What makes a great horror game?

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mik hardcore

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Feb 11, 2010
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I think I may have cracked on to the 5 key elements of a truly good horror game, more effective than any scary organ music or spaceship full of zombies. You should have:
1. A few good shocks (things jumping out at you)
2. A feeling of being trapped and helpless
3. A psychologically disturbing atmosphere (Max Payne did this well in the dream sequences)
4. An engaging story to help relate to the characters
5. Paranormal activity (see http://www.youtube.com/watch?v=1IPUWzO8IAk)

Why is it that developers can't wrap their heads around this? Such a simple list and yet actual scary games are such a rarity. Anyway, your thoughts? Was there anything I missed?
 

Hazy

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Jun 29, 2008
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To me, a great horror game revolves around one concept - Isolation.
You are alone, things are coming to kill you, and nobody is coming to help.

Only when a person is snatched from their comfortable environment, then they are truly able to experience fear.
 

Gigaguy64

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Apr 22, 2009
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Hazy said:
To me, a great horror game revolves around one concept - Isolation.
You are alone, things are coming to kill you, and nobody is coming to help.
That's good, especially if it takes you a while to discover you are all alone and the felling has been creeping up on you for a while.

For me the Best Horror game is one that immerses you so well that you can feel the Games atmosphere while you play, it has to truly scare you.
And the best way to scare someone is to get inside their head.
 

Jfswift

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Nov 2, 2009
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I agree on all points except I also feel that music is important in establishing the mood (not always though but usually).

(I listed some examples below, not just pertaining to music though)

I mentioned before in another post how the last few levels in Metroid 2: Return of Samus on gameboy were just creepy. It sort of meets your criteria too in that you were completely alone and pretty much trapped in a cave deep within the planet, surrounded by potentially hostile creatures.

Another example is the use of both sound and lighting, such as Silent Hill 1. Between that damn radio making those awful warning noises and having to switch off the flashlight in the cursed school I never felt very good when playing it.

One other trick i've seen used are enemies that can open doors. You never really feel safe for longer than a second in those situations, such as in Dino Crisis, some game from PS1 (where you were in a sewer wearing a power suit) and Resident Evil 3: Nemesis.

The last example I can think of is back to Tombraider 1. There was a part where you saw a skeleton on a throne (I think there were two but only one attacked). If you pulled out your guns they'd aim at one of them and it was spooky because you were completely isolated, no sound and you fully expected the creepy dude to jump out at you at any second (which he does finally if you take his treasure).