Name a setting and style for a horror game that you think would scare the shit out of you, personally, if it was made.
I'd be interested to see what a competent dev might do about more human horror like dealing with a sociopath in your social circles, dealing with a pedofile as a child-character or living in a real police-state.
I've played horror games since original Alone in the Dark, my favourite so far is Silent Hill 2, but nothing has ever made me feel as uneasy as playing 'Papers, Please'.
Have a big area, like a city or canyon or forest or lake or even a skyscraper.
Have you, and one other enemy in the entire area. Have you have to explore it, while the enemy could be anywhere in the area and could attack at any moment.
Have it not linear, either, the entire area is explorable, and you need to back track around to solve the mystery or whatever.
A mission to mars to set up a colony. There's no aliens or any bullshit like that.
Game starts at launch, and your interactions and what you do on the voyage there determines who's on your side, but you don't quite know who to trust, and who's against you until you're there and the place is all set up and running for awhile.
Like after awhile when you're in some corridor working on something, somebody goes batshit, cuts off the power and starts sabotaging the place and you don't know who's doing it.
Maybe some of the crew think it's you. Or something like that. I just want a game that fucks with you psychologically like that.
Basically something like Sunshine: The video game without the 3rd act.
Games that utilize jump scares properly. Like say you're walking down an empty dark hallway or in a forest at night. No sounds save for your footsteps and occasional mysterious sounds like a twig snap. If you're too scared to turn around because a monster *might* be behind you is a good horror game. Nothing is scarier than the feeling of uncertainty.
What I've always wanted is a Heavy Rain style 'Divine Comedy', at least the hell section or even a trilogy.
Ultra detailed and scary as fuck. Also include various paths, semi open world whit and side places to explore so it's doesn't feel linear as fuck.
Driving. At night. Dark, barely used pathway. Randomly generated things happen depending on how you're driving/what you do during it. Hitchhikers, creatures on the side of the road. Shit like the rake. Car can break down and you have to fix it yourself. All the while you hear rustling in the trees. Turn around and there's a vanishing hand or something. Shit like that.
crowded places, where almost everyone is just a normal person but at random intervals someone will get close to you and assault you out of nowhere if you don't notice them tailing you
Get you really paranoid so that you get the urge to pre-emptively kill anyone that looks at you funny, even though even though it could just as easily be an ordinary person weirded out by you glancing around all the time.
that game Yahtzee made is a bit like that, at least when traveling from town to town.
The other half is side-scrolling through abandoned places filled with monsters, trying to figure out how to stop an impending ritual.
Starts off with a heavy focus for parkour, as you scale one of the worlds tallest mountains (pseudo-Everest), loads of dialogue between you and 3 other climbing buddies.
It's cold, it's misty, it's and it's mostly up or down on narrow pathways or sheer cliff faces. This mountain is notorious for killing many non-experienced and experienced climbers alike.
and yeah, the dead-climbers start to chase you from behind, forcing you upwards to the mountains peak. The reanimated rising from the snow, leaping out from the mist, or grabbing at your legs from underneath. Only weapons are a grappling hook, jump kicks, tackling, and gravity.
I wish every game had the atmosphere of stalker.
Move to Ukraine and your very life can has the atmosphere of STALKER.
A normal world with normal murders and criminals, you just play the life of a normal person that gets kidnapped and witnesses a lot of fucked up shit and need to escape. Any monsters or false things ruin the experience for me and only get me with jump scares.
Knowing that it is realistic and this shit could happen in real life is what scares the fuck out of me. Would be nice to play from the view of a victim and then possibly from the view of the murderer, you kill for kicks and have to satisfy his kicks by doing certain things but they make it realistic enough to scare the shit out of you into not wanting to get caught, so you have to be discreet and feel like there is something to lose if you are caught. I guess maybe some sort of reputation that you lose if you get caught that takes hours of gameplay to achieve.
>Thief Deadly Shadow - The Shalebridge Cradle.
Goddamit, this place was more anus-clenching than any other place in any other game including so called "horror game". Fuck it, made me uncomfortable as fuck, and it isn't even supposed to be a scary game.
Blame would've been better as an art book.
>trying to make sense of Nihei's action sequences
> Basically something like Sunshine: The video game without the 3rd act.
God damn it why'd you have to remind me. I watched that like a year ago, it was building up to be one of my all-time favorite movies, then the 3rd act happened. What a waste of a fantastic concept
I'm sure the day when The Thing is going to be milked is upon us. Soon we will get a game like Evolved except you play as "The Thing" and people need to stay alive for a certain duration of time until the huge Blizzard blasts over.
The game isn't scary at first. Maybe it's just a generic shooter like Black or something. But it had highly addictive gameplay so you keep replaying it.
You start to notice things that are different, though. Maybe a background character looks a little odd during a cutscene. Maybe the blood looks a bit different than normal, etc.
The more you play the more twisted things get until the game eventual transitions into a spookfest.
Shit like that scares me the most. It's like when you look at a picture of a forest and you think it looks nice, but then you go back and look at it again an hour later and notice a body hanging from a tree.
>wake up in an abandoned building, it's overgrown with plants, the ceiling has caved in at parts, all the windows are broken and there are obvious bulletholes in the walls
>walk outside and
>hear yelling outside
>deformed children are running around throwing bricks at a pack of wild mangy dogs, shouting in some utterly incomprehensible language
>continue walking trying to figure out where the fuck you are
>after a few more days spent running from chem-addled raiders, child soldiers with guns, and wild dog packs, surviving by hiding in broken down buildings you manage to leave the city
>finally find a non-mutant settlement, they even speak English, ask them where you are, what year is it
Being stuck on a dying planet, only to escape and realizing that everything is dying and the universe is going into heat death. You're the last thing alive floating around in absolute darkness for the last section of the game until the power on your ship runs out.
This is pretty much my worst recurring nightmare, I have had it in different ways but it's generally something along those lines.
Only parroting reddit faggots honestly say this.
So much of Thief 1 blows it out of the water.
In fact, the Shalebridge cradle is insanely cliche, its a great level but very cliche and not scary.
The same faggots who praise it praise VTMB god damn beach house.
I and a coder/game design student friend of mine were chatting and I wanted to make a game based on being partially blind. You have to avoid monster of some kind, or people and have to make use of a sonar/ping device that let's you see with echolocation for a few seconds before fading away again. You have to memorize where you are going and have to conserve the power of this device or collect more power as you progress.
The harder the difficulty, the harder the conservation of the device will be, the more complex the levels and stronger the enemies/b more better their A.I will be etc.
I can see it as a £5 indie game of some kind, perhaps based in a maze.
How about a horror game based on ito's drawing/world?
I just finished reading uzumaki,it was like a mix of disgust,tension and creepiness.
The snail part in particular was really creepy for me.
Occulus rift game, it prompts you to let your webcam take a snap shot of your face.
You have to evade your doppleganger, certain doors and mirrors lead to the otherworld and you can even enter it to take shortcuts through the real world but only for short periods of time because just setting foot inside it will draw the othersiders to you.
A game where you're just living life normally, talking to people, going to work and everything is normal. Then as the game progresses things slowly become stranger and stranger, some people's behaviour begins to be strange in subtle ways (saying odd things during a conversation, people following you but not actually harming you in any way, people in a crowd staring at you blankly, etc). Things would become steadily more strange as the game progressed (timescale would be over weeks of your character's life).
This is during the days, at night sinister things would begin happening, sounds, subtle lights around corners and shapes in the distance. As if something is stalking/circling your character like a shark about to strike.
Basically, something set in real life with a nice, steady build-up and some spooky happenings but no outright, in your face horror for a while, let the tension build for a few hours before shit gets real.
>Only parroting reddit faggots honestly say this.
I genuinely tough every word I said. I played The Cradle when I was a kid, like 12 or so, and felt really fucking uncomfortable. I rushed through the level to avoid the place as much as I could.
Of course, the whole "Orphanage/Asylum" setting is cliché as fuck, and of course, it was mostly buttclenching because I was like 12 or something, but it's still an awesome, frightening memories I have from this game. Around the same time, I was playing other games, including some being supposedly scary, and no one them made me as uncomfortable as The Cradle. I'm not parroting anyone, it's just the way younger me felt at the time. I remember The Cradle way more than any level of Alone In The Dark, for instance.
