get back together with Dad again, at least. But it was damn creepy, and it's unusual to feel that powerless in a game, entirely left to the fancies of a monster. And nary a plasma rifle to make the nasty man go away with...
Sudden surreal and unexpected turns in a game which is normally rather grounded is a useful scare tactic, one I hope to see more of. the Metro series certainly had the right idea, even if it did spin out of control a fair bit in N 2.
(Spoiler'd, for it deserves it. Unlike dear Dumbledore.)
The thing is, I didn't find Vault 112 through the quest chain. I stumbled on it in the wasteland. I entered a dilapidated garage, and just as I was about to leave, I found a hidden entrance to an underground complex. Once I descended it, I ran into the vault. I had no idea what to expect, and went along with the robot at the door offering me a jumpsuit, complaining that I was two hundred years late. I had no idea what so ever what I was getting in to.
Then, I saw dear old Father in one of the coma-cocoons. There was nothing to do than to go along with the creepy programme. It came out of nowhere, and being stuck on Dr. German's unpleasant Suburban drama stage really did scare me. Slowly, but deeply. Even more so when the thread unravelled and I understood what torture the withering mummies in the Vault had been subjected to for two centuries.
I did get back together with Dad again, at least. But it was damn creepy, and it's unusual to feel that powerless in a game, entirely left to the fancies of a monster. And nary a plasma rifle to make the nasty man go away with...
Sudden surreal and unexpected turns in a game which is normally rather grounded is a useful scare tactic, one I hope to see more of. the Metro series certainly had the right idea, even if it did spin out of control a fair bit in N 2.