How do we can improve the Horror genre?
How do we can improve the Horror genre?
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We make it super pretentious to cater to retards who sniff the farts of hack developers.
more swamps
I see Goatse
>always try new things/mechanics
>stay away from jumpscares
>build tension upon the unseen
>ambient/sound must be n°1 priority
>don't be afraid of using disturbing/controversial themes
no jump scares, only bone-chilling, soul-churning, gut-wrenching ATMOSPHERE
Fear Inocullum fuggin ssuuuuuccckkkkksssss
got made fun of about jump scares again didn't ya
Undertow > Lateralus > AEnima > Opiate > Fear Innoculum > 10,000 Days
More prison rape and stop motion puppets.
switch Ænema with Lateralus and we got a deal
does that go around your peepee?
yes
>stay away from jumpscares
t.pussy
I know you're just shitting, but more like t. not underage anymore
Utilize audio to build suspence, eliminate jumpscares, save for perhaps a small gag jumpscare (easter egg maybe). Either have the enemy unpredictable, and have audio and visual cues that warn you of the enemy ~ 10 seconds before they arrive (a la Welcome to the Game), or the enemy is every present, and slowly encroaching - adding a need to be fast and therefore an emphasis on precise and quick movements and interactions. Alien isolations alien AI was a step in the right direction in terms of AI interaction with you and the npcs, so use that as a foundation. If weapons are added into the game, give them durability, and limited ammo count. Flash lights/lanterns too - the unknown is far scarier than what you'll actually see, so limiting batteries/fuel is neccessary. Adding a detective element that relies entirely on the player, like Condemned Bloodshot would be good, as it'll require the player to be focussed in the story and their surroundings
Environmental storytelling is a must, too - but exposition must be given in a natural and fluid manner (newspapers from a stall or kitchen table, perhaps). The game should reward you for discovering clues and where to go if you explore properly and effectively utilize the evidence given to you, but also punish you if you mess up, forcing you to be more observant and careful, all the while dealing with the threat of the games antagonist(s)
WHY CAN WE NOT BE SOBER
Every horror game gets one or two jump scares free of charge without being called cheap.
If the music has to suddenly become ear blasting to tell you when to be scared, it's not a scarygame. It's just an annoying one.
Lateralus>Ænima>Undertow>10,000>Opiate>Fear Inoculum
still, the difference between each album is astoundingly small
my nigga
We need more... slow burn... bone chilling atmosphere... no weapons....And NO jumpscares that can freak my wife's son!
Setting should be Lovecraftian... and a little bit Lynchian... but also Kafkaesque...
What's your favorite horror game and why?
this guy's mad af lmfaooooooo
stop being fucking pussies or pretending you know shit about horror because you're afraid of jump scares. Complaints of being cheap are just barriers to trick yourself into thinking you aren't a pussy and are actually some kind of horror aficionado.
There hasn't been one horror game that was good without jumpscares. Face the facts, incels.
This is sad.
Feel free to make some more pathetic bumps in the hopes that the only person on Yea Forums retarded enough to respond seriously to such obvious b8 will see and come in for you to troll that libtard epic style.
Secret Lab was pretty scary without jumpscares.
Turns out, nothing's more scary than other people.
they're not inherently bad, it's when they're overused and relied on so heavily that they suck. a game can be scary without them, and you can get jumpscares in non-horror games, so they shouldn't be thought of as something intrinsic to horror.
Current's mouth below me
Opens up around me
Suggest and beckons all while swallowing
Surrounds and drowns and wipes me away
10,000 Days > Lateralus > Fear Inoculum > Undertow > Ænima > Opiate
/Trash/ must scare you quite a lot then
atmosphere
FUCKING FINALLY SOMEONE GOT IT RIGHT
Darkwood
It fucking sucks that most horror games rely on loud noises and quick movement to "scare" people. Creepy, ominous atmosphere is way better. I would purchase a jack in the box if I wanted to be startled like a fucking idiot.
By making good games that are actually scary and not walking sims with jump scares.
You guys do know that horror is subjective, right?
the location of my cock at this moment is subjective
That's not even a joke, position is relative to the observer.
pl-horror
Me too.
Make it real spooky.
One of these days, a random download link will appear on this board with no explanation.
And we'll all go in blind ourselves
Isn't it obvious? take inspiration from movies or literature.
>how do we improve the Horror genre.
>posts Tool Undertow album cover art.