Also, Sewer level of Darkforce was pretty traumatic for even younger me, but that's another story.
I had an idea very much like that when I was pitching concepts for my software dev project last year. Unfortunately it didn't get chosen but coincidentally a similar concept was presented by another team.
Check out Forbidden Siren 2. One of the main mechanics is that you can 'sightjack' re: see through the eyes of the zombies, and a few other things. One of the characters you play as is mostly blind, and you need to sightjack his seeing eye dog to even tell where you are.
Also look into Diluvion for ways to use radar to fuck with people
>but coincidentally a similar concept was presented by another team.
What I've always thought would be a cool concept would be for a dev to make a game that is basically your standard, non-horror game (genre is unimportant except that it needs to be a game where you play as a character, so no puzzle games or any shit like that) but the game has a very small probability each time a new game has started (like 1 in a million or something) that things will play out differently, namely that the game will suddenly take a very dark and spooky path only on these rare occasions, essentially becoming a completely different and very disturbing game.
I just think it would be cool seeing the types of stories that were to come from something like that, where the occurrence of the phenomena is rare enough that the concept could become a legend of sorts, something most people never get to experience.
Seconding all the deep sea post.
Also deep space in the first Dead Space had great atmosphere. Im guessing its the unknown that fucks with you. Reminds me I need to pick up Alien Isolation.
I also would like to see areas like in the beginning of RE4 with all the swampy foggy wooded areas. Something along the lines of Slender but made into an actual retail game with a budget.
Remote desolate castles like in later RE4 also make for good settings.
Also rundown old houses can be scary as fuck (PT demo).
GTA V, turn off the music and go deep sea diving with the Submersible.
Those fucking dolphin sounds and dolphin rape caves, man. Fucking hell.
Those deep trenches. Them plane wreckage and whale graveyards.
Some nigga's gotta' mod the sea when the PC version comes out. Stick some sea monsters in there or something.
I had a dream about Dead Space last night. I was dismembering shit like usual then a shaggy looking guy wanted to sell me some weed called durban poison and he got arrested by an undercover black guy
usually the default "natural fears", like fear of darkness, mostly annoying to me, pinky toes most often victims, pain, then again it IS necessary so I actually can't get used to pain, then there's heights, not actually afraid OF the height itself, but if i'm falling then i'll shit my pants as hard as I can, I guess Fear of the Unknown, but that falls into the subcategories of fear of darkness and silence, since you don't know what's out there if you can't hear or see it, obviously.
I still have my adrenal glands so I can still be afraid, but honestly, nothing makes me that much afraid anymore, not even dying. Then again i've always been extremely careful not to avoid any danger.
Well, there MAYBE one, I know it might sound extreme, but I am afraid of killing a person. Since its an extremely big deal these days.
Exposure therapy. It works.
I myself was a severe social autist with terrible OCD/hypochondria. Through courage and growing some balls, I forced myself into situations that would elevate my anxieties.
Now, all of the above are much more mild although I'm still working on ridding myself of them. It depends on how much you want it. Some days, I wish I could escape into my hobbit hole and not talk to others but it' a sorry fact of life that eventually, you'll have to talk to people.
Face it head on but build yourself up to it. Become comfortable with your voice, then go online and speak down the mic, then try and go on Omegle or some other cam site. Mind over matter, bro. Eventually, you'll open up more, your voice will seize up less.
In person, always hold a good glance towards the other person, stand up straight, speak slowly but clearly and above all think before you speak.
And trust me, if I can get over partially, then anyone can and I was baddddd.
I can get spooked by zombie survival.
Unless there's something magically repairing the zombies, a zombie apocalypse will just go away on its own in most scenarios. Add to that how in most portrayals, zombies are inferior in every way to the living, there's so little threat left except from other humans. In which case it's still not the zombies that are scary but the breakdown of society itself.
You're stuck in a super-futuristic city, where everything is controlled by a custodian maintenance program.
There aren't any enemies as such, no 'rogue security droids' trying to gun you down, instead the city itself is the source of danger. Trams trying to run you over, doors that try to cut you in half, dam gates that suddenly decide to flood your entire district.
The catch? The AI's got a split personality, so you're not sure whether any given action is a trap or trying to help you.
Well, I was thinking this could be set in an old eastern european town. Lots of narrow cobblestone streets and a high population density. Doesn't have to be a zombie virus, I just throught that'd explain the concept of the enemies easiest.
>Portal/Stanley Parable style being fucked around by a narrator, but the taps aren't blindingly obvious and are hidden in a forest of legitimate assistance
I like it. Reminds me of some of the Paranoia PnP sessions I've been in.
>he's not paranoid of being turned into a pawn by some manipulator
>Not constantly afraid that some one will stab him just to get his wallet with no money in it
>Not afraid of being framed of a crime he never committed
horrer game set inside a really fucking tall sky scraper at night with a crazy strong thunderstorm raging outside. Big focus on sound design so you can hear the pattering of rain on the windows and the wind howling outside. Power is cut to the whole building so you can only see by the intermittent lightning strikes. The whole point would be to escape to ground level or just get the hell out of there because there is something else in the building with you. Multiple ways for it to kill you but none of them would show you the killer so you really never know what is in there with you. The whole point is that you dont k ow where you are and you dont know whats goin on, all you mnow is you better thet the hell out of this building because something bad is going to happen. Like that feeling you get in nightmares where you just know some bad shit is going to happen.
The car is on fire, and there's no driver at the wheel and the sewers are all muddied with a thousand lonely suicides and a dark wind blows.
The government is corrupt and we're on so many drugs with the radio on and the curtains drawn.
We're trapped in the belly of this horrible machine and the machine is bleeding to death.
The sun has fallen down and the billboards are all leering and the flags are all dead at the top of their poles.
It went like this:
The buildings tumbled in on themselves, mothers clutching babies, picked through the rubble and pulled out their hair
The skyline was beautiful on fire, all twisted metal stretching upwards, everything washed in a thin orange haze.
I said, "Kiss me, you're beautiful - these are truly the last days"
You grabbed my hand and we fell into it
Like a daydream or a fever
We woke up one morning and fell a little further down.
For sure it's the valley of death
I open up my wallet
And it's full of blood
>Escape an electrical storm due to fucked power systems in the street
>Run inside the lobby of a building, the AI chimes in over the PA system
>"You will find safety in higher ground. I will call the elevator"
>Elevator 1 opens, dead body slumps out
>Cleaning droid bluntly pushes the corpse into the lift as the doors close
>"This elevator requires maintenance. I will call another elevator
It could start off as being a mostly helpful, if a bit clumsy, presence watching out for you, with a baymax style personality. As the game progresses, it becomes more 'human' and emotional, with its aggression becoming more noticeable, but never outright expressed.
Large busted up skyscraper/ apartment building. maybe knocked over like that bit in clover-field. during alien invasion. basically there are giant tripods outside with spotlights and you must avoid being seen while you navigate the building.
>no matter what floor you're on or how lost you are, you can always find a ladder that takes you straight to the roof in a matter of seconds
>You can jump off the roof anytime, what happens each time is random (giant monster bursts out the ground and eats you, a bullet shoots out from inside the building and headshots you before you hit the ground, a fucked up arm snatches you out the air and you die from whiplash, the ground opens up and you fall into an infinite abyss, see a copy of yourself 'falling up' past you, etc etc), and your avatar wakes up on a random floor near the top
>Walking through a crematorium or something.
>"Recent accidents around the city have drastically increased civilian mortality rate. At present, the northern wing has only ONE] morgue opening left"
>"Please take the northern exit"
>Some other guy, who's been established as useful to the AI, arrives
>"Please take the south exit"
>a tsunami hits a large tropical coastal city, flooding the shit out of it
>the streets are filled with 20 feet of murky water, choked to shit with corpses, wrecked cars, and debris, the headlights of sunken vehicles peering through the water like eyes
>every building becomes its own isolated little island
>you occasionaly see survivors on other roofs and shit, people trying to row out of the city on debris and dinghies, but you have no way of getting to them
>after a day or so, they start slowly dissappearing, a few people at a time
>something followed the tsunami, drawn in by the corpses and opportunity
>something fucking weird
>you need to cross between buildings for supplies on improvised bridges or risk attracting the things in the water by rowing over, swimming is suicide, the people in your building are slowly disappearing
>eventually some shit happens and you need to go down in the flooded ground levels
>over time even wierder things start swimming into the city, things that can tear down the building if they know youre in there, or reach in and get you themselves
>after a week or so a monsoon hits the city
>your building collapsed while you were scouting, as far as you know youre the last one left
>the monsoon rain is slowly making the water rise
>you have fewer and fewer buildings to move to
>what the fuck, why isnt the water draining out of the city
>this is fucking dark, even for a monsoon
>you can feel them hungrily eyeing you, as if youre the last bit of meat left in the city
>youre now stranded on the last structure left in an ocean of filthy, debris filled water, with the water level slowly climbing
>you build a raft and fight your way to the mountain still peeking out of the water.
