Enough pretentious shit in horror games like pic related...

Enough pretentious shit in horror games like pic related, we need to go back to really examine what made successful horror games scary in the first place. What's the scariest game you've ever played and what made it so scary to you?

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>What's the scariest game you've ever played
Real life.

Pretentious shit like the pic you related

How scary a game is really depends on environment.

Visage was terrifying to me, alone, at night, when I was hosuesitting for my aunt who has a fucking huge log cabin in the middle of the fucking Oregon woods. I had never been so scared of a vidya in my life, or since.

Play that same game on a hot sunny day, on a laptop in the middle of, say, a college dining hall and it has a very different effect.

Also, horror games suffer from a unique problem of failure states. For me, once I "fail" (die, usually) in a horror game, for a split second, all the tension is there and it's exhilarating and terrifying, and then... you reload the save, and ALL the tension is gone. And it's not scary anymore. Don't know how to combat it. Maybe horror's just a shit genre.

Atmosphere is a big deal for creating chills but not thrills. Silent Hill is good at it.

Pretentious or not, the description of moldy stinky empty rooms with piss-colored lighting did stir up some anxiety in me. Reminds me of being a kid and feeling claustrophobic and bored in old people's houses.

These threads are so fucking shit. Get a clue, retards. You can't make "how do we fix the horror genre" threads every day for years without the quality dropping significantly.

> pretentious shit
> actual horror instead of some random creature with a backstory and weakness that you try to find and defeat
back to r slash nosleep you fucking casual.

Faces morphing in unexpected ways.

Physics defying movements, non-euclidean spacial shit that makes you unsure of everything.

Wails that sound human at first and distort to inhuman pitches

Last but not least, situations designed to purposely put the player at ease.

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youtube.com/watch?v=jCZn2um_6No
whatever the fuck this is, because it makes me deeply uncomfortable

I think what made horror games really special in the past was rather that everything was concealed or unclear simply because the graphics weren't so well developed. Resident evil was so creepy because even while you looked a zombie straight into his eyes, there still was some mystery there.

Hit the enemy, it stops moving and makes an insane facial expression. The enemy slowly locks eyes with the camera and walks slowly toward it. Shakes its head in a "uh-uh-uh" kind of way and then starts flailing around at impossible speed, as the colorscheme turns dark red and the players health starts disappearing.


If you die and restart the checkpoint you're somewhere else entirely

And then a skeleton pops out

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So if I noclip out of reality I end up in a SMT dungeon and find sick demons that I can join forces with?

dont shill your feg stuff

The original Silent Hill and Resident Evil probably freaked me out so much because I was young and had no idea how to play a survival horror title, it felt like being trapped in a nightmare you couldn't escape from, least until you turned the game off. It's hard to recreate that same feeling, or even the feeling Doom 3 gave me with its creepy monster designs and at the time realistic visuals since it's hard to get lost with a map and you kind of know how survival horror titles are meant to be played.
I still think horror could be done though, it just needs more unsettling monster designs. It's not really an horror series but I think Half Life still does a good job, there's something about those designs that disgust and terrify, that you don't want them anywhere near you.

The problem you faggots are having is that "horror" isn't a genre, it's an element.
You need to DO something in a game. Once you have that you can add horror, or romance, etc., like you add salt or spices to food.

Scary music, that's basically it. youtube.com/watch?v=mDhRuCYxKfw

So you're basically saying games can't be spooky anymore because we have better graphics
Yeah that must be why SOMA did so well.

Fnaf is and was spoopy but it's popular so you'll disagree.

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Actually scare someone if they're shit at the game

for the game to work with the concept like in OP's pic it needs to have some "artful" or "pretentious" gameplay.

by which I mean it needs to have fairly dull and repetitive "missions" like Postal 2 passive-runs do.

>Go to the Store and Get Milk, Eggs, Flour, Sugar, Soda, Etc.
>Go to School, with fade ins and fade-outs as the lessons begin or end.
it needs to stress and be subtle about the "reality beginning to tear at the edges" aspects, you can't just throw people into an empty map, that's cheap and lazy, you need to put people on the carpet and have them get comfortable first before you rip it out from under them.

