How do you solve the problem where the monster loses its scariness once you actually see it in video games?

How do you solve the problem where the monster loses its scariness once you actually see it in video games?

  1. 3 weeks ago
    Anonymous

    Don't play games with shitty design. Simple as, there are so many games that you can shit yourself just thinking about it

    • 3 weeks ago
      Anonymous

      Name 5 unironically. It better not be Silent Shill because not a single moment in that game was scary.

      • 3 weeks ago
        Anonymous

        Oh look, sweetheart has pulled up her big girl pants and think she's too cool for *popular franchise*

        • 3 weeks ago
          Anonymous

          Then look at yourself in the mirror and reflect on your own horrible personality, that might spook ya.

          butthurt sh kiddies 🙁

      • 3 weeks ago
        Anonymous

        Then look at yourself in the mirror and reflect on your own horrible personality, that might spook ya.

  2. 3 weeks ago
    Anonymous

    Pic related tried to do this with the sanity system/killing off Servants halfway through and replacing them with the other monsters. I wouldn't say it succeeded but it attempted it at least.

  3. 3 weeks ago
    Anonymous

    build up a trauma 20 years before playing the game
    i can't play alien isolation

    • 3 weeks ago
      Anonymous

      Why not? I mean I can understand why, I just wanna know from you!
      The Working Joes scare me more than the alien

  4. 3 weeks ago
    Anonymous

    I don't think video games are scary. I don't think any movie or game is really scary, though a few have hit me (Ju-On when I was a kid and Lake Mungo).

    RE2 Remake came kinda close due to its visual fidelity. I like 'Lovecraftian' stuff, but more due to the universe/sense of wonder rather than any horror.

    • 3 weeks ago
      Anonymous

      I feel like Lovecraftian is rarely "scary", it's more about being an intriguing mystery than anything else.

      • 3 weeks ago
        Anonymous

        My favorite works of his are Dreamlands and Silver Key. I don't care for any of his horror.

        • 3 weeks ago
          Anonymous

          Even if we go on, say, bloodborne it's less scary more mystery. Which I guess is probably better for "horror" since keeping up scariness is difficult.

      • 3 weeks ago
        Anonymous

        Lovecraftian is more of a setting builder. The emphasis on the lack of control and how there are things we can't understand affecting us in terrible ways.
        Not lovecraftian exactly, but the King in Yellow was really good at making this book and play such an interesting and threatening plot device. Very little was explained about who was the king in yellow, but he was there in the background.
        Like that "he is just standing there menacingly" image, but in a more abstract way (except for the yellow sign chapter, due to the gravedigger.)
        Thats why i love how signalis applies the setting. You know something is wrong and that there is something out there, but you only see threads and small clues out there. Its clear the book is a sign all the weird shit is not a mere virus, and things are getting worse, but the very nature of the king, is out of reach. He is not your enemy, nor something you can fight against't. You just try to stay afloat and reach your own small goals the best you can.

    • 3 weeks ago
      Anonymous

      Scary things are subjective. Things like aliens and zombies dont do anything for me, but ghosts and monsters with weird faces make me shiver.
      On the other hand, i have friends who stop feeling afraid as soon as they get a weapon, regardless of the damage model, the ability to fight back ruins horror for them.

      >Scary things are subjective.
      They really are. Certain people seem to get an adrenaline rush from being scared. I don't. In fact I just curious. It depends on people's personal believes too, the more superstitious they are... the more they WANT to believe the scary thing and basically role-play.

      Breaking that normie loop of being afraid for the sake of it makes you fearless and everything becomes boring.
      Also I work in movies and concerts and I see monsters getting made and dismantled and then I'm completely desensitized now. I'm like Shaggy and all I see is a guy in a monster suit now.

      ... Come to think of it, a Scooby Doo scary game where turns out they're just real people scamming the player WOULD BE FUCKING AWESOME.

  5. 3 weeks ago
    Anonymous

    you're ruining your own fun by playing scary games this way, the whole point is to get immersed and let your imagination run wild to make it worse. its like the part of deadspace 1 that is a long hallway that is just SUPER loud but nothing spawns there, its the WHAT IF that spooks you.

    forever fuck the entire prison part of amnesia and the chase music.

    ?t=53

    • 3 weeks ago
      Anonymous

      I don't think dead space was ever scary, relied a LOT on jump scares. Probably only thing that came close to being scary was the immortal necromorph that you couldn't kill, but more in a "shit panic" kind of way.