>you head for the radio tower on the peak, but now the creatures are clumsily chasing you on land
it'd be like dead rising, combined with jaws, with the slow build up of supernatural wierdness of silent hill
i would definitely shit my pants from this
>it seems insulted for a second
>I am obligated to remind you that any semblance of personhood or humanity is purely for your comfort. I cannot actually care.
>later, it does something really fucked up.
>I am obligated to remind you that any semblance of personhood or humanity is purely for your comfort. I cannot actually care.
exactly what im goin for
there might not even be something in the building with you, just really subtle spooky stuff
there would be no music so its all just ambient sounds so you might hear an extra pair of footsteps and go investigate and find
>Starts out kinda hal 9000, ends up more shodan or glados.
>At the start of the game, there are other people in the city, but as it progresses more and more of them are killed off until you're the only survivor
>Ends with you making your way to the AI core and physically confronting it's main computer
The most unconventional thing that scares me is large, simple structures. It's hard to describe, but basically anything big enough that you'd think would have some kind of detail, whether it be flaws or scratches, or structural supports, or decoration, but is just completely featureless. It's not so much scary as it is really unnerving, that sort of "something's not right" pit-in-your-stomach kind of feeling.
So basically, I guess an oculus rift style game with really huge, featureless, vertigo-inducing landscapes. There would be no clear goal except to explore the environment, and various bizarre, geometric entities that behaved erratically. A lot of little hazards that ranged from injury to instant death, but none of them would be obvious. Basically plopping you in a nonsensical, unsettling, and potentially dangerous world with no point of reference.
no pic because idk how the fuck to find what i just described
So Friend Computer, only that instead of having an AI that is trying to genuinely help you but can't due to idiots tampering with its programming over time, a fucked up asshole that wants to torture you?
No music is risky, since it means there's nothing to block out the sounds of whatever's around the player. Nothing like getting broken out of your immersion because you can hear someone listening to a shitty sitcom in the other room. You'd at least want the sound of the rain to be loud enough white noise that it mutes everything from outside their headphones.
yeah, thats what i mean
just ambient sounds of the raging storm and the slight swaying of the building, just loud enough to obscure outside noises
oh and maybe some police sirens from way far down below
I know what you mean. When I was really young sometimes when I closed my eyes I'd see simple geometric objects, often screws, and feel so dwarfed by the seeming magnitude of them compared to me that I was scared to even blink until the feeling went away.
something like this?
werewolves represent a fear of mental illness, both in yourself and others. In yourself, because you can't always stop yourself if you're mentally ill. In others, because you can't always tell if someone is mentally ill in a dangerous way until they're already attacking people.
I remember seeing geometric objects, mostly cubes and rectangular prisms. I'd flip 'em around with mah brain, I guess it's part of how growing brains teach themselves about geometry.
They never scared me though. I remember being scared of these voices I imagined that spoke really fucking quietly, but not in the sort of tone that come with a whisper, just like someone'd turned down their volume or something.
I had a dream once
>I woke up in my house.
>everyone was gone
>I went out looking for people
it was overcast and everything was slightly damp.
I live in an agricultural area in Scotland.
>walking down middle of main road as there don't seem to be any cars
>I look down the verge to were the nearest house to me is
the house is gone. just a muddy outline
> I move on cutting through a field.
> I come to another house. the door is standing open.
>I go inside.
the interior seems to have been stripped bare. everything just looks like attic with exposed wood and dust everywhere.
>I explore the house and eventually end up in the actual attic.
the air starts buzzing with energy. there is a repeated sound like Nightcrawlers BAMF.
>I nope the fuck out backing through the door and speedwalking out onto the main road.
The bamf ing is still going on and now I can see shadows moving in the trees (it is now twilight).
> I head down the path towards the nearby village
the twilight turns to night very suddenly
>I am panicking as I know it is bad to be out at night for some reason
I see giant spotlights way in the distance. they are moving towards me in a motion like walking though the legs are invisible. they are at least 100m tall.
> dream ends with a spotlight overhead and me being lifted towards it.
Deep ocean exploration.
You're trapped in a deep underwater research lab. like 10km deep. People from our research team start missing. The equipment stops working, the only elevator leading up stops working. You have to survive, occasionally go out in the deep dark water to go from one section to another since most doors aren't working.
Yeah, I'm afraid of the deep sea. There is no fucking way I could dive deep down. A mix of diving and the dark corridors and occasional huge creature just passing by the base... I wouldn't play it.
There's nothing spookier than a nightmare.
>I remember seeing geometric objects, mostly cubes and rectangular prisms. I'd flip 'em around with mah brain, I guess it's part of how growing brains teach themselves about geometry.
I remember this one nightmare where those shapes first started flipping and twisting and turning in ways they possibly couldn't have until everything sorta rolled itself up and fell apart, sorta like the sky in the Christian apocalypse, only that there was only pitch-black behind those things.
You pretty much just described NaissanceE.
If this was done well i would buy it. would need to have one hell of a good atmosphere and script though. No cliches or predictable plotline. Something similar to the abyss maybe, love that movie.
I remember a similar sort of dream. It's late sunset, in my childhood neighbourhood, it looks like it's rained recently, but it's stopped now.
I'm running through the streets as fast as I can, waving my arms and yelling as loud as I can. I'm yelling that they need to run. That something's coming.
I hear a low roar, as if something massive is coming in from a long, long way away. I turn around, and see something collosal, vaguely human. It's too dark and too distant to make out any details, but it has two massive legs, taller than any building, with flat circles instead of feet. I hear the first foot fall, I stop yelling and running because I know that there's no use warning against something that big. The second foot pulls over me, and the nearest few blocks of houses, and then the dream ends.
You really gotta think longterm if you become immortal.
The Earth won't last forever, neither will the solar system. The only good way to make sure you'll never be alone forever is to singlehandedly push humans into interstellar travel, thanks to having (hopefully) thousands of years to master every scientific discipline.
Anything that has an atmosphere similar to the Abe games
Something about those games trigger me, I literally cannot play with them because I get terrified
I used to be scared as fuck by all kind of dolls, specially expressionless porcelain ones and ventriloquist dummies, when I was a kid and I'm still unsettled if left alone in a room with one.
Make a videogame with those and an incumbent sense of solitude and claustrophobia, maybe where the main character gets stuck in a old victorian house or basement and its fucking choke full of all kinds of dolls, puppets and mannequins and I'd never sleep again after playing it.
>Traverse dark corridor with shelves full with baby-sized porcelain dolls holding a flashlight to recover an item
>Nothing happens, recover item
>Have to go back now
>Some dolls are missing
>Hear a girly laugh
>Point flashlight to the doorway
>Catcha glimpse of a little dress scuttering away
I just finished pic related, System Shock 3 would be cool
The far north region of skyrim, with all the icebergs, creeped the fuck out of me. It was a completely wasted environment IMO.
Especially diving underwater. For some reason the sheer mass of the icebergs and the murkiness of the water combined with an inability to see the bottom combined to spook me right the fuck out.
i got one,
it would start out like youre exploring a pretty mundane other dimension or something, but the longer you explore the more paranoid and hostile your team gets to each other, and the more aggressive the creatures of the dimension get
eventually, the whole land has warped into some freakish 5d non-euclidean fuckery, with the inhabitants and animals warped into horrific monsters that are ALL hunting you down, like an immune system
i had a real fucked up nightmare like that last night, it was like silent hill and the thing had a baby, shit was terrifying. eventually necromorphs got involved and i had no choice but to wake myself up
Mmm not really, that particular pic is a little too intricate, although the linked page reminded me of that movie Cube which I watched when I was younger and pretty much shit my pants. It's weird and sometimes inconsistent what triggers it for me, although there does seem to be a spatial aspect, i.e. the effect is lessened when it's just an image(hence why I suggested the oculus rift), and even moreso when the image is obviously stylized/CG. I think I may just have a particularly strong sense of "artificiality" a la the uncanny valley.