There's no such thing as a horror game.
Actually wait what genre would five nights at freddys be if not horror? fugg

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Shit like Silent Hill. Primarily the idea that you are trapped in THEIR world. I dunno, the idea always used to scare the shit outta me. Something about knowing that you really don’t have a safe sanctuary to run to us what unnerves me.

what it ultimately needs to be is to have an underlying message or "point about the linearity", to have the "backrooms" look different depending on the time and place of the person who stumbles into them.

it's impossible to make into a game really, much better as a linear story or a film

SOMA wasn't scary tho, even if it tried with its shitty walking simulator slender gameplay lmao

>Tfw years of alert tests make me instantly sweat when I hear that noise

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old N64 games always left me with a sense of unease due to thier roughness, it was like at any minute something insane could happen, like there were no boundaries as to what could jump out next. This was probably just because I was a kid though so it's not like there's a lot to be done about that, instead I'll give my standard answer to the question of how to fix the horror genere, the issue is that fundamentally once you know how something will go down it becomes less scary and more of a challenge, sure the first time you die it might be scary but then you hit a load save or game over screen and the fear washes away as you realize that it's just a game, and you get to try again now. Focus less on killing the player and more on keeping them at the verge of death. Also more variety and new threats help as well.

Anyone have the pic with the yellow diarrhea leaking down from the ceiling? Asking for a friend.

>What's the scariest game you've ever played
Nitemare3d

>and what made it so scary to you?
being a child.

grow the fuck up.

any games for this feel? youtube.com/watch?v=r9FNoW8arhY

Unironically a management game.

what is this aesthetic called
I like it

Modern.

Whoever made this has an implicit fear of nursing homes.

the spatial loop in stalker COP freaked me out when i realized what was going on

Resident Evil, the original. Now, what made it scary for me?

>the unsettling rooms
>the sound effects (specially the zombie moans and hunters jumping noise)
>the gore
>the soundtrack specially the Dualshock version
>the keeper's diary
>the fact that i didn't spoke english at the time, so i didn't knew that the voice acting was supposed to be bad (i actually still think that Richard dialogues are kinda good)
>that one time when i played it alone for the first time after watching my cousins play it, imagine my surprise after examining Forest corpse at the balcony youtu.be/BtI8ZWAFA0E?t=33 i almost had a heart attack right there; now i know why this never happened to them: they were playing with the original version, this surprise was an exclusive to the Director's Cut

There isn't enough urban horror. Condemned did it great, I should replay that shitheap.

House of Leaves

That was not what I was saying. I was saying that everything needs to have some sort of mystery going on to appear interesting. If you see a zombie with a bitemark on his shoulder you know instantly what happened and once you use your shotgun on it its over.

Nice reading comp moron

Horror stems from the fear of the unknown and the fear of death. A video game and a piece of entertainment is a known and there is no risk of death.

Therefore there is no such thing as real horror in entertainment.

Asbestos abatement

HOLY SHIT, I'VE BEEN LOOKING FOR THIS GAME FOREVER.

If you survive that long maybe...

video games will never be scary because there is no sense of danger

>Wails that sound human at first and distort to inhuman pitches
Based and spookypilled

the interior of HoL was black wallpaper and carpet I thought

I fear no game, but Silent Hill and Darkwood are what I think horror games should be.

>What's the scariest game you've ever played and what made it so scary to you?
Silent Hill. The first game is still untouched in my opinion for peak horror thanks to the sound design of all things. The team apparently did research into the brain to find out all the shit that it associates with fear and built the game around it and it shows. The audio makes that game and no horror, including its sequels, even comes close to the terror it produces.
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This is why more games need wandering enemies.

How does one noclip irl? I tried typing I'd lip but it didn't work

arma 2 because you never know when a bmp is gonna zip you from a kilometer away

This is a good idea actually
Also name 3 games

Autist-O-Vision.

>What's the scariest game you've ever played and what made it so scary to you?
Afraid Of Monsters: Director's Cut.

It's just an endless nightmare-fuel NOPEcoaster.
Perfect mix of haunting atmosphere, disturbing visuals, and terror.

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In order to be scared in a real way, the player can't know what's coming and the consequences of failing must be severe. So things like even fewer typewriters than RE2 combined with random enemy placement would be good towards that effect.

Honestly can't think of a game that does the opposite of Silent Hill/Grindhouse and goes for endlessly stark. Portal?

That's because the horror come from not having a plan to go through the unknown. Once you have seen the monster, your brain will start to formulate plans to deal with it.