>>16937991 Jump scares are easy to write and the pleb general audience don't get bored. People won't sit through anything slow anymore unless it's heavily advertised Oscar bait. It used to work because cinema was novel and people were genuinely excited by it and didnt get to $enjoy" it on demand but that's not the case anymore.
>>16937991 Poe and Lovecraft never wrote movies. It's impossible to put jump scares into textual fiction, so you have no idea how heavily either of them would have employed the technique in screenwriting had they the chance.
A movie that I think really got the macabre, somber, moody shit right is the american remake of The Ring. It wasn't terrifying by any means, but it was beautiful, mysterious, creepy, and gave you a general...feeling. Somber and chilling.
I get sick to death of jump scares and all the other cheap shit that's thrown in horror movies today.
>>16938818 Really? I feel like the remake took what the original had and did it ten times better. Trust me, I'm usually a huge obnoxious hipster about remakes, but this is probably the only one I really liked. I think the cinematography was gorgeous, the color grading, the use of atmosphere...it really just took me into that world.
The original set the groundwork for the story but it didn't have any of those great little extras that the remake had. It wasn't really going for artful, whereas the remake was trying to recreate paintings.
>>16938861 I watched the remake first, and while I didn't mind it initially, it felt like it was trying too hard to make the things in the cursed video "come to life" instead of focusing on the symbolism, make Samara pure evil, and just generally be a "scary movie", whereas the original had a story to tell (though they omitted a lot from the original novel which I found interesting and should have kept), although I can see why it might feel more bland to American audiences.
I wonder how hard it would be to do a general analysis of whether or not all movies are getting dumber. This sort of stuff is measurable, the reading grade level of the scripts would be a good place to start.
There's really no question sci-fi isn't what it used to be. There've always been dumb gorefiend horror movies though so idk how it would shake out
>>16938887 It would be hard to quantify. Silent movies had little dialogue, then when sound kicked in there was a period when they were overexcited about its potential. After that, we slowly receded back to an understanding that film is a very visual medium in which speech should gild what is being filmed. Is any of that any more valid than the rest?
Consider also that we understand a movie's auteur to be the director. The screenwriter merely provides the base material for the director to build on. Given this, the reading grade of the script itself might not be the best starting point.
Babadook is the only recent movie that keeps the true tradition of horror alive.
The fact of the matter is it's cheap to make these crappy found footage films that have virtually no special effects and are all filmed in the same house. Low Investment, high yield. I can't even keep track of all the shit that comes out anymore.
Horror fiction does have it's equivalent to jump scares. It's called the gross out. Rather than building suspense or terror you just describe something really disgusting or grotesque. It's a cheap way out of not writing anything exceptionally unique.
>>16937991 It's dead simple to film a jumpscare. Thought provoking horror, unexplainable dread, and inconceivable horrors are not easy to film. Since most people interested in horror only watch movies, they just go with the easier option to film.
>>16938729 Basically this. Also people being genuinely sickened by stuff like sinister and saw. Yeah it's not nice but you don't need to vomit in the cinema or leave in tears. Jesus. There's worse shit on the web. There's worse shit just by having a farming family.
I've always been toying with the idea of a subliminal horror. I'm a sound designer/foley guy so it's something that interests me. I'd like to think it possible that we could make a horror film that on the surface is your typical jumpy bullshit but underneath (either through audio or imagery) we could make something that creates fear on a subconscious level
>>16943348 Back when "horror" games and movies weren't a dime a dozen. Text was the only available medium from the 1800s into the early 1900s, so it was used and used well, and its writers didn't get much in the way of money from it. Then movies came around, then slasher flicks stopped being low budget camp and got big and stupid, then we got shitty horror games, and look at us now. >slasher flicks are big budget tit and gore fests that scare no one but the normiest normies >FNaF will spawn millions of sequels until Markplier stops losing his shit over it
>>16943793 Nothing major I'm afraid. Did a little work for a game, doing some work for an app for the navy of my country and also helped out on a ff7 HD remake before I realised it was going to be remade. Writing my dissertation ATM. Working on building a significant portfolio. >>16944003 Infrasonics aren't just something home viewers can't experience. They're not easy at all haha.
I agree though, I think audio is the most important element. Obviously I'm biased but still. It's one of our strongest senses and something that is hard to forget. Go watch the Dagestan massacre videos. You won't get that sound out of your head for a while. It's the audio that haunts you.
What I mean though is triggering something on a subliminal level. Obviously we all know imagery is used for that but are there any examples of audio? If there are I would happily spend Sunday looking and trying to recreate some
>>16944193 What do you mean by audio triggering something on a subliminal level? Like, sounds that naturally trigger a fear response? I could think of a few sounds that startle me but the thing is, any sound that is out of place or coming from an unknown source suddenly is scary.