Interesting, but it looks more claustrophobic than agoraphobic
During the day everyone's overly friendly to you, but there's something off with them and at night they plan to greet you but you can't prove it
Basically Deliverance or SouthernbComfort
Artwork by Zdzislaw Beksinski. He was murdered by his caretaker's son because he refused to lend him money to buy drugs with.
its fucking pure dread given form, thats what it is
i dont know what that artist's deal is, but all his shit is like he's fucking channeling night terrors straight into his canvas
its like he takes that moment right before the nightmare starts, but when you fucking KNOW shits about to turn into a nightmare, just that "oh fuck, shits about to get bad" feeling, he wakes up and just pulls that shit out of his ear already printed out in full color on a piece of paper
You are the sole survivor of a crew whom has landed in the ocean of an alien planet. There is no land to be seen in any direction. You survived because you were the only one to put on a suit quick enough and bunkered up in the only part of the ship that wasn't completely destroyed. Your ship that you're in has sunk deep into the ocean.
The game mainly seems to have no main objective at first, save for trying to survive. You have limited air, and you can't go to the surface because of the planets' sun's deadly rays, but staying in the ocean depletes your oxygen.
On the other hand, you can fight in the ocean, but it's highly discouraged as it does minimal damage. Fleeing is encouraged. Large, alien marine life can be seen.
At the bottom of the ocean are ruins and remnants of an ancient, but advanced civilization, implying this used to be above the surface. You can find strange canisters which restore your oxygen supply.
As you explore more, the objective comes clear to you and you have to try to leave. You're hinted at going into these underwater ruins, which are mostly air-tight and waterproof. They lack electricity and it's mostly dark. You encounter strange descendants of land life in these ruins who are mostly hostile, and it's too dark to make out what exactly they are. You're much more capable to fight in the ruins as you aren't in water, but fleeing is a valid option.
The game has you going out into dark, open world seas full of deadly marine life, to going into damp, nearly pitch-black, underground air-tight tunnels with strange hostile creatures repeatedly.
I'm not sure if it's be a good place to set an ENTIRE videogame. The massive scale and blank landscapes make it a bit difficult to have any interesting or varied level design.
Maybe you could have a different setting, but at certain points in the story you slip into this otherworld, maybe in a dream or something. Each time you dream you movie further through the hellish world, always able to see what was before and what was after, and constantly aware of the final destination in the distance.
LA is worse, because there's affluent gays, Jews, Asians and Scientology everywhere.
And wherever you look, whomever you talk to, everyone lies about their life.
Everyone is just another kid with a broken dream.
i'm a sucker for psychological thriller sort of stuff, and i'd love see a horror game based on the nightmares and imagination of a troubled kid.
and i don't mean boohoo i'm so depressed, here's some artsy bullshit meant to represent my escapism kind of "troubled", i'm talking a full fantasy world this kid is imagining and defeating in an effort to make sense out of why his father beats his wife and kids and has frequent fits of drunken rage.
the oddworld universe is absurdly exploitable in terms of what kind of games it could produce.
come on, lorne. get your shit together.
If you could work in a 'clumsiness' mechanic, that would be good. Not 'fall on your ass, and have to stand up from where you are before you can move' kind of thing, but have you trip, scramble for purchase, stumble, bump into things etc when effected by such a status. The main idea being that it doesn't stop you from moving, but it slows you down by a non-consistant amount and it feels like at any given moment you're going to slip, faceplant, and be dragged away by your ankles.
A game that starts out like a generic boring adult life and as the game progresses it gets buggy and glitchy.
The bugs and glitches at first seem like developer oversights and they're very minor, but as the days go by (days primarily consist of waking up, eating, go to work, come home, sleep, rince and repeat), the game becomes almost overrun by strange glitches. NPCs heads turning upside down, textures being replaced by wrong textures, buildings being repeated, and such.
As the game progresses even more the glitches start to turn into very distorted hellish landscapes. It would almost look hellish and sinister, but it would also still be primarily bug/glitch based to the point the player probably and understandably could pass it off as an unintentional bug.
As it gets more glitchy, days go by faster and become almost like "blurs". You're no longer going to work, you're fucking walking down nightmare corridors to sit at your desk, and shit.
The game goes on for 500 days of vastly different experiences, each day leading to the same goal at the end of the day. The last day, everything seems completely normal, until you arrive at work and see your own body limp on your desk.
>And wherever you look, whomever you talk to, everyone lies about their life.
Sounds like America in general. Watching any American talk show is bizarre, given how absolutely phoney everyone is... apart from the ones who really are like that, which is even more scary. The latter seems to be how SJWs are spawned. People with no personality, who just adopt a shell they've scraped together from the media, not understanding it's not real.
Not really vidya but here you go.
>Name a setting and style for a horror game that you think would scare the shit out of you, personally, if it was made.
None. Horror games arent scary. I love them for their creepy vibe, but they arent scary
nearest it got was with Alien, where I would get really tense and sometimes startled by the alien, to the point where I was afraid of it because I would die, but not legit afraid of it to where that extends to real life
This goes for me too. Maybe there could be some game on an ocean planet where there's no land and no bottom, just some occasional icebergs or large chunks of floating vegetation as refuges. The thought of being marooned on a vast alien ocean planet has always intimidated me
/v/ once had a thread about this a long time ago
>survival horror game that takes place in an impossibly large abandoned building, something like an apartment complex
>circular in design, your objective is to find a way to escape it
>filled with a bunch of undocumented monsters, ect
>one anon comes up with the ideas of using old cellphones as lures to get away from monsters
>you can attach one cellphone to a string or leave it somewhere and call it with another to create a diversion
>one anon makes green that goes like
>call bait cellphone
>leave it open so it keeps ringing
>you can hear the ringing decently well
>it stops, but you didn't hang up
>put phone to ear
>you hear a click as the other side hangs up
fear boner and technology boner by their powers combined
I specifically told you faggots to ignore the music, because I knew you faggots would go ballistic. Anti-Toolfags are as bad as Toolfags in their obsession.
They have some interesting VISUALS in some of their music videos.
There's really only three places in the united states that are like that:
-New York City
The rest of the country is fairly earnest, but most people outside the country (or who live in those three cities) don't realize that the vast majority of the US isn't like that.
You have to be someone, anyone.
Someone more than the boring codemonkey who works nine to five to barely pay their debts for their shitty suburban housing.
The only way you can do that is lying.
It doesn't matter who you are only, who you can be. I find actual Americans incredibly annoying and incredibly shallow.
What bothers me most is how people react in such exaggerated ways.
Back home, it's like "huh, this is pretty neat", but here it's always this "WHOA MAN THIS IS FUCKING GREAT, WHERE DID YOU FIND THIS THIS IS AMAZING HOLY SHIT"
It bothers me, especially when people tell me I'm not supposed to be so negative all the time.
I don't even remember why I came here anymore.
A vast, frozen wasteland that's completely empty except for you.
During heavy snowfall, you can make out vague humanoid forms moving in the distance.
Funny, I was about to suggest a video game set in a world similar to the ones created by the stop motion animators the Quay brothers. The aesthetic of those animated Tool videos was highly influenced by them. If you haven't seen any of their work, check it out. Start with 'Street of Crocodiles'. Terry Gilliam also produced one of their feature length projects, The Piano Tuner of Earthquakes.
Abandoned Amusement park with no fewer than the following;
>House of Mirrors with progressively more damage and decay as you go in further
>Reptile House with working lights in some cages, as well as some completely normal reptiles still safely caged
>Clown Watering that has one face crying among a bunch of angry ones
>Playable test of strength with loud bell for winners
>Nearby hotel that's within walking distance
>A good chunk on the pier overlooking a foggy ocean with a lighthouse JUST out of sight, practically a silhouette against the night sky.
