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How's do you imagine your perfect horror game? and what
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How's do you imagine your perfect horror game?

and what do you hate about modern horror games?

do you have any ideas of your own, gameplay wise?
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I swear to fucking god, if someone in this thread says "le jumpscares are all inherently bad and ruining horror games", I will smack a fucking bitch.
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>>329669095

No, jumpscares aren't inherently bad.

Abusing jumpscares, however, is.
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jumpscares are all inherently bad and ruining horror games
I expect pic with timestamp
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le jumpscares are all inherently bad and ruining horror games
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>>329669018
>amnesia the dark descent

played for like 3 hours and im in the second room.. this was 5 years ago.

ill finish it one day!
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I think Amnesia was pretty good
Problem is that while the atmosphere was fantastic it didn't feel all that scary
Same thing with Penumbra
Even Penumbra: Black Plague, which I went into expecting to be genuine horror ended up feeling more like a psychological thriller
I dunno maybe I'm just jaded as fuck when it comes to horror games, I can't think of the last one that actually had an effect on me
Amnesia: TDD in the dark with headphones on had me grinning like a son of a bitch the whole way through though.
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>>329669172
User you're replying to and I agree. Not only are jumpscares often abused in bad Horror games, but they also tend to be shit-tier jumpscares with no good tension before them.

I'm just sick of having morons complain that if it's a jumpscare, it's bad.
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Okay so my idea for a horror gam is, your just in a regular house, in your room at night and you look out the window because why not and there's just a thing standing there
Looking at you
Could be anything, could be your frebby bearguys, could be ones of those slendermens, could be a clown fucking anything
And you just stare at each other for a bit and then the thing just fucking bolts over to your door
There
That's something that would freak me the fuck out
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Just don't use jumpscares, no loud high pitched sound effects, no scripted "LOOK AT HOW FUCKING SPOOKY THIS IS" cutscenes
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>>329669172
Good example:

Condemned: Criminal Origins
School
Locker
Camera
Zoom

...perfect
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>>329669018
Something with a crazy amount of build up. Waiting for the first scare to happen is always the most tense, dreadful shit in games.
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I thought of an Ai behavior for a "paramite" (Abe's Oddysee) -type enemy in a horror game (or just a horror level)

The thing creeps near you, staring at you, but it can be startled away with noises. You can bash walls or throw things around to scare it off. But if you round a corner quietly and it's there, it'll claw your face off. If you corner the thing, it will attack also, and if it corners you and you try to shoot it or something, it gets mad and kills you. So it's like a territorial beast that lives in a place where you have to go. It stalks you but if you're noisy and careful, you won't get hurt.

Better still if it's a stealth game, where suddenly you must rely on noise and being detected by your opponent, as opposed to the rest of the game. Like the horror levels in the Thief games.
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Enviroment sounds, reverb, no music.
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>>329669018

My perfect horror game is pretty much Alien: Isolation, but with an original monster design. Seen too much xeno porn to find the thing scary, I guess.

So you have some monsters scattered around that you can kill (like the androids) but at the same time you're being pursued by something unkillable, forcing you to be careful about how you progress each level.

What I hate most about modern horror? Too many ghost children singing nursery rhymes and shit. Also, gore and loud noises being used in place of horror.
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>>329669803
Are you drawing inspiration from that short comic where that dude with binoculars spots a demon pointing at him which then rushes at him?
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Thief 1&2
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lower graphic can be used well, those old ass horror games from the past can still be terrifying for some,
kinda taking more time identifying what the fuck you're looking at
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I want a really barebones game like Walking by kanoguti but there would be tangible enemies. It'd play and look like LSD and giant dinosaurs, terrible plants and generally unnerving shit would start to appear a month or so in "game time" and it gets worse and worse and ends with you having a heart attack in a hospital bed or some shit cuz you were in a come TWEEST

also changing terrain obviously, but not too dramatic a change. like earth to plains to water but then to ston, rock/magma then hellish pillars then massive alien lovecraftian shit etc

SO ITS LIKE KANOGUTI MADE LSD AND IT SPAWNS WORLDS THAT LOOK LIKE OBLIVION PLAINS
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>>329670416
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>>329669018
Half Life 1's plot and setting with the gameplay and horror of Alien Isolation, but a bit more die hard.
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>>329670360

