The indoor sections of STALKER are excellent horror.
Including the ones where there actually aren't any enemies, because you're still expecting them.
Doing that factory part in Call of Pripyat was amazing, with the sun setting and me wanting to get the fuck out of there before dark but not wanting to rush ahead in case of enemies.
Basically, I want a survival horror that doesn't rely on these devices:
Limited ammunition
Forced Perspectives (Dead Space's zoomed in over the shoulder, or Resident Evil's "security camera" views)
The inability to run.
So, Amnesia with a gun is what I want. But not necessarily FPS.
I also like making a game about tension relatively toothless
RIVS! Don't be that kid! Games can be scary/tense as fuck without dicked-up control and field of view/camera-style.
You were just playing Doom3; that game made me almost poop, and I've known a few people who were pretty freaked out at times while playing it. But, check it out: you have plenty of ammo, full field of view, you can run, jump, punch things and blow shit up.
Other games that are scary without crippling the gameplay include Clive Barker's Undying, the Gabriel Knight adventures, and the System Shock games
Oh yes, Clive Barker's Clive Barker's Undying by Clive Barker was an excellent game. I have that on disc somewhere.
Shit, I jumped ten feet straight up at one part. And I KNEW that was going to happen.
Echo on
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HonkHonk is this poster.Registered User, __BANNED USERSregular
edited January 2011
Try Metro 2033 it's pretty tense and no matter what others tell you there is not really a ammo limitation unless you're playing like a careless wiener.
The crippled game play is half the point to Deadspace though. Of course its stupid when you can't run in Resident Evil even though you're some sort of paramilitary type.
But in Dead Space you're an engineer scared to shit who has no business being there.
Styrofoam Sammich on
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ThomamelasOnly one man can kill this many Russians. Bring his guitar to me! Registered Userregular
I like my psychological horror tension in games like I like my psychological horror tension in movies. Sporadic, intense, abrupt, and seemingly out of nowhere. Black Swan, basically. Though I think I'd really, really like a movie that did what Blue Velvet did, which is much different.
Basically, I want a survival horror that doesn't rely on these devices:
Limited ammunition
Forced Perspectives (Dead Space's zoomed in over the shoulder, or Resident Evil's "security camera" views)
The inability to run.
So, Amnesia with a gun is what I want. But not necessarily FPS.
I also like making a game about tension relatively toothless
RIVS! Don't be that kid! Games can be scary/tense as fuck without dicked-up control and field of view/camera-style.
You were just playing Doom3; that game made me almost poop, and I've known a few people who were pretty freaked out at times while playing it. But, check it out: you have plenty of ammo, full field of view, you can run, jump, punch things and blow shit up.
I'd have to throw in Fatal Frame as long as you don't mind playing on a console and can handle some "weaboo"-ishness. Sure, you don't have an actual gun, but you have a camera that's basically a ghost gun, you can run, and while I'm pretty sure it did use forced perspectives similar to the old school resident evil one it wasn't anywhere near as bad. It's actually a pretty fantastic game, great mood, good story, the second has twin asian schoolgirls. What more could you ask for?
Try Metro 2033 it's pretty tense and no matter what others tell you there is not really a ammo limitation unless you're playing like a careless wiener.
This as well. Atmosphere out the wazoo.
Sheep on
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HonkHonk is this poster.Registered User, __BANNED USERSregular
edited January 2011
By this time the hallway scene in Silent Hill 2 should be a meme for perfectly done horror scenes.
I liked the relatively mundane horror of some of the set pieces in Heavy Rain
Like finding a bottle of whisky and a flame so you could get yourself drunk enough and sterilize a knife to saw off your own finger to keep your son alive.
That to me was more engagingly horrifying than a super shark man
The crippled game play is half the point to Deadspace though. Of course its stupid when you can't run in Resident Evil even though you're some sort of paramilitary type.
But in Dead Space you're an engineer scared to shit who has no business being there.
No, I'm a slightly overweight computer schlub sitting on his couch trying to enjoy a video game. Part of that enjoyment should be that my character in the video game is more agile than a slightly overweight computer schlub.
Feral on
every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.
the "no true scotch man" fallacy.
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RentI'm always rightFuckin' deal with itRegistered Userregular
Basically, I want a survival horror that doesn't rely on these devices:
Limited ammunition
Forced Perspectives (Dead Space's zoomed in over the shoulder, or Resident Evil's "security camera" views)
The inability to run.
So, Amnesia with a gun is what I want. But not necessarily FPS.
I also like making a game about tension relatively toothless
come on. there is nothing wrong or weird with thinking that if a game wants to scare you, it should do so fairly without recourse to failing as a game.
the two Thief games are incredibly tense and scary as fuck and they play completely fair with controls, camera, ammunition, et cetera. they accomplish the scares with atmosphere and sound design and a lot of hard work instead of just making you not able to get away from lumbering mummies or whatever.