>Sewer exit nearby but within reason (IE, not under the park's pier or near buildings for park goers)
For maximum effect, circus-like music MUST be playing in good condition. No creaky, scratchy tracks. Pristine tracks that make you feel at ease. Example;
>Most of these
ok, you maybe setup the first 10-15 minutes.
Then what? The real trick is keeping the creepiness going. I feel like most of these would devolve into cringey or lame /x/ style creepy-pastas.
Nah. While I'll agree that those cities and the media in particular are extreme examples, you'll find it across US culture.
The most grating thing is the forced extroversion. On the other hand, we (Norwegians) are perceived as cold, because we have an almost excessive respect for other people's personal space, and don't want to bother people, which more extroverted cultures see as rude, when it's meant to be the opposite.
Kairo but more linear and without the puzzles
i really miss figuring out the story just by walking around and looking at things
games where youre absolutely alone are the spookiest
I will never forgive tomb raider 2013 for fucking up that feeling of being stuck alone on an island, they just had to ruin it with bullshit and magic
>open areas are not scary since you always have somewhere to run to.
This isn't scary, I could just run away from the monster.
Present day is fine
Not anything particular style.
Essentially, overnight or something, most of the surface of earth has been covered in an ocean of spiderwebs. They are big and strong like cable tendrils so you can't just walk over them, you'll get snared.
Only options are to test random trap doors in the ground and delve into them to find interconnecting tunnels to try and get anywhere else in the world.
The spiders that have taken over our land create false trap doors to trick us, and some of them actually lead into the earth. They are intelligent and through sheer evolution some are starting to infect other breeds of animals, like dogs and shit, so now there aren't just giant spiders you have to look out for.
Being in those trap door tunnels and a spider could show up at any moment just freaks me out.
i just really fucking hate spiders
A long time ago I made a mod for Minecraft. If you moved your mouse fast and looked around, it had a chance to spawn a creeper in the distance between trees and shit, just at the edge of what you can see and when you move the camera away, it would despawn him.
Later on I deleted the mod because it was driving me nuts. I didn't know when there was an actual creeper and when it was one of the hallucinations. 2spooky4me.
I actually remembered to ask on /co/ last year and they linked me to this http://www.plasticbrickautomaton.com/
That comic is a one shot with very different theme but the guy does good comics still.
Always wanted to see a deep sea horror game. Hadmany variations in mind, from the simple ones on earth or Europa, where you are just a worker that was working outside of the station when shit goes down.
Then aother where you get a signal from a rogue planet passing by the solar system, you with the team going to investigate and finding a base built in it's ocean under the ice.
Another one with the main charater being abducted by grey aliens and being taken to an underwater base for experimentation. Eventually something wrong happens and all the power goes out, leading to your escape. After which you need to find out whereyo uare and if you can get back.
In the end, would want a game where you shouldfeel completely helpless and alone. Crushed by the empty void that is the ocean. Anysortof seaexploration would leadto youhaving touse lights, that end up attracting different kind of creatures towards you. Or a sonar like system,which if used too much would agitate bigger creatures and alert them to your position.
Games are not scary, because you're in control.
Horror films come closer, but it's difficult to build an attachment to the characters and to do something to them within two hours.
But ultimately there's no actual fear in media, there's just a cheap and very much fake thrill and the occasional stupid jumpscare.
You wake up in the middle of the night and hear a rattling noise outside.
You open your window to take a peak.
Startled, you close the curtain quickly, only to take on last peek because your curiosity is a bitch.
I saw a comic like this. It could work well for a horror game.
>80s retrofuturistic megamall
>protag is a gum-chewing babysitter with no combat skills
>black and yellow painted insectoid construction robots and security droids all go rogue and start indiscriminately slaughtering people
>obective is to help other survivors lift a security lockdown and escape
>machines are mostly all non-humanoid and make a tremendous amount of din as they move around
>they all tank damage like a champ, give chase with inelegant efficiency and have noisy powertool arms that make short work of closed doors
I posted >>284059784
It would gradually get more and more evident that you are not alone. Footprints all around your campsite when you wake up, nightly visitations that grow in intensity, stumbling upon dead animals that have been clearly mutilated instead of died due to the cold etc etc.
Ultimately, I'm not sure if I would want to introduce a direct confrontation where the player can see the things that stalk him, because I feel like that would take away a lot of the fear factor. Maybe just have it end in you finally getting a radio to work and taken to safety, never really knowing what it was you shared that vastness with.
Ahh, so that's where it was from.
Imagine seeing yourself in the middle of the night.
Not a twin or a clone. He has the same clothes as you, acts the same, and has the same memories.
But there's something off.
Well, depends on the atmosphere. It could be a psychological horror where
almostnothing happens. Imagine a storm, you can't see far. In the distance you see silhouettes. Sometimes you hear sounds behind you. You hear footsteps.
Sometimes the silhouettes start running towards you but nothing happens. They just vanish when you take off your look from them.
If you start running away, you will hear footsteps behind you. They try to chance you into traps like cliffs, bear traps or some shit. If you start running towards the silhouettes, a strong winds starts blowing and you lose sight of them. When you arrive where hey were, you just see footprints in the ground.
Thought this would work best if it was just a section of a regular horror game.
A game where you're an astronaut who's been travelling across the universe faster than the speed of light, and you eventually come back to Earth.
Because of the strange time effects that traveling that fast entails, what was only a few decades for the astronaut, was millions of years for Earth.
He comes back to an empty desolate wasteland, destroyed by continental drift, and humanity.
Declaring himself the only man alive, he explores Earth to see what happened to his brethren, only to find out he isn't alone.
Strange, eight-limbed creatures with human skin stalk the planet, primarily lurking in the ruins of cities.
There's also plenty of other strange creatures that have similar traits to normal Earth creatures.
For example, in forests, there are large, gray-furred balls of flesh with a massive, jagged-tooth mouth that contorts its form and crawls around. It howls like a wolf.
As the game progresses, the main character's appearance and condition starts to degrade, and at a key area in the story, he learns that most of what he's encountered are the mutant aftermath of a nuclear war, and his condition is degrading because he's being exposed to radiation.
You encounter tons of strange, deformed creatures that resemble Earth creatures as said earlier, all of them have a carnivorous lust for your flesh.
I don't know who the fuck you guys have been talking to but if anything I have the opposite complaint; it seems like everyone I know is so bland and couldn't give a shit about anything.
>One of those things notices you, slowly turning its head in your direction
>"Our meal has arrived, dear" says one in a strange alien voice, but in clear humanlike English
>You try to escape but suddendly you feel your body incredibly stiff
>You can't move a single muscle, while the thing lifts you with ease with his appendage and lands you in the middle of the table
>You start breathing heavily, knowing what it's going to happen
>The thing helds your body still with one of his long "hands", while it proceeds to rip off cleanly your right leg with the other one, like a man would do with a cooked chicken
>You scream in pain while your stiff body can olnly slightly tremble, as you witness the 5 foot tall being starts biting into your disembowed limb
>You notice the second being serving itself in the same manner, ripping off you left leg and leaving you with two blood fountains of pure agony in place of your legs
>While vision starts to fade, you get a better view of the restaurant
>Two other pairs of these beings are consuming human corpses
>You can discern the lifeless and limbless body of your mom getting torn as the thing bites her way up to her neck while your father shouts in pain at the other table as the monster takes grasps his forehead with its jaw and pulls the body away
A regularly shaped, large tree, from the silhouette it would appear to be a normal tree. Only it's built like a human/animal, not out of plant matter. The branches have skin instead of bark, the "wood" inside in branches are bones and limbs
I probably come off as a bland fuck, but it's likely because my interests are fairly technical in nature, and most of the pop culture that other people like have no appeal to me.
I used to think I was just cynical and could see through all the shallow shit, but I'm beginning to wonder if I simply suffer from a general lack of joy and excitement. I'm not depressed, I'm simply not very happy.
I have several friends who I rarely have any contact with because it ends up being a chore hanging out with them, and I rarely bother calling them. It's one of the rare cases where "It's not you, it's me" is true.
I'm actually working on a horror RPGmaker game.
You're a criminal who was supposed to be sentenced to death, however instead you're taken to a secret government facility that tests the outcome of experimenting on the very fabric of reality, and you're the experiment.