>>16944542 Yeah. Something that gets to you. Yes I meant sounds that trigger a primal fear but most would be too obvious and wouldn't sit well depending on the film. There's research suggesting that binaural beats can cause unease and feelings of dread but that would be very difficult/impossible to apply to an audience. I would like to know any MK Ultra style audio work just without the LSD and just temporary. I looked at the US psyops work in Vietnam. Some was interesting. That's more audible torture though. Would need hours or days of exposure. I tried it on my housemate that was fat and showered so rarely he stank out the house. A constant fluctuating pair of sine waves playing just frequencies apart and a very well hidden voice suggesting/whispering that he should shower. Don't think it worked
>>16946074 Haha that's awesome anon. Too bad it didn't work though. Unfortunately I don't have any knowledge on that, I've only played video games with creepy sounds but it's hard to say if it's just the sounds alone that got to me or the atmosphere of the game in general. Those sounds would be metal/pipes groaning/clanking, whispering, certain screams. Actually, thinking about it whispering might be creepy in like every situation because it triggers something in you to pay cautious attention.
>>16946801 Yes metallic scrapes are one of the creepiest sounds for sure. SAS soldier Andy Mcnab said that due to torture he now associates the sound of sheet metal with being burnt. Whispering was used in Vietnam. Psyops played religious noises through the jungle. Sounds of "Vietnamese dead".
Really I want to see if it's possible to cause a feeling on unease and fear through audio. Something that isn't at first apparant. Yeah if you use whispering at low levels to draw in a listener and make them listen harder and then blast a horrible sound yes. That's a bit jump scare though. That's been done before. I think it was a Kojima game. Or resident evil 1 can't remember. Sounds progressively got quieter so the gamer turns up the speakers more and more. Then a loud sound
>>16946878 Yeah I think silent hill used sound that way too to draw you in then suddenly loud noise. I love scary vidya. Your idea sounds really good though if you could figure out certain frequencies and such. Do you know what they meant by the 'religious' noises they played? That sounds intriguing.
>>16947307 That gave me a kek in the catalog. The combination of believing in literal reptillians plus the fedora tier smugness about the implication that Argonians are the primary fictional lizard-people was just too much.
>>16947154 I'm not sure. Just look up Psyops in Vietnam. Really cool stuff. Yeah I just want to look into binaural beats and see if I can find the frequencies that cause a sense of unease. That would be cool
>>16947461 >>16947154 Me again. Supposedly 17hz is a frequency that can Instill fear and paranoia. Even anxiety. The issue is generating 17hz. I have gear that produces as low as 20hz but I'll have to look into generating lower. The issue is that even my friends special sub won't do 17hz unless you crank it up to the point that it cracks the walls.
>>16947669 Oh wow. I looked into it a bit and it says that sounds below 20 hz aren't even heard by the ear but are felt by the body. So if we can't hear it... it still exists, and apparently can make us feel uneasy. So it's like we could be hearing super low frequency sounds and feeling uneasy but not be able to attribute the uneasiness to anything. That actually makes it creepier.
>>16947915 I think the brown note is 12.5hz. Not looked for a while. I remember it being around there. Either 12.5 or 7.5. Something like that. Personally I think the brown note isn't real but its effects are possible. I've heard that 11.5hz is the resonant frequency of a human eyeball which is what gives people paranormal experiences. The building a person could think is haunted could really just resonate at the right frequency to cause vibrations in the eyeball and give the impression of a paranormal event
>>16947912 Yeah I know. 20hz-20Khz is the average range of human hearing. However our ears can have a midrange sensitivity. We can detect lower than 20hz but it would have to be ramped up in volume excessively. Supposedly we can identify sounds as low as 12hz. We go into this a lot as part of my degree, I'm just interested in generating these sounds. It's difficult since we hear low end frequencies less clearly and that's why turning up your sound system gives the apparant impression of "adding bass".
Might email a lecturer and see what they have they can lend me. I'd love to generate below 20hz through our big sound systems in the studios and sit there for hours to see if it has an effect. I experienced as low as 17-18hz in a special lecture once. It makes your body pulsate. Incredible stuff. I want to go lower though
>>16948060 >>16948052 >>16948035 Another issue is that we need a large enough room for the wave to form. Think about it. 20hz is 20 cycles a second. So going below that we need to take the speed of sound, what frequency we are using, the distance needed to generate it. That would be f (freq) s (speed of sound) d (distance)
So Idk, I'm bad at maths but that would be...
Idk. You'd need a room large enough to generate the wave though. Of course with a perfectly formed room you could reflect the sound wave and use half the space initially required and cause a standing wave in the middle of the room
>>16948035 >>16948060 >>16948052 >>16948085 The eye ball resonating--> paranormal experiences thing is super freaky and interesting to me. I've experienced many paranormal things in my parents house that I was convinced was haunted by something.
Also I'm really bad at math too so I'm not sure how all that set up would work. But I think it would be really cool to experience something like what you said in the special lecture where you could feel your body pulsate. Do you know how it was done then?
>>16948252 >>16948252 I'm not sure what I would need in terms of speakers. However the issue of room size is that standing waves can cause phase cancellation and completely cancel out the sound so it would have no effect. I live in an old house too, would be interesting to find out how the house moves.
In the morning I'll ask some lecturers about generating super low tones.
I mean in theory it's just speakers that can move air at the right speed. Maybe the massive speakers in the studio can do it. Maybe not. When I can a chance In there I'll give it a go. See if I can go lower and lowee
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