Kajet
Member
Now when it comes to suvival horror games I personally prefer to watch someone else play, at a distance while shivering under a blanket but it seems to me that the big name pioneers of the genre's popularity have for the most part, been declawed, good for when you want something to quit scratching you all to hell but pointless when you do it and then expect someone else to be frightened by it.
Which brings me to my point, granted a new perspective was needed to keep Resident Evil from going completely dead instead of it's current form of mild necrosis but most if not all the elements that made the first really scary is completely abandoned in favor of a cliche action movie, granted a cliche action movie you control and are able to commit a gross amount of hate crimes, but you're still off to save a worthless half assed attempt at a love interest at the end of the day.
So what makes a game actually scary? Nothing really, simply adding stuff like a stone faced emotionless stalker does add a bit of shock and panic but only till you reach that next door. What really makes a game scary is what you don't give the player, Give them a briefcase they can cram an assload of guns ammo and health and they'll rip through the game like a fart going through a furry in an elevator.
What made RE1 and Silent Hill 1 really creepy wasn't just the monsters but the fact that you were for the most part alone with said monsters, without a worthless twat to babysit and scream in your ear and definitely no one around to upgrade your weaponry. Take for example Fatal Frame, the entire living cast could be counted on the fingers of one hand and it's scary enough to make me lose sleep just by watching someone else play through it on Youtube.
And honestly, if you're going the horror route why are you giving the player rifles, magnums, and rocket launchers? A really freaky game by the name of Clock Tower (On SNES DAMNIT, that PSX one made me laugh too much) gave the player very little if any defensive opportunities, granted having to calculate how many bullets you can afford to use under pressure will touch nerves chances are unless you've pillaged the entire game you will find more ammo.
Finally what about seemingly random freakout events? Having to back track through rooms for a freaking key is going to give players a bit of a rest, their nerves will calm down, but isn't that something you should prevent? Make lamps fall randomly, occasionally play sounds from something that will tear faces off, or... kill all the sound in an area that had some noise before, change small things as in "Hey... wasn't there a bodybag here before?" Take away the right thing at the right time and your victim's hair will stand on end.
In summation: Take away unimportant characters, play up paranoia, make the PCs worthless in a fight, or just barely faster than your monsters and give them a shitty armory.
Which brings me to my point, granted a new perspective was needed to keep Resident Evil from going completely dead instead of it's current form of mild necrosis but most if not all the elements that made the first really scary is completely abandoned in favor of a cliche action movie, granted a cliche action movie you control and are able to commit a gross amount of hate crimes, but you're still off to save a worthless half assed attempt at a love interest at the end of the day.
So what makes a game actually scary? Nothing really, simply adding stuff like a stone faced emotionless stalker does add a bit of shock and panic but only till you reach that next door. What really makes a game scary is what you don't give the player, Give them a briefcase they can cram an assload of guns ammo and health and they'll rip through the game like a fart going through a furry in an elevator.
What made RE1 and Silent Hill 1 really creepy wasn't just the monsters but the fact that you were for the most part alone with said monsters, without a worthless twat to babysit and scream in your ear and definitely no one around to upgrade your weaponry. Take for example Fatal Frame, the entire living cast could be counted on the fingers of one hand and it's scary enough to make me lose sleep just by watching someone else play through it on Youtube.
And honestly, if you're going the horror route why are you giving the player rifles, magnums, and rocket launchers? A really freaky game by the name of Clock Tower (On SNES DAMNIT, that PSX one made me laugh too much) gave the player very little if any defensive opportunities, granted having to calculate how many bullets you can afford to use under pressure will touch nerves chances are unless you've pillaged the entire game you will find more ammo.
Finally what about seemingly random freakout events? Having to back track through rooms for a freaking key is going to give players a bit of a rest, their nerves will calm down, but isn't that something you should prevent? Make lamps fall randomly, occasionally play sounds from something that will tear faces off, or... kill all the sound in an area that had some noise before, change small things as in "Hey... wasn't there a bodybag here before?" Take away the right thing at the right time and your victim's hair will stand on end.
In summation: Take away unimportant characters, play up paranoia, make the PCs worthless in a fight, or just barely faster than your monsters and give them a shitty armory.