I was watching this:
And it got me thinking about all the details that developers keep forgetting about horror. What do you think are the main points that are often ignored?
And it got me thinking about all the details that developers keep forgetting about horror. What do you think are the main points that are often ignored?
For me, it's power. The player must never feel too powerful, like they can reasonably take on whatever dark threat opposes them. Ideally, the player should feel almost completely powerless, not to the point where even trying to succeed at the game seems pointless, though. Even Minecraft is sometimes scary for this very reason, because for a long time, your character is useless against the monsters. Your character only really becomes good at combat when you have full diamond or iron armour, a bow and decent amount of arrows, and an iron sword if not diamond. That takes quite some time to gather the materials for when you're just starting out, and even then, wondering around at night far from any shelter is ill advised at best. This game with cube-shaped monsters that could probably be from the N64 era becomes scary simply because these monsters pose a real threat to your character, and your character poses little real threat to them. Even atari's ancient "Haunted house" arcade game, with it's sprites of spiders and ghosts managed to be tense simply because you have no defense at all against them.
Sometimes it's about giving you something you percieve to be power, and then show just how little that power means to your enemies. In the original resident evil, getting the shotgun felt ike you were going to be on easy street. You'd have to take care of the ammo, but now you had a shotgun, when something big and bad popped up, you were just going to blow it apart. Then you tried to use it, possibly on some of the spiders or the reptillian hunters. You found yourself using many shots to take down one of the monsters, or being killed altogether, sometimes instantly by the hunters via decapitation. It gave you a supposedly powerful weapon, and then gave you even more powerful enemies. I call this the "aliens" effect. In the titular film, the colonial marines were built up to be ultra badasses equipped with devastating weaponry. Then the film showed how quickly their numbers were thinned by the aliens. Power built up, then bought smashing back down.
Sometimes it's about giving you something you percieve to be power, and then show just how little that power means to your enemies. In the original resident evil, getting the shotgun felt ike you were going to be on easy street. You'd have to take care of the ammo, but now you had a shotgun, when something big and bad popped up, you were just going to blow it apart. Then you tried to use it, possibly on some of the spiders or the reptillian hunters. You found yourself using many shots to take down one of the monsters, or being killed altogether, sometimes instantly by the hunters via decapitation. It gave you a supposedly powerful weapon, and then gave you even more powerful enemies. I call this the "aliens" effect. In the titular film, the colonial marines were built up to be ultra badasses equipped with devastating weaponry. Then the film showed how quickly their numbers were thinned by the aliens. Power built up, then bought smashing back down.