Underrated post
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deadspace is nice. make a deadspace with VATS (y)

set F5 in space. chainsaws on mars type shit.
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>>329669018
Pretty much Subnautica with less safe areas and more leviathan enemies. I don't think a game has made me clinch my asshole more when exploring the mountains and dunes areas.
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>>329670413
Nope
Just the weird feeling i get when i look out a window at night
Also post it
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>>329669018
>normal life simulator
>spend hours in traffic jams, trapped, everytime, everyday.
>do trivial shit at work everyday
>fight with the impulse of killing yourself
>boss call in, its about to get a cut on personal, your are shitting your pants about if you will be fired.
>at the end of each day a nightmare level, levels go from you are falling, drowning, all your teeth and hair start to fall or being alone for the rest of your life.
>game has infinite replayability, with daily login rewards.
>game can kill you instantly or give you a terminal illness at any time, it deletes your savegame when you die.
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Something like Resident Evil Outbreak but expanded immensely. Throw like 30 players into Raccoon City right at the start of the outbreak with the ability to explore a large chunk of the city. Make the goal for each player to find a way out of the city, stuff like a helicopter at the top of a hospital or a secret tram under an Umbrella building. As time goes down players naturally start to use up what escapes exist, meaning less of a chance others can escape. The longer players are in the city the more crazy shit gets, with hunters released, Nemesis on his little warpath, and Crimson Heads right at the end. Instead of areas with elaborate puzzles players just have to navigate the large spaces and find ways to clear areas of enemies and obstacles using items they can find.

That'd be my perfect game, but it's not at all realistic. For me something like Silent Hill 2 is the ideal, but nobody seems to know how to mix psychological horror with actual gameplay these days. All we seem to get is Gone Home with macabre themes, where players just walk around until they see the spooky setpiece then move on to the next room. I had hope for Silent Hills, but Konami killed that off real fast. Horror is pretty dead these days.
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Amnesia TDD and Amnesia Justine were both pretty close to what I would describe as perfect horror games.

Good stories, fairly simple but useful mechanics, good settings and nice 'monster' designs.

What I'd really like to see is a more unique take on horror. Right now, pretty much ALL horror titles follow the exact same formula which is: isolation. The player character is always and inevitably alone. Which makes sense, isolation breeds fear. But fear and horror are much broader concepts than isolation and need not depend on it. I'd like to see horror games where the playing character isn't alone or doesn't somehow get isolated. Maybe you play as a character during the first wave of a zombie apocalypse and you have to deal with throngs of living as well as dead. Maybe you play a character in the middle of an alien invasion and have to figure out what's going on (think the prologue of the last of us but extended for the whole game), maybe something impossibly large rose out of the sea and you're trying to get out of town.
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>>329670690
>post it

Gotcha famalam
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>>329669018
I want a horror game in which the enemy is Kenshiro, and the only thing you can do is activate and push around obstacles that take you like 5 minutes to set up, but 1 second for him to burst through.
He's not even running.
Cuz he's Kenshiro
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>>329671235
How many girls do you harrass in the game before Kenshiro appears?
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>>329670301
Even better if it's integrated to an actual stealth level.
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Buildup.

Imagine a horror game where you're in a dark house being hunted by something you haven't seen, you can hear it and things are getting tense.
>For the first level it doesn't reveal itself, it tests how you react to it
>next level it plays with you, objects are moving, you go into a dark room and the door shuts behind you after a few seconds only for you to find it isn't in there with you.
>level three the same stuff happens except now you're in the room with the shut door and you hear it above you - looking at it aggros it and you have to run from it - from now on the real game begins.

Pacing like this is what made amnesia spooky and popular, fnaf was good until you saw what happened when you get caught.
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>>329671596
Boy do I have the game for you, and it's free.
http://www.indiedb.com/games/phobia-15
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>>329671545
The only one that matters.
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>>329671665
I'll check it out, thanks!
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You play as a criminal in Punisher game.
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Paranoia
Basically. You're walking through some kind of environment. Whether it's a forest far from civilization, or an abandoned building.

When exploring this area, you keep hearing environmental noises that make you know for sure there's a monster. Other footsteps, creaking doors, leaves crunching.

But that's it. There's no monster, no ghost, just paranoia. The fear you feel when you think you might have something on your tail, but you don't.

[spoilers]rate[/spoiler]
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