What did he mean by this?
focus on atmosphere and a sense of realism, nothing that the player character would see or hear is seen or heard by the player
no music, ambient sound effects only that are realistic to that environment and setting
don't do out of nowhere jumpscares, scares should have noticeable, realistic, cues like footsteps, rustling in the bushes, breathing, light effects and so on, that ramp up
don't have monsters you can't harm or fuck with at all, the gameplay will end up revolving around running away instead of choices like "do I try to run away NOW, or do I hit the fucker with a baseball bat to try and knock it out for a moment?"
gameplay possibilites - make just running away and fighting both possible as options for gameplay
ideally have the gameplay change around that so you can't just keep doing the same shit over and over again unless the monster is clinically retarded on purpose
example
>keep hitting the monster in the face, mace it, kick it, set it on fire
>it stops showing itself to you, doesn't attack you out in the open, tries to ambush you, trick you into killing yourself and setting traps
>keep running away, or otherwise avoiding
>actively hunts you and shows itself to intimidate you, doesn't try to ambush, attempts to straight up ram and eat your face since it knows you won't fight back
>nothing that the player character wouldn't see or hear
whoops.
make people forget they are playing a horror game
Imagine, a game where the monster changes it strategies, halfway through, to just standing there.
>You're half an hour in, monster boy, has been running at you all the last encounters, screeching as it's making it's approach
>You turn a corner and see it standing there waiting for you
>this time it doesn't move
>It's standing there silently.
>as you lock eyes with it
>It begins to smile
>The light begins to flicker
>as all turns black for a split second the monster disappears
and prison sex
By making a game that mixes Fear 1 with Condemned Bloodshot. Give it new graphics and soundscape and also hire the voice actor playing Gerett from the old thief games to narrate the mc
>>as all turns black for a split second the monster disappears
shit cliche neck yourself namefag
Most of the horror movies are jumpscare central though, and those that are not would be really hard to translate into videogames without making it into walking simulator or 90s style point and clicks.
Jump scares can be fine, but they have to happen organically, i.e. by enemies being programmed to ambush you, not because you passed an event trigger so now there's a spooky face on your screen.
Now I do too. Thanks for that.
No weapons, very few checkpoints. Horror is all about tension.
>hurr where are muh vocals
It's the best plebfilter
RE2R executed that very well
It's like the Hitchcock quote - the sudden jump doesn't last and wears thin, you need to create a dreading anticipation of something.
You have to know there's a scare coming, something to be afraid of, or it gets boring, like if you have backtrack in Clock Tower and know the scissorman chase already happened so you're just wandering through nothing.
Anything that can be used to unnerve you is great, some good sound design and psychological tricks like the corners in PT can achieve that feeling of dread when there's nothing really there.
Of course none of this has anything to do with creating a game with mechanics. Games like Resident Evil, Silent Hill or Amnesia are usally the most gameplay you get while still being a horror game, and I think that's where focus should be if you want to improve the genre.
The fundamentals of making it scary are well founded, making it scary while offering gameplay stills falls into the same few categories, and thats where the challenge is.
Games like system shock can make you scared, but they don't "feel" like a horror game for whatever reason.
Make a good horror game.
It's there for the taking. You have the tech. Genre isn't exactly oversaturated now, either.
Agony had a decent idea.
Same as Dead Space.
Body horror,something that makes you want to vomit or disgusted.
that's cool how the focus of a shot changes the mood completely
Something with tapeworms and parasites.
>youtube.com
What's happening here? Also what are those weird heads?
That pic looks extraordinarily comfy
The scary part of that was having to wait to respawn once you die to some shitter abusing game mechanics like camping the elevators
stalker games have pretty good jumpscares
>no weapons
I hate this "flight or flight" meme. Not arming yourself when a situation calls for it just smacks of the devs being too amateurish to implement combat.
if they add combat it stops being scary
no combat is frustrating and annoyingly restrictive
I agree with this too
But replacing combat with "slowly alternate between jog and walk until you either find a hiding spot or are killed" is worse than just not being scary - it's entirely boring, too.
They also have good ambiance and sound design (when and if it syncs)
Both sound shit to me.
Is Fear Inoculum bad?
Aenima = Lateralus > 10k days > Opiate = Undertow > Fear Inoculum
You can have something being the worst in a set, and still be great.
>if they add combat it stops being scary
That's not how it works.
Removing combat does the OPPOSITE: it makes the game less scary. Since there is no way to defend yourself, it means the game can't throw any real threats at you, except maybe some scripted setpieces that cause an instant game over if you fail them, which is a terrible way to design a game.
Lack of combat means there's also no resource management, so no tension over having used too much bullets or health supplies.
Anyone saying FI is bad is an NPC plebian.