      • 3 weeks ago
        Anonymous

        Yeah, I don't get why nowadays people call Deadspace survival horror. Before, it was ALWAYS considered "RE4 in space", right from the start. It's like calling Doom a survival horror game

        • 3 weeks ago
          Anonymous

          Got more atmosphere than RE4 and depending on how shit you are at resource management very hard is the definition of it.

          • 3 weeks ago
            Anonymous

            its hard if you dont search for tips and learn the only carry 1-2 weaoibs tip

          • 3 weeks ago
            Anonymous

            Didn't deadspace have an adaptive ammo drop system where you'd get an assload of extra ammo if you were running low? Been a while since I last played it but I _NEVER_ remember needing to worry about ammo. The only exception was some bug where if you had the ripper, the game fucked up and kept spawning you more ripper blades even though it sucks and you want more plasma cutter ammo instead.

            • 3 weeks ago
              Anonymous

              yes but on the hardest difficulty the drops are replaced by very low quantity of money, it also has a mechanic of only dropping ammo for weapons you are currently carring

        • 3 weeks ago
          Anonymous

          it has horror and you need to survive

          • 3 weeks ago
            Anonymous

            and halo is an rpg because you play the role of master chief

        • 3 weeks ago
          Anonymous

          This is why horror and terror should be separated. Horror doesnt need to be scary, doom or saw can be regarded as horror, it is horrifying, but it will not scare you.
          Scary games are different, seeking to spook you or at least feel threatened and in danger. To trigger that old instinct in the back of your mind where a predator is nearby and you are defenseless or at least unprepared.

      • 3 weeks ago
        Anonymous

        Yeah, I don't get why nowadays people call Deadspace survival horror. Before, it was ALWAYS considered "RE4 in space", right from the start. It's like calling Doom a survival horror game

        i was talking about one specific part that is unnerving and why we need more like that/why it works anons, not that the whole game is scary. like first anon said the best part of deadspace was all of act 5 since you were being hunted by something that couldnt die.

        for me amnesia was perfect horror game if you are not someone like op that runs right at the monster and can get immersed into it. any game that gives you a weapon to fight them kills the scary.

        unrelated but only horror movie ive liked was the vvitch, things that build up a feeling of dread is what i want.

  6. 3 weeks ago
    Anonymous

    Scary things are subjective. Things like aliens and zombies dont do anything for me, but ghosts and monsters with weird faces make me shiver.
    On the other hand, i have friends who stop feeling afraid as soon as they get a weapon, regardless of the damage model, the ability to fight back ruins horror for them.

    • 3 weeks ago
      Anonymous

      >mom said its my turn on the xbox

    • 3 weeks ago
      Anonymous

      >ghosts
      Its a bro in a sheet going OOOooOOOOooOOoOoOOooo
      I'm like bitch I got tinitus I can't even hear your spectral ass.

      • 3 weeks ago
        Anonymous

        Ghosts are kind of spookier, just because there's not much you can really do to them and you have no idea what they even want since any intentions would be beyond your realm

        • 3 weeks ago
          Anonymous

          >Pic
          Come on, stop doing that.
          I said stop (slap)
          The belt it is then... YOU SHOULD'VE LISTENED WHEN YOU HAD THE CHANCE! (WHIP WHIP WHIP)
          Ghost being scary? They are dead, and live forever, therefore their fear shall be forever, and I'll also come back and beat the shit of them after I'm dead, so don't think killing me will save you from me.

          • 3 weeks ago
            Anonymous

            They have special powers and don't obey reality though so you can't just hit them, you're powerless against them really, they'll just keep coming at you intent on doing whatever it is they plan on doing.

            • 3 weeks ago
              Anonymous

              If they can see, all they'll see are my fists in their face

            • 3 weeks ago
              Anonymous

              What if I rape them? What are they gonna do about it?

              • 3 weeks ago
                Anonymous

                Start enjoying the warm human cock. It's cold being a ghost

              • 3 weeks ago
                Anonymous

                And what's scary about that?

              • 3 weeks ago
                Anonymous

                You're now addicted to ghost pussy. Humans will never compete.

              • 3 weeks ago
                Anonymous

                She'll never go away, you'll be forced to live with her forever and she'll just get more and more forceful and demanding.