They test it on you, but things go horribly wrong. By fucking up reality, they've turned Earth into a Lovecraftian horror landscape full of body-horror, with you, the man being experimented on, being the only guy alive.
All the scientists in the lab who experimented on you, are now distorted mindless beings with elongated limbs, strange contorted, twisted necks, and so on.
With distorting reality, the world makes no sense whatsoever either. There are strange, unexplainable shit in the lab, the outside of the lab is a strange mixture between natural, industrial, and glitchy textures, and everything's a unique, distorted mass of flesh.
It's not exactly a fear, but I have a thing for object so large they seemingly defy the logic of the world they exist in.
It's something to see a huge monster over there.
It's another to see a cloud pass BETWEEN you and the monster.
I like it even more if its mind is godly/outerworldy in the way that it cannot perceive you or give you enough attention as you are nothing more than an ant to it.
I say monster and mind, but this also applies for me with structures, though maybe to a lesser degree or in a different way.
I recall watching horror films at the movies when I was younger. To me, they always had a fairly predictable pattern, and I recall one time when I was sitting at the back of the theatre, I could tell when all the jump scares would come, and I'd wait and watch the audience jump on cue.
I'm sure most of you can identify the common tricks they use, with camera angles, following the protagonist or lowering the sound.
Being dropped into a gas giant like Jupiter, and just exploring around.
When I first played L4D2 and was just playing single player with one of my friends we decided the storm that happens during the hard rain campaign was the spookiest shit ever.
I wish more games as a whole would incorporate weather more, but I'd definitely like to see a spooky game where it storms a bunch and it's just fucking loud and you can't see shit because it's so dark/foggy/rainy, and it many situations you can hardly see anything until the lightning flashes then you realize you're fucking surrounded and you freak the fuck out.
definitely one of the better ones in the thread. the transition between the ruins and ocean allows the tension to be modulated and ramped up properly. reminds me of sh and otherworld
Mannequins are a big fear for me, and I don't know why.
They just freak me the fuck out.
So I would say a game like the first Twilight Zone episode, where you are alone in a town and everyone is mannequins
Both sides are morons. The working class, because they're genuinely stupid, and the "educated" people because they get their opinions from reading other people's opinions.
There's nothing more pathetic than an intellectual who thinks she (it's usually a she) is smart, because she's read certain books and can quote certain philosophers. This makes you a follower with no opinion of your own.
Papers Please is a good simulator if you want to experience the human condition under a police state.
Enemies with big heads spoop me. Say they look sort of human-like, but their head is like 2x larger than what it should look like in proportion to it's body, I get spooked.
So if there was a game where you were stuck in your 2-story house and some creepy monster guy with a big head chased you around shouting weird nonsense I wouldn't be able to handle it.
agreed. You see something the size of godzilla, you think, 'maybe enough artillery can bring it down'. You see something literally taller than you can see, and even doing anything about it seems inconceivable.
Did any of you play the original X-Com games back in the day? Those games genuinely had an oppressive atmosphere, particularly on the first playthrough, as a result of the theme, the music and the extreme difficulty.
It wasn't a horror game, but it was extremely tense and full of atmosphere. One wrong turn or one miss, and half your team could be wiped out. Also had some fucked up enemies.
Is there a game with a properly made ghost ship?
Something that may be completely physical but might not be addressed as anything less than a god, yes.
That monster in the mist is big but not really that big.
Anybody want some big structures?
Here's something REALLY big.
YOU GUYS HAVE NO IDEA WHAT TRUE FUCKING HORROR IS
>READING THIS THREAD AT 3 IN THE MORNING
>I LOOK UP AND SEE A SPIDER THE SIZE OF MY HAND CLIMB IN THE WINDOW AND RAPPEL DOWN INTO A BASKET OF DIRTY LAUNDRY
>I TRIED TO KILL IT AND IT GOT AWAY
>I HAVE NO IDEA WHERE IT IS NOW AND I'M SWEATY AS FUCK
FUCK AUSTRALIA FUCK FUCK FUCK NOPE FUCK
When we were kids, me and my brother used to do a similar thing with horror movies.Anytime some invisible entity moved something on-screen, we just imagined a dude in a gorilla suit doing it instead.
I was just about to post about this idea.
I remember that with each level the signal got weaker so the cell phone diversion would eventually become obsolete / a last-ditch-low-probability effort for a diversion. I also recall that the monsters cycle. Ex: there's a deaf monster but has big eyes. Can't use a phone diversion, instead could blind it with a bright light. Or another that has a snake tounge that can taste your BO and get you. Distract it with strong perfume or some shit. Not going for a 5-senses theme but you get the idea.
I think the original idea is that you're a little girl with a backpack full of stuff. That or since it's a business building, workers left their random shit around and you can use stuff to evade/escape/distract.
Occasional "safe" floors ala safe rooms from left 4 dead but no indication since sounds could still be heard stomping around but the monster wasn't roaming the current floor. You could walk around freely once you realize you're safe but if you're reckless (make too much noise, disturb dust and sneeze, etc) a monster may come to the floor.
you fucked up
also this one is for the Wii U owners
>Market a game as an open world action rpg
>Game starts out as you'd expect
>As things go on you notice that certain things about the game are... Off.
>Eventually the enemies you fight become more and more twisted, and unreal looking.
>Soon reality begins to warp
>When your character dies, he respawns looking more and more corrupted
>Citizens begin showing symptoms of the warp as well
>Turns out the game is a cosmic horror, and some elder god is coming to wreck everyones shit
>There is no way to win, only run.
A mod for skyrim called "Arachnophobes Ultimate"
mod advertised as turning all spiders into bears.
>after a certain period of time every NPC in the game turns into a spider (if human they can still talk)
>shortly afterwards the player charecther turns into a spider from first person.
>animated spiders crall across screen.
No combat skills
Only hiding to protect yourself
Slasher movie cliche
You are one of several playable characters
Still no combat skills outside the most basic improvised weapons
Story changes based on who lives and who dies
I know a lot of western RPGs and fantasy settings have plagues in them, but I'll never understand why they don't base one on actual black plague. In some countries, more than half the population was wiped out, leaving entire towns and valleys devoid of life.
Kittelsen did a series of illustrations based on this back in the 1800s, and they've always fascinated me. He depicted the plague as an old witch with a broom and a rake. If she used the broom, everyone would die. If she used the rake, only some would die.
It's not so much about horror as it is about atmosphere.
But it's a tree possessed by about 600 demons.
I'M NOT EVEN KIDDING IT WAS DOING THIS
I was looking for that very pic when I made my original comment (>>284061715) but it was lost in the sea of shitordering that is my general save-everything-here master folder.
>There is no way to win, only run.
doing the Daedric quests is always my favorite part of TES games, including the guilds that secretly serve daedra.
the Dragonborn expansion for Skyrim was a godsend
Stranded ship/submarine or isolated research facility, you play as many of the different crew members trying to solve a mystery or survive a disaster, at first you just go around fixing stuff and working together, but then some people seem to disappear when you're looking for them, after a while people actually start getting killed or going crazy, and here's the thing, since you get to play as different personnel from the crew you don't know if you're just gonna get scared, chased, or you're actually going to die. Also being a research facility or a boat you have no real weapons, at most a crowbar or a big stick mostly useful to remove obstacles and give the player a false sense of security.
I think a big problem with new horror games like Amnesia and Penumbra is that you playing as the MC know you're meant to survive, or at least survive until the very end of the game, removing a lot of the actual fear of death considering you just respawn at the last check point. A game with no clear MC where you get to play as multiple characters gives the opportunity for the player to actually be afraid of dying for good. The only problem would be keeping the player immersed when you change characters.
Man is the greatest monster of them all.
Alright fuckers, I got one. Might be able to wrangle it as a GTA mod.
Game starts, you're in a city, can do city shit like drive city cars and buy city shit. You have a phone. Can call people who are also in the city. 20 minute day/night cycle, lets you fuck around in the city for a while. There's a city.
Sunset of the first day, you get a phone call. You can hear breathing for half a moment, and then a voice says 'he's coming'. From there on out, the game follows a basic pattern: at least once a night (usually), something will try to kill you. It'll be something different each time, maybe some random guy in the street will try to kill you, maybe all the police in the suburb will start hunting you down, maybe a seemingly unkillable bulldog starts chasing you everywhere, without ever stopping. Every event is preceded by another phone call, and some vague threat, though it's not always an immediate follow up, sometimes it can take 5 minutes before shit hits the fan.