Combat entails direct engagement with a deadly threat before it kills you and burning though precious resources. If fleeing is always the only option, then you're basically just alternating between a game of tag and hide-and-go-seek.
Fuck I love condemned so goddamn much - except for the arena type slog you had to go through in the final mission, that was ass
If I can defeat the thing that is supposed to be scary it ceases to be scary. The game can't throw any "real threats" at you because they will be designed to be beatable.
Resource management makes me even less scared cause it just makes me feel like the game is a hassle. Oh, nice I gotta save ammunition so I better run next to this monster. Oh, I died, now I gotta fight this shit again. If I wanted to think about resource management I would play a tycoon game or a 4x or really any fucking strategy game.
Ye, but if the "deadly threat" can be killed then it's basically the same shit as in any action game. It's an obstacle to get past and not something spooky.
by becoming 12 again
>Ye, but if the "deadly threat" can be killed then it's basically the same shit as in any action game
Like half of horror movies end with the deadly threat getting its shit pushed in.
And honestly they're more satisfying than "And then everyone died and the killer won the end".
How do we can how to fix gaming
>If I can defeat the thing that is supposed to be scary it ceases to be scary.
No, it doesn't. In the Romero movies a single zombie is laughably easy to defeat, but they're still scary because they come in hordes.
>Resource management makes me even less scared cause it just makes me feel like the game is a hassle.
>basic game mechanics are now "a hassle"
Why do you even bother to play games then? Might as well just activate godmode and other cheats for any game you play.
I like there ones where some people survive and the deadly threat is just banished/they survived to daylight and it ends.
What does tool have to do with horror games?
Lateralus> Undertow> Fear Inoculum> 10,000 days> Ænima
I never found zombies or zombie movies scary.
Resource management mechanics in something that is supposed to scare me feel like a hassle. I don't mind that shit in other genres just in this one, cause it makes me care more about the actual gameplay than something fucking spooky happening.
No it's very good, it's just that fagtano sheep keep trying to shill his own opinion.
later anus>10 000 gays>enema> fags incorporated>underblow>oprah winfrey
I just like the helplessness you feel with no weapons
why must you faggots make everything into a west vs east pissing contest both of these games are great
>The game can't throw any "real threats" at you because they will be designed to be beatable.
They can be beatable, but still threatening enough to kill you if you're not careful. They don't have to be pushovers. I like the way Silent Hill did it for the most part, where you can fight and kill the monsters but you're still better off trying to avoid them instead.
it's a 6.5/10 for tool and an 8 when you consider modern music, some songs meander, the mix is flat and the lyrics lack prosaic flair
>bought VR because i love horror games
>No VR horror being made because no one has the guts to actually play them
At least Alien Isolation was pretty dope
>prosaic
prosy
it's probably the weakest tool album but it's still a highlight of the year (especially as far as rock/alternative goes)
Make it procedurally generated with permadeath
Engaging a threat doesn't necessarily need to result in killing it through. Using all of your ammo to stun a slasher movie villain doesn't make them any less dangerous once they sit back up.
the mix is completely fucked
danny's drums have been completely flattened and all dynamics have been sucked out
the live versions of invincible and descending are miles better than the album, which sucks because they were shaping up to be some of their very best
overall it's better than 10,000 days in terms of songwriting, but miles behind in production
tl;dr it's not bad, but it's nothing close to what it could/should have been
>danny's drums have been completely flattened and all dynamics have been sucked out
for real all you hear are the fucking transients what the fuck were they thinking
Whenever I'm unarmed in a horror game, my confidence is instantly boosted from knowing that all I'll ever need to do is sneak around, run and hide and maybe solve a few lateral thinking puzzles.
>we want the spotify audience
given how infamous adam and justin are for tinkering with the sound, danny's admission that he wanted to make music like the albums he grew up with and the fact that it's the same producer and mastering engineer from 10,000 days
i'm inclined to believe they just gave up and shat this album out to break free of their record deal
>i'm inclined to believe they just gave up and shat this album out to break free of their record deal
I'm pretty sure that's what happened. They also said they'd be shitting out more albums more frequently now that they've finally fulfilled their contract and are now free to do as they please.
It's arguable for Invincible. But there's no live versions where Descending sounds better, solely because Maynard can't sing that song live for shit. And vocals on Descending are the best in the album, followed very closely to 7empest (solely because it reminds me of Undertow).
Scorn. Enough said. Sadly, it got delayed again.
Ænima > all
the threat would of course be not a single entity
>take gun shoot psycho killer, you win
not scary
>take gun shoot monstrosity, oops there are 20 more around the corner
scarey