  7. 3 weeks ago
    Anonymous

    I'm not afraid of anything

    • 3 weeks ago
      Anonymous
      • 3 weeks ago
        Anonymous
      • 3 weeks ago
        Anonymous

        this is unironically scarier than any horror game I've seen (except maybe PT)

  8. 3 weeks ago
    Anonymous

    Do what Amnesia did and fuck with the screen to make it harder to see them.

    Also every 2-3 encounters change it out for a different monster like what SOMA did

  9. 3 weeks ago
    Anonymous

    make them a actual threat, most of the times they lose the fear because you discover you can outrun them by jost jogging away or simply kill them.

  10. 3 weeks ago
    Anonymous

    It's hard to call any form of media, interactive or otherwise, truly ""scary"" when it's not real. At best, they can be tense. And the best way to keep tension going is to make it so there's a real risk of consequences for dying. Think about how the original RE games had typewriters and limited ink ribbon saves as a way of discouraging the player from running back and saving after every little thing. Limited saves encouraged the player to risk trying to get more done, at the cost of potentially dying and losing more progress.

    Contrast that to games where you can just mash quicksave/quickload all the time. There's no risk, there's no tension.

    • 3 weeks ago
      Anonymous

      darkwood does this, hard you only have 1 life, on medium 4 and if you lose them all its a restart from the start, the game also has procedual generation so once you restart you cant simply beeline into the nearest resources.

  11. 3 weeks ago
    Anonymous

    Shit being concealed in shadows is a step away from jumpscares.
    The monster isn't "scary" just because you can only partially see it, it's shit design.
    The only way to come close to inducing fear is by making the monster a genuine threat, not something that can be defeated by powerwalking away from it and hiding in closets.

  12. 3 weeks ago
    Anonymous

    Use it sparingly. Use sound for scares. Nothing can be spawned in the world but when I hear something making noise nearby things can become a little tense.

  13. 3 weeks ago
    Anonymous

    monsters arent scary after you reach adulthood, fear, anxiety, disconfort, it needs to be composed, build up, to immerse you and then, when you least expect, BOOOH!

  14. 3 weeks ago
    Anonymous

    >play survival horror after centuries of avoiding them due to never giving a fuck about le scareh monsters
    >get hooked by the puzzles more than the spook factor
    >now i have a craving for games where you fix shit and solve puzzles while going through an intriguing story

    what should i check out Ganker?

    • 3 weeks ago
      Anonymous

      I feel like survival horror is a much more accessible genre in general since there's at least gameplay underneath and its not just about getting spooked.

    • 3 weeks ago
      Anonymous

      INFRA

    • 3 weeks ago
      Anonymous

      Adventure games, just stay away from sierra-type stuff that rely on nonsense logic for their puzzles to pad out playtime.

    • 3 weeks ago
      Anonymous

      >what should i check out Ganker?

  15. 3 weeks ago
    Anonymous

    Simply design scary monsters.

    • 3 weeks ago
      Anonymous

      The flying beds were hilarious

      • 3 weeks ago
        Anonymous

        were they the ones with the spazzing out heads?

  16. 3 weeks ago
    Anonymous

    They should just make a horror inspired stylish action game aka dmc1 instead of keep churning out same horror games

  17. 3 weeks ago
    Anonymous

    I'd like to see a proper survival horror game based on getting abducted by ayylmaos

    • 3 weeks ago
      Anonymous

      Does voices of the void count?

  18. 3 weeks ago
    Anonymous

    The Amnesia monster is a basedface. There. I said it. You won't unsee it now.

    • 3 weeks ago
      Anonymous

      I thought the ones in Justine might not be, but they are in fact also soifacing. which I guess is fitting since they were literally simps

  19. 3 weeks ago
    Anonymous

    The trick is to program random behaviour into the enemy types.

    Imagine thinking you've figured a monster out completely only for it to completely change its pathing or attacks, it would scare the fuck out of the player.

  20. 3 weeks ago
    Anonymous

    why was rebirth so un scary? the only part that scared me was the ww1 fort in the desert

    • 3 weeks ago
      Anonymous

      I mean amnesia was a one hit wonder, the pig one wasn't very good either.

      • 3 weeks ago
        Anonymous

        that was supposedly made by a b-team

      • 3 weeks ago
        Anonymous

        that was supposedly made by a b-team

        Machine for Pigs was a different developer.

        Frictional has lost their edge over the years. Soma was proof. Great story but the scares were fucking weak.