They don't fail as a game, Jacob. A big part of survival horror is asserting your mortality and insignificance, and taking away the traditional fps tropes reinforces that. It's a narrative technique that adds on to everything else, that turns it merely from a scary-go-round into an actual game.
The point of survival horror games is to survive - not to win - but just to get out alive. And the sheer acts of persistence and luck and pluck involved in that make it all the more admirable. Doom 3 and FEAR were enjoyable and even scary at points, but they're not predicated on survival as just your seeming average joe.
One example from Undying that had me jumping out of my seat:
There's a room with a statue in a dry fountain in the middle.
I walk up to the statue.
It turns its head to me, screeches, rips its chest open so you see its beating heart, blood gushes out rapidly flooding the room.
I needed new pants.
That doesn't seem scary to me, as it's not engaging the player. Like, if it took a step in my direction I'd flip the fuck out, but when it's just standing there, I can't get into it.
Posts
Including the ones where there actually aren't any enemies, because you're still expecting them.
Doing that factory part in Call of Pripyat was amazing, with the sun setting and me wanting to get the fuck out of there before dark but not wanting to rush ahead in case of enemies.
RIVS! Don't be that kid! Games can be scary/tense as fuck without dicked-up control and field of view/camera-style.
You were just playing Doom3; that game made me almost poop, and I've known a few people who were pretty freaked out at times while playing it. But, check it out: you have plenty of ammo, full field of view, you can run, jump, punch things and blow shit up.
Pretty much what Jacob said.
Ravenholm is single handedly one of the scariest gaming experiences ever.
If you don't know what ravenholm is then *insert snooty comment here*
dude fell out of his chair
No
NO
i mean if you do I'm expecting you to jungle in my place
like
that's the only way to play rammus that works
lane rammus sucks
Ravenholm got nothing on Agroprom or the labs in STALKER.
If only I could stay awake to get there
Oh yes, Clive Barker's Clive Barker's Undying by Clive Barker was an excellent game. I have that on disc somewhere.
Shit, I jumped ten feet straight up at one part. And I KNEW that was going to happen.
the "no true scotch man" fallacy.
But in Dead Space you're an engineer scared to shit who has no business being there.
Silent Hill. It had some forced perspective, but it really wasn't used for jumping out horror.
http://www.youtube.com/watch?v=HFJ2pE_wUMo
the "no true scotch man" fallacy.
I'd have to throw in Fatal Frame as long as you don't mind playing on a console and can handle some "weaboo"-ishness. Sure, you don't have an actual gun, but you have a camera that's basically a ghost gun, you can run, and while I'm pretty sure it did use forced perspectives similar to the old school resident evil one it wasn't anywhere near as bad. It's actually a pretty fantastic game, great mood, good story, the second has twin asian schoolgirls. What more could you ask for?
twitch.tv/tehsloth
THere isn't much there to hold my attention if I don't end up liking Rammus.
Karthus is always waiting for me though.
ladieessssssssss
okay im done now
This as well. Atmosphere out the wazoo.
That to me was more engagingly horrifying than a super shark man
yeah i am going to jungle
There's a room with a statue in a dry fountain in the middle.
I walk up to the statue.
It turns its head to me, screeches, rips its chest open so you see its beating heart, blood gushes out rapidly flooding the room.
I needed new pants.
I don't know why it didn't get more attention. It's a hell of a fun game and scary as all jesus.
Rammus is really, really awesome
but you have to be p good at jungling in order to use him
No, I'm a slightly overweight computer schlub sitting on his couch trying to enjoy a video game. Part of that enjoyment should be that my character in the video game is more agile than a slightly overweight computer schlub.
the "no true scotch man" fallacy.
oh okay now I don't care
I mean, yay i don't have to fucking jungle for a while!
I didn't have a Playstation so never got to do any of those.
Protip: you do not win a firefight by trying to hit something with every shot you fire.
i am going to be good jungler
junglebungle
They don't fail as a game, Jacob. A big part of survival horror is asserting your mortality and insignificance, and taking away the traditional fps tropes reinforces that. It's a narrative technique that adds on to everything else, that turns it merely from a scary-go-round into an actual game.
The point of survival horror games is to survive - not to win - but just to get out alive. And the sheer acts of persistence and luck and pluck involved in that make it all the more admirable. Doom 3 and FEAR were enjoyable and even scary at points, but they're not predicated on survival as just your seeming average joe.
Also Ravenholm was kind of boring, really.
I kind of want to buy Kog'maw
but then i think
"I already have two dps carries, do I need a third?"
and then I think
"but I suck with everybody but dps carries"
the "no true scotch man" fallacy.
That doesn't seem scary to me, as it's not engaging the player. Like, if it took a step in my direction I'd flip the fuck out, but when it's just standing there, I can't get into it.
http://www.youtube.com/watch?v=buf9g0F0b74&feature=related
this was my logic for a long time
kog maw is very fun if you get good at his R and just stack AP but he doesn't really shine till late game