Tagged: Horror Toggle Comment Threads | Keyboard Shortcuts

  • Shingro 6:47 am on February 1, 2011 Permalink
    Tags: Horror, ,   

    @rampantbicycle Yayifications! Recettear represent! Capitalism Ho! *high five*

    Thanks for the analysis, it does fall in line with my expectations somewhat. Japan can do over the top crazy times arguably better then anyone in the world, but real tragedy strikes me as a much subtler beast. A beast not easily tamed by people used to throwing all knobs to 11. Even among JRPGs Squaresoft’s pedigree is definitely not in understated stories we’ll just say.

    My impression from the Pathologic podcast was that while there were occasional moments of “Holy shit, those children just burned some woman at the stake” its real lasting effect seemed to be from this ever present feeling of decay and helplessness that didn’t have anything to do with one particular moment, but was congealed from a multitude of separate completely ignorable worries. No one would go “Wha.? I’m trading fish hooks to children?! DEAL BREAKER!” and shut the game down, but it’s there in your head regardless. Alone it’ll never get to you, but with a mountain of other small miseries the atmosphere is thick enough that it’ll either repel you completely (squad participation all time low) or entrap your thoughts forever (the appreciation those that did play it have for it.)

    … as in it remains a feeling you’ll remember long after the game is done, not like, you’ll drown in sorrow for the rest of your life or anything, I mean come on it’s just (explicitly!) a game. =P

    Which is actually really smart come to think of it, I expect that to many people the unease of not knowing is more ominous then an outright threat. I think that’s why Amnesia: Dark Descent is so effective because it encourages you to get as LITTLE information about the horrors as possible. In many horror games, I find the scare exists, and then I study the enemy and figure out their capabilities and always keep it in sight and just being able to see it nullifies it’s ‘punch’ compared to it being in the walls somewhere. Similarly if a game’s ‘horror’ can’t be tied to any specific horrible thing, perhaps it’s effect can endure longer?

    So Neir mugs you and takes your wallet, while Pathologic slowly bleeds you dry over the course of many weeks? Neir’s outright insult to Pathologic’s subtle snub? The Neir forest fire vs the Pathologic quicksand?

    … Cheesy comparisons aside, I don’t actually have a ton of data points for the theory, what do people think?

    on a sidenote, is there a spoiler tag or protocol?

     
  • unmanneddrone 2:25 am on January 8, 2011 Permalink
    Tags: Horror, ,   

    @bowlisimo I’ll concede the point that armed horror and powerless horror are two rather different beasts, though.

    And, on another note, though you’re probably done and dusted with it, I’m finally going to be able to get my mitts on World in Conflict! Never understood how the Real-Time Tactical subset didn’t boom to the same level of popularity as Starcraft. I mean, it’s tailor-made for the action generation! Anyway, looking forward to it. Enjoying my PC renaissance.

     
  • unmanneddrone 12:08 am on January 8, 2011 Permalink
    Tags: , Horror,   

    @bowlisimo Yeah, much like AvP, I do believe you can tout firearms of various shapes and sizes and still have a very tense game. While having to concede that you’re not only dealing with melee NPCs down in those access tunnels and bomb shelters, I still say the atmosphere is unnerving and – true to the mainstay idea of horror – your life can be ended just as quickly.

    But let’s just celebrate them both. Both have atmospheres head and shoulders above their peers. Amnesia has, of this moment, sold almost 200,000 copies! Nice work, Frictional.

     
  • unmanneddrone 6:08 pm on January 7, 2011 Permalink
    Tags: Horror,   

    @bowlisimo Maybe not flinch, but in terms of sheer variety and the eeriness of that same ambitious AI governing what goes down there (plus with the new sound and textures of the 2009 mod), STALKER offers its own uneasy ambience. For me, at least, part of the appeal in horror/powerlessness comes from having something that should guarantee your safety…but it merely offers an adequate and tentative level of protection.

    Give me the constant ticking of a Geiger counter and a Hind graveyard over Lovecraftian business, though!

     
  • unmanneddrone 5:37 am on November 4, 2010 Permalink
    Tags: , Horror   

    @kentdoggydog Welcome, sir! May you feel at home and add to the discourse at your leisure.

    I can’t comment on Amnesia, but I can comment on my possible predilection for the almost polar opposite of the scarce use of atmospheric sound effects. It might be argued that a constant sound is a negated sound within the idea of normal/abnormal aural balances…but in the case of, say, Aliens Vs. Predator, the constant ping of the motion tracker is one of the most harrowing and tense effects I’ve experienced.

    I agree, though…the isolated noise spike amidst a realm of relative silence is a classic and almost always effective.

     
  • RedSwirl 2:06 pm on September 7, 2010 Permalink
    Tags: Horror   

    After playing the demos to both Penumbra and Anmesia, I can say that I am fine with the control scheme.

    It’s really just basic FPS controls. You pick up and move stuff a-la Half-Life 2. The thing people are talking about is how you basically click and drag in order to manipulate anything that’s bolted down like doors. Again, there are demos to these games, and I didn’t have a problem with those controls at all. The only thing that might be annoying is turning cranks

    Lastly @bowlisimo, I do have one more PS2 suggestion for you: Zone of the Enders: the 2nd Runner. It is in my opinion the template for how an anime mech game should be done. You really get the feeling that you are in full control of a lightning fast and very pretty battle out of Gundam or something.

     
  • bowlisimo 1:45 pm on September 7, 2010 Permalink
    Tags: Horror   

    @RedSwirl That’s because Deadspace wasn’t really scary. You walked into every room expecting shit to pop out of vents, and guess what, it did. The necromorphs were a pretty generic stabby Doom enemy and not something that struck fear in the cold dead hearts of desensitized gamers. I was startled a lot more by the first FEAR game, but that was more supernatural “the thing you can’t see” kind of scare. (I still maintain that Deadspace was a great sci-fi game despite its genericness, though).

    I’ve avoided Penumbra because I heard bad things about the control scheme, like moving your mouse around to swing shit.

    @Friedturnips Fire away. If you want to save time you can truncate the list to your absolute PS2 essentials.

     
  • RedSwirl 12:03 pm on September 7, 2010 Permalink
    Tags: Horror   

    Alan Wake is not a horror game to me. Psycho thriller with light horror elements maybe, but not horror. The only time when I felt a tinge of scariness was the first few times the environment got all dark and windy like the static radio from Silent Hill.

    I also didn’t find Dead Space scary at all for some reason. Actually, I didn’t feel anything playing Dead Space and I’m not sure why. Mechanically and atmospherically, it did everything right, or at least did everything the way I wanted a lot of games to do. Played the game in the dark, 5.1 surround sound system, 50″ 1080p screen, the whole setup, and the experience of the game just fell flat on me.

    Maybe it’s because I always had a ridiculous surplus of ammo. I’ll try to play the PC version on hard mode and see what that does.

     
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