        • 3 weeks ago
          Anonymous

          Soma was more supposed to be body horror + existential horror rather than scary, I feel it achieved what it set out to do really.

          • 3 weeks ago
            Anonymous

            Soma's main problem is the existential horror only happens because the main character has literal brain damage and can't understand basic concepts.

            • 3 weeks ago
              Anonymous

              Well i think from his perspective when he went into a new body he had all the memories, so he perceived it as him just transporting over, unaware he left his past self behind.

          • 3 weeks ago
            Anonymous

            I thought it was creepy in a good way
            >nobody left on earth except mind scans of people that have gone insane from the disassociation and you
            >humanity has gone extinct and the "VRchat" thing you can launch into space won't do anything besides prolong the pathetic state of affairs

  21. 3 weeks ago
    Anonymous

    these things are scary if you read the notes
    and alexander is also scary because he fucking made them

  22. 3 weeks ago
    Anonymous

    Monster should be randomly generated normal humans but they all have different fucked up sadistic shit they can do and all have different strategies to catch you and you never know what theyre gonna do

    Dont stylize them like the Outlast killers, they all should be basically interchangeable humans to make their behavior harder to predict

  23. 3 weeks ago
    Anonymous

    why did a movie about scary hallways freak me out more than every horror game in the last 20 years

  24. 3 weeks ago
    Anonymous

    >enemy is simply unpleasant to be around

  25. 3 weeks ago
    Anonymous

    AI generated monster that changes it design every time its off-screen.

  26. 3 weeks ago
    Anonymous

    suck it'd dick

  27. 3 weeks ago
    Anonymous

    The worst part about these hide and seek sims is when you inevitably realize how to cheese the AI.

    Enemies don't exist as a meaningful theme (like monsters in SH) or interesting challenge (like in RE), that put your skills or tools to use. They're just cheap ways to distract from the games otherwise being very basic point and click adventures, and it's antithetical to exploration. They work the first time, then they become scripted chore you endure so you can resume exploring after. It's very non interactive, so it has the effect of making you feel non-immersed.

    It's why I prefer horror games where you can fight back. But these require actual balance design, something indie devs can't be arsed to deal with. Some would think that adding action would dilute the pure horror element, but that's a mistake. It's not just that they're more action, but the combat requires limited resources, which incentivizes more exploration, but exploration is tense because of potential combat, so it's a cohesive virtuous loop of game design, instead of two different gameplay systems that feel disconnected from one another.

  28. 3 weeks ago
    Anonymous

    What if you made a game where the threat the monster poses is very serious, such as restarting your entire playthrough? Or would that just be annoying?

    • 3 weeks ago
      Anonymous

      Deeply annoying. It's not about the actual threat, it's about the perceived threat. You're scared because the monster will catch you. Once that threat is actualized and you have to redo the room/checkpoint/entire game, there's no fear, only a resignation to the known outcome should you fail. A horror game should make failure feel constantly encroaching but cause actual failure extremely rarely to preserve tension.

      • 3 weeks ago
        Anonymous

        The challenge there is keeping up the illusion of being so close to failure while making sure the player doesn't get used to it. Breaks in between these monster sections with other gameplay, would that do it?

        • 3 weeks ago
          Anonymous

          Breaks, close calls, and evidence of the monster's proximity to make it feel omnipresent even when the actual player is in no danger. A good example is the SA-X sections in Metroid Fusion where at times it's actually impossible to move in a way that gets you caught, but because your first instinct is to freeze and try desperately not to be seen you don't notice that you were protected from failure. The cheap way to do this is the jump scares in something like Dead Space where shit jumps out of air vents often enough that you grow extremely cognizant of every time you see one, but that is a case of overexposure where you stop worrying that something *might* jump out and just position yourself assuming something will. You shouldn't be bracing for the mundane and routine, that's a failure of pacing.

  29. 3 weeks ago
    Anonymous

    Horror movies had this problem for a long time. Then Texas Chainsaw Massacre came along and made a horror movie that took place entirely during well-lit daytime. Shit was unheard of.
    I guess a video game equivalent would be Alien: Isolation or something? I guess just create a creature where the horror comes from how swiftly & efficiently it can kill you if it spots you

  30. 3 weeks ago
    Anonymous

    >play game with no audio
    Heh nothing personal scarefags

  31. 3 weeks ago
    Anonymous

    Don't show it.

  32. 3 weeks ago
    Anonymous

    is that a søyjak

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