As the game progresses, the average event becomes more supernatural and more dangerous, but each time there's a consistent element: 'he' will be visible, watching you, at some point during the night, getting slightly closer each time.
By day you need to catch up on your needs: sleep eat, shower, try and get money and prepare for the coming night. You can spend a limited amount of money to try and get tools and weapons to help at night, like guns, cars, or safe-houses you're renting, but you'll need a way to make more money (like mugging people at night) to keep doing this regularly.
Here's the spicey bit: it's not a set storyline. Each night randomly chooses an event from a long list, and them permutates the event based on a series of criteria. The specifics of the big bad also change from game to game, sometimes his power is strongest on a full moon, sometimes when you're close to the water, sometimes it's based on the weather that night.
this one always reminded me of the god from Forbidden Siren
>Market game as an open world action RPG
>Doing quests killing bandits and wolves and generic stuff like that
>A quest sends you into a dungeon
>When you enter the dungeon, the game turns into something that resembles survival horror more than the game you played outside
I still don't understand why this doesn't already exist, it seems like such a no-brainer.
>you wake up in a rusty, silent hill-esque hallway clouded with dark fog
>hallways can appear and disappear at any time
>there ultimately is no exit no matter how hard you try
>you can get hurt but you can't die
>you see something out of the corner of your eye
This is literally my biggest fear.
I'm not afraid of dying but this shit makes my bajingles shamboozle.
>on a fixed spatial object
I hate that shit. It's not so bad if it's information, but physical representation/transposition? It's about as worst as all those devs who don't understand how reflective sights work.
Well this thread seems like the most appropriate place to post this, but I always wanted a game that's like this
>game takes place on an abandoned navy ship in the middle of the pacific ocean
>you play as the last survivor of a huge massacre on the ship
>all communications have been completely wiped out
>the thing that killed all of your crewmates is still inside the ship with you and it wants you dead
>the creature is a 7 ft tall humanoid fish creature
>bullets only scare it away for a few seconds but other than that there's no way to kill it
>there's only three ways to get out of the ship alive
>grab the keys to a fighter jet and get the fuck out of there.
Your character has minimal flight experience
>try and steer the ship around back to land, with the creature still on board
>grab a lifesaver or raft and swim to shore in that
spend the rest of your life haunted by the memories and the fact you were unable to save anybody else on board
I'd give the players an old beat up RV.
I'd try to establish in the players early on that the car is the only safe place to be in.
Stepping out of the car for half a minute to open a gate would be stressful.
Stealing fuel from an abandoned truck would require careful planning.
Then halfway through the monsters would learn to hide in the back of the RV.
You go to "space" using forbidden planar magick, only to find out there - one elder god is the least of your worries
The next game takes place in the astral plane where things continue to get WEIRD.
When I say bland, it doesn't really have anything to do with subject matter, it's more like... "intensity." I recently tried to reconnect with some old friends after pretty much being asocial for several years, and it really boggles my mind how they manage to avoid getting into an in-depth discussion about anything even after hours of conversation. In a way it is similar to what >>284059068 said in that it feels like they're just miming out interactions they've seen somewhere else, like a template.
Honestly it feels almost like they're afraid to express any real opinion or show any passion for anything -- there have even been several times where I've tried steering a conversation to a deeper level or on a political or philosophical slant, but they seem to either get bored/tired or purposefully move the conversation along. They routinely pick the most generic, passive activities like watching a movie or chugging beers/getting high, or even just showing youtube clips or clips from some comedy sketch or TV show they liked, as if they don't have any experiences or opinions of their own to share, or they're too scared or something. I really don't know.
>If you leave the RV too long, it starts to wind up in slightly different locations by the time you get back
>you never know how long you can afford to be away before it's gone entirely
You pegged your gun at a machete wielding hobo last night, and spent all your money on hotdogs and caffiene, you're going to need dosh soon. Run to a storefront in a dodgy part of town, mug some guy and rob a pawn shop for spare change. No call yet, but whatever's coming tonight might still be in sight. Constantly scanning the rooftops for a sign of 'him', if you see him it's almost certainly about to begin. Eventually the cops show up and manage to arrest you for robbery and assault with a deadly weapon, hauling you off to the local station.
They pull you in, you're taken into interrogation, and given a chance to make a phone call. At this point, there's a chance that you can call a contact you've made in previous nights/days to get out of there, but there's also a chance that the phone will ring before you get to it. You pick it up, and the familiar voice speaks.
>'...rat in a cage...' *click*
Return to interrogation, the detective turns away from you for a bit, before his head snaps 180 degrees and he starts screaming at you. Now you have to fight off this possessed cop with a chair and a pencil while your hands are cuffed together.
>you feel something breathing on your neck
>you turn around only to discover you're facing a wall
This would literally make me assume the fetal position and never move again.
>Youre in some deep sea laboratory
>At some points of the game you have to put a diving suit and explore outside of the facility
>Enemies cant be killed but you cant fight the weak ones to slow them down.
>Huge creature follows you around when youre diving, similar to Nemesis from RE3.
>You wake up one morning, look over at your clock
>Shit it's 10:30, late for work
>Fucking GF let you sleep in agai-
>Somethings not right
>The building shudders, you hear https://www.youtube.com/watch?v=eCAgmtB4j7w
>Step outside and the sky is a dim yellow, it's cool and dry - the sun is red
>On the horizon you see a massive black tower jutting into the sky
>when you fix your eyes on it, its apex begins to strobe
>Your vision blurs and and your head splits with pain
>You black out...
Imagine the following. A standard 3rd person survival horror like RE or SH and whenever you save, have a very brief glimpse of your character standing around with something being there with him/her before the menu transition, but, have it be absent when you go out of the menu.
Hell, you could do that for entering the inventory as well. Would definitely spook me out.
I would not work on a visor.
Relative velocity, relative vector could be stated but anything that relies on spatial data cannot be shown on a single surface. Even worse if the surface is up close and the angle between each eye and the marker increase.
Even closer, the slight rotation and translation of the pupil around the received image center can also affect given spatial data on a surface.
This is why modern HUD elements (gunner helmet eyepiece in an helicopter like the AH-1) are superposed to the image signal and not as a secondary source overlaid the image.
There have been some attempts on having HUD elements stay true even when your point of view change compared to the display (by tracking an eye's position and direction and changing the hud to reflect) but that works only if the HUD is shown to a single eye. That induce eye fatigue like nothing else, though. Holy shit, why did I type all this.
>Huge creature follows you around when youre diving
How huge we talking?
>Complete black void
>Moving doesn't seem to move you because there is no point of reference
Complete isolation and sensory deprivation like that fucks me up something fierce. Don't know how to turn that into a workable game, though.
One of my worst fears is waking up one day and not being completely alone and unable to leave my apartment. Sort of like SH4, but without the hauntings or locked door. There'd be no door. No windows either. Everything else would be normal, but, I'd be all alone. No one around, no one outside even.
Shit really freaks me out.
I'd probably just chalk it up to symbolism/foreshadowing, to be honest
This might not be completely what you mean, but maybe something like grave encounters? It wasn't THAT great of a movie, the the idea was interesting. Locked up in a building and then when opening the exit door, there's simply another hallway. Trying to reach other exits that you KNOW exists are just walled off. When you come back to places that you know you visited, all the stuff are rearranged by someone. You spend hours and evendays inside, but it seems as if time is frozen and it's still dark with no light coming in.
That's just common sense. You don't talk about deeper issues with people you aren't close to. For one, you don't know how sensitive these people are, if you can trust them or what their opinions are. Others simply can't handle talking about deeper stuff, because it gets to them.
As for politics, there is nothing deep about politics. It's one of the most shallow things you can discuss, because of the vast ignorance on both sides of the political spectrum. This is something that the vast majority of people are adviced to not talk about, because it can ruin a lot of friendships. Same with a lot of philosophical bullshit. It's mostly empty talk with no depth. I've talked about both subjects with a lot of different people, and I'm always left feeling empty because of their vast ignorance, so it's best to avoid it. The only people I discuss this with are people whom I know very well and who are open to controversial ideas (which ironically means being the opposite of "open minded", which is code word politically correct extremism).
