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Edited by Dropship dude: 1/22/2013 2:13:04 PM
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What makes a game truly scary to you?

As time goes on, it seems that games are becoming less and less scary as they're released. Game series are losing their thrills and the shock factor is being dropped from many games which used to be scary in their own right. I always used to think Dead Space would be the scariest game I'd ever play, until going back made me realise it's just a load of cheap jumps and dark rooms which provoke fear. Don't get me wrong, it's still a great game and there are still some moments which scare me, especially in Dead Space 2. So what would make a modern, new game scare you? Are you a sucker for tension? Is utilising darkness and the irrational fear of the dark something you're OK with? Would you be as scared if something happened in the day which you couldn't explain, or would the use of night be the deciding factor? As for the thing(s) scaring you, what makes them even more terrifying? A friend of mine brought up the idea that you fear the unknown, so delaying the reveal of whatever it is provoking you can help build suspense, while never fully showing you what it is you're running from also adds to the sensation of bewilderment. I ask again, what would you look for in a modern horror? Any input you make here could even influence something in a few years' time. [spoiler]I'm not telling you what it is just yet ;)[/spoiler]
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  • I dunno. The scariest game to me is I Have No Mouth But I Must Scream
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    • This looks like it could be good. I havent played the previous games but ive heard they're good too
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      • No sound at all
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        • Sound. Sound is a HUGE factor in games.
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        • "You fear the unknown" If I was blindly going into dead space I'd be scared constantly knowing I'm scared easily. But what makes a game scary to me, honestly is being alone. Being alone is terrifying to me. Call me a b*tch but it's true. I was even creeped out on the Cortana mission on Halo 3. But what takes the cake to scare me is, being alone, the feelings and tiny story you get from the environment, confined dark hallways. Pretty much it
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          • Edited by Mix It Up MK: 2/8/2015 8:44:40 AM
            The feeling of isolation. And aliens too. [spoiler]wink wink[/spoiler]
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          • Music, Ambience, Symbolism, Distorted Enemies [spoiler]OFF[/spoiler]
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          • When figs don't shut the -blam!- up
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          • Tension.
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          • The first bioshock creeped me the -blam!- out. Always sent shivers down my spine hearing distant footsteps of the big daddy, or the pink petals that fell from the roof when that splicer was nearby...
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          • Either being unable to defend yourself, or having incredibly low resources to survive
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          • Edited by Richard Nixon: 2/8/2015 7:39:39 AM
            Music, suspense, the feeling of being alone, paranoia-esque atmosphere, setting, etc...
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          • Edited by d 6d7565727465: 2/8/2015 8:10:10 AM
            Jump scares Blood and Gore Claustrophobic environments Brutal/Graphic death scenes Unsettling music Lighting Detail No weapons.
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          • Music. And what I mean I there is too much of it. Game designers pay composers to make great big sound tracks that are unnecessary and ruin the game. When I'm walking down a dark hall music keeps me company and distract me from the fact that I'm playing a scary game or it leads on to the fact that something is about to jump out at me. The only sound that is appropriate is rare ambient noises, your footstep, noise for when something jumps out at you, dialogue, and music for beginning and end of game, maybe even the cutscenes.
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          • What makes it a horror game in my opinion is not being able to fight back.
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          • I think horror games should go backwards. I miss the play station greats like resi 1-3 and silent hill 1-3. Dark and moody atmosphere, awkward camera angles, limited movement and scarce ammo. Nowadays horror games are all about how big a mess you can make out of the enemies.
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          • Gameplay - not being able to fight back, only run or hide. Hiding feels like you can be found at any time. Enemies make noises while chasing. Sound - no music/ambience, just footsteps and heavy breathing if running. For enemies something similar to the headcrab zombies from half-life (in reverse is worse). Enemies - mutants with few humanoid features (reborn laura from Evil Within, most humanoid enemies from Dead Space and Silent Hill)
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            • That new alien game is scary if to get in the mood late in the night time
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            • Jump scares, flashing lights, loud noises, unpredictability, basically five nights at freddy's But harder for me
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            • Jump scares, I only read the title so I have no idea what you said above
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            • I feel sound design is really important. If I can hear it, but not see it, I will shit my pants
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            • Edited by Al Gore: 2/7/2015 9:06:19 PM
              The lack of control is what scares me the most. Also, being able to hear something but not see it. Also, the violin building sound that's builds tension, a-la Dead Space. And lastly, and most importantly, a phrase hat comes up repeatedly, like "don't touch that dial."
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            • When the story pulls a Destiny and I flip over the box to see "Activision" written on the back.
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              • Outlast
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              • Edited by Esk1moWarfare: 2/7/2015 12:47:48 PM
                When you expect a jump, but nothing happens and you relax, then shit yourself cos a jump pops up. And any game with clowns.
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                • Well I get really tense in games when I have a fear of dying, but that has lost its thrill. It's much more tense in games where you are really penalized for dying, like dark souls. Combine a death system like that with a more horror esque themed game, and there you go. At least for me that is. Also, Virtual Reality Horrer games, those -blam!-ers are nuts.
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