Besides, who the fuck wants to talk about "deep" stuff all the time. It's ok once in a while, but when I hang out with other people, I primarily want to relax and enjoy myself. It's not a congressional hearing or a debate club.
Also, fuck the new captcha. Fuck it straight to hell. Ten fucking tries every time.
You're a minimum wage worker in a medical-factory type place that grows human clones of people and harvests the organs for medical uses.
Your job is to harvest organs out of comatose clones-- all of the manuals and posters around you tell you that it's completely fine, they're braindead, but you start figuring out otherwise through subtle twitches at first, then eventually one that bolts up screaming.
Then, your manager finds out that you know the truth, and it becomes a chase game through this fucked up body meathouse.
Basically, a game that plays with the fact that the MC is a puppet for the player. You assume the role of a doppelganger who has taken over some schlub's life only to realize everyone knows there's something off about you. You have to watch for subtle changes in mood and behavior in NPCs in order to maintain your facade, otherwise they will begin to turn on you.
Everything in this thread.
liked this : >>284059885 especially.
The devs go out of their way to model the ENTIRE WORLD street by street. I'm talking fucking 500 gigs of shit.
Doesn't have to be photo realistic, but must bear a damn good resemblance.
>You start the game by walking out of your house.
>You see exactly what you would when leaving your house. the street is the same. the cars are the same.
>A choice of plague is determined, and is approaching.
>A serial killer
>Biker gang of rapist
>A satanic cult
>I am legend type shit
>Fucking jumanji shit
Now you get to pick the holocaust you will try to survive. Expansion pack levels of content for each one.
>People running around not knowing what the fuck they should do.
>Homes get checked out first.
>Try to survive as a town or city
>Get all your friends together
>Murder your next door neighbour
>Fucking video game version of society falling apart.
>go to bed
>wake up next to a strange woman
>it's not your bed
>or your house
>door flies open
>"DAD! GET UP!"
>a little girl runs in and acknowledges you with 100% familiarity
>she yammers excitedly about some big promise you made
>notwife rolls over and cracks her eyes open
>she's a giant spider
The game starts out as a regular shooter, you're like some special forces or some shit and you're going to stop some terrorists or some shit from releasing some poison gas or some shit. First level is basically call of duty. Somewhere along the way you basically expose yourself to the gas but you don't know it. Second level is also basically call of duty, but shit gets weird, the game starts glitching you might think, grenade indicators just all of a sudden appear next to you and you freak out, but there's nothing there, your team mates start asking you what the fuck you're doing. Sometimes you shoot at an enemy and they just don't fucking die so you just mag dump them, your team asks you what your fucking problem is and if you're feeling alright. Some enemies look pretty spooky and distorted
Just a couple of those kind of things would happen, then you get separated from your team for a short bit, you maintain radio contact with your squad though and you're trying to get back together. All of a sudden monsters and shit start running around and scuttling to cover and shit but avoiding you. you hear over the radio of your team talking between themselves like "Hey sarge I'm seeing some movement in the distance, can't get an ID", a bit later they start attacking you and it gets intense, you begin hearing shit over the radio like "Oh fuck we're surrounded" "GOD DAMNIT THEY'RE EVERYWHERE".
The majority of the game then plays out like a survival horror, and you never get reunited your squad, but you discover their mutilated bodies one by one... (comment getting a bit too long, continuing)
theres this only creepy game I dont remember name that has really cool introduction level. You in north korea military base and a zombie outbreak happens. Its a fps and for PC anyone know?
>Undercover Snatcher adventure
I love it.
Kinda reminds me of Lucien in a way, except in that game you're hiding that you're the spawn of Satan rather than a changeling
Near the end of the game, you get surrounded by monsters and you try to fight them off but they just keep coming and you quickly get swarmed. Then what plays
out is a twisted scene of you getting experimented on by twisted horrific monsters in brutal ways....
All of a sudden the camera switches to a team of doctors overlooking you while you're strapped on a gurney in some sterile medical facility, and it's basically
It's revealed that you took in some new nerve gas that the CIA suspected they had, but of course didn't tell anyone on your team. It basically destroyed your sense of reality and you killed your entire squad, then went roving across the entire country like a mad man killing civilians before eventually you could be stopped. And then it's just you on the table blabbering and fucking wide eyed as it plays some shit that makes you want to cry because he didn't deserve this.
You start in a normal home with a wife and daughter. It's a home invasion thing where after a couple of In game minutes of fucking with you you wake up to find yourself tied up. they blow your wife's brains out after some dialogue and proceed to put the gun to your daughters head. Time freezes and a demon appears asking if you want to spare your daughters life with yours. He gets your soul and proceeds to play a game with you for your afterlife. thereupon all the good ideas in this thread happen
>You're a lab assistant working in a government funded lab that's developing biological weapons, most recently gene splicing to create a supersoldier
>Some activists or the like attack the lab and shut down power
>The containment cells are open just long enough for one of the specimens to escape before the backup power comes online
>Backup power is only enough to power the doors and mission critical equipment, so the lab is completely dark
>The specimen is almost completely blind, so it will detect you mostly by sound
>Your only objective is to get the fuck out of dodge
>Oculus rift support and mic integration
>Mic picks up all human sound which can then be heard by the specimen
>All doors in the facility are locked with voice recognition locks
The more the specimen hears your voice, the more likely it is to mimic it, up to the point where it can open doors by mimicking you
does anyone know of a good blame! scan anywhere? I can only find one that was scanned in around 2008 and it's really low res and poorly scanned.
You're a pole in 1944, and your because of some nearby partisan activity the 36th Waffen SS Grenadier Divison has been sent to exterminate your small rural town. These psycho fucks in masks don't give a shit about you, they are composed of child rapists, hardened killers and enjoy torturing their victims. The SS thinks they are too harsh, but even they can't touch the Dirlewanger Brigade.
Can you survive the slaughter?
>special guest appearance by the brennkommando!
All of what you said is true, of course, but there is a point where your comments become so generic and "safe" that there's almost no point to voicing them. I'll admit I do have a greater affinity for debate and argumentation than most people, but I don't understand why so many people necessarily think that debate is somehow an emotional thing; that somebody's feelings need to be hurt in the process.
I visit this board because in spite of all the shitposting and autism, there are real people having real discussions about things they really care about, and it's worth sifting through all the garbage because of that. Some of the replies in this thread are genuinely interesting and far more stimulating than nearly all the conversations I've had with my "real" friends. You must feel the same way, on some level, to be here.
Shows the difference between the nazis and the soviets. The nazis saw this guy as a monster and tried to have him removed, while the Red Army was composed entirely of people like him.
A game where everything happens on one town, the entire town and surroundings are a big sand box, you have a day/night cicle, every day different things begin to happen, you have to explore meet people, etc.
For example at nights you are beign followed by some creature, inspired on Uzumaki's Qurozu Cho and also this >>>284039890
even sticking to videogames that's pretty similar to how Spec Ops: The Line goes down, except that's just raw PTSD rather than drugs.
Doesn't mean you should give up. Saying 'everything has been done before' is like saying 'every lego piece has been used before'
You're not wrong, but there's still different ways of arranging those 'things' to get something that brings something overall new to the table.
Not a kawaii dominatrix-y Rachnee
A big fucking grey spider. With hairy legs And a human mouth.
I love exploring abandoned buildings in real life, so a lot of typical horror settings don't phase me. I'm used to wandering around somewhere dark, doors shutting on their own in the distance, creaking of ancient plumping which hasn't be used in years, it doesn't phase me. The most I'm ever worried about is crazy homeless crack heads.
Natural places are much scarier but it's hard to do effectively in a game. Have you guys ever been in mines, potholing or something like that? The atmosphere is pretty weird, and when they turn the lights off, a cave is the most pitch black and dead silence and you will ever experience. There is just a faintest hint of a howl, a distance underground wind humming away. You also get water systems down there too. Having to dive under dark murky water to crawl through a claustrophobic rock coffin is quite stressful. And then your guide starts telling you about the witches that used to live down here and do pagan shit.
The primary reason I post here is exactly because there's a lot of shit you can't talk to real people about without consequences. Anonymity gives me complete freedom to say whatever I want.