Forum Thread
by member
  Posts  
What happened to horror? (Forums : Cosmos : What happened to horror?) Post Reply
Thread Options 1 2
Dec 18 2012, 5:15pm Anchor

I think the situation is the same in Hollywood movies. It's easier to make someone jump from a sudden "boo" moment rather then building up suspense. It takes creative writing, and creating writing requires talent, and talent requires... well a lot. :)

So in short, it is an economical way to make something "scary". Those examples you gave all use the players' own mind to scare them into a frenzy. Each corner the player had to pass gave anxiety. Indeed it is such a shame. The mind is a powerful thing. It can and SHOULD be manipulated! That's what makes the adrenaline rush so addicting. The suspense should cook off like boiling water then eventually blow the top. That's how I like my scare, anyways.

Dec 28 2012, 3:23pm Anchor

I half agree with you. The random jump scares and loud noises are ways to get a little fear out of you without actually using any creativity. Now... Onto amnesia. Amnesia is NOT the scariest game made, I assure you but I have NO IDEA where you got your description of your first encounter. If you somehow managed to make the word "boo" out from ANY of the monsters in that game you either have hearing better than a cat, or you have hearing worse than my grandpa. I honestly have no idea how you got that word from any of the groans. Second of all, that wasn't a true encounter. You were hallucinating. If you play Amnesia for a while it is diffidently worth it. I'm surprised you didn't like it more, considering you said you liked buildup and suspense.

BTW sorry for ranting/being butt hurt I just really like amnesia XD

Jan 3 2013, 3:39pm Anchor
Servant_Grunt wrote:I half agree with you. The random jump scares and loud noises are ways to get a little fear out of you without actually using any creativity. Now... Onto amnesia. Amnesia is NOT the scariest game made, I assure you but I have NO IDEA where you got your description of your first encounter. If you somehow managed to make the word "boo" out from ANY of the monsters in that game you either have hearing better than a cat, or you have hearing worse than my grandpa. I honestly have no idea how you got that word from any of the groans. Second of all, that wasn't a true encounter. You were hallucinating. If you play Amnesia for a while it is diffidently worth it. I'm surprised you didn't like it more, considering you said you liked buildup and suspense.

BTW sorry for ranting/being butt hurt I just really like amnesia XD


Heh. It's fine. Not liking Amnesia (along with a few other games) often get's me some very harsh reactions. Yours is civil by comparison. I could go into great length about why I don't like Amnesia, such as the inconsistency of the rules and the stupid behaviour of the main character, but that's not really the point.

I don't know if he says boo specifically. Maybe it's a "bleg" or some other rot sounding noise, or maybe even no noise at all. The point is, there is a huge hall, you go to a door, turn around and he's standing right behind you, then disappears in a poof of smoke. No warning, little build up, and it doesn't make sense.

A better way to do it would be to have implied the player wase being followed, and then have the player go down a hallway, find it to be a dead end, but when they go to leave there is a figure blocking the door that runs off when the player sees it. You have set it up, and why they are running off doesn't have to be explained. This also makes the near future more scary, as maybe he went to get friends, or perhaps he's hiding, waiting to leap out and get you. As is, there is an empty hall, the door is blocked, when you turn around, he's standing right behind you with no explanation of how he could be there. He couldn't have covered the halls length without making a noise. He just appeared, and then he disappears. It also ruins any future suspense, as the fickle designer could just magic up a guy at any point.

Jan 3 2013, 4:27pm Anchor

Good point, the game isn't the best, that is true I do enjoy it though and you suggestions are great. OH also +1 for an intelligent response. Most people on here say things along the lines of "haha (insert game i like or question i had here) is so stupid derp de derp" Although spelled even worse and with horrible grammar.

Jan 7 2013, 10:23pm Anchor

"2deep4u" tends to be the typical response I get. :)

Jan 10 2013, 4:13pm Anchor

You know, this reminds me of Yahtzee who does the Zero Punctuation reviews. Amnesia for example (this point starts at ~0:50). I totally agree and think that the horror-genre should be divided into "horror", "survival horror",... on one side and "shocker" on the other.

Anyway.
Look, it's faster and cheaper to make a simple linear shooter like CoD that uses the same plot over and over again, than to create a new one from scratch and build an entire universe around it; in the same way how it is faster and cheaper to make a random monster jump out in a barely lit room, than it is to actually make a game with great pacing.

Your example was Grey. Mine would be Nightmare House 2 (not chapter 1, since it's a remake of NH1).
It started so great. Nice atmosphere, a few subtle "scares" (you know, glimpse "something" around a corner) and very few classical shockers. It was quite good at making me feel uncomfortable. Especially when it changed the environment around me. You only have a bit of ammo and an axe. No problem since there aren't many encounters.
All fine until you meet the squad and the mod shifts focus from horror to horror-shooter, with dozens and dozens of monsters spawning at once.
In the end I still recommend it (if only for the first part).

Jan 10 2013, 10:05pm Anchor

I liked Nightmare House 2. There was issues, such as the choice at the end. Anyway, I didn't mind the squad stuff, although it was a low point in the game, it was worth it for a few moments such as a scene where you meet up with one of your squad mates, only to find he was a mannequin. It's also fun to let loose after having been using rations all that time.

Jan 11 2013, 2:28pm Anchor

Yeah. I constantly recommend it too. However, I think that the second part just cannot hold up when compared with the first part.
My favorite moment was when you were under the shower and the announcer said:
"We here in Never Lose Hope Hospital care about our patients. I'd like to inform you that...... something is behind you."
I swear to God. That was not funny.

Feb 1 2013, 1:43am Anchor

I feel gaming is very different. I daresay the difficulty in making a film scary is much greater than making a game scary. There are so many tactics... nay... there are infinite tactics in making a virtual environment horrifying. When I boot up a game like Amnesia or SCP Containment Breach for the first time, and I have no clue what will happen, I'm trembling in my seat the entire time, because my imagination is doing all the work. In any game, if you turn around and see a character coming toward you, it truly feels like a character is... well... coming toward you. Film cannot possibly have the same effect. It takes a lot of chops to make a movie scary. And that rarely ever happens.

Mar 6 2013, 10:35pm Anchor

Surprised no-one mentioned Scratches yet, especially with the Asylum kickstarter? Anyway the build-up for that game is pretty long and though I have barely played it and haven't seen any monsters, I'm already anxious. You find subtle clues when exploring the house that something isn't right at all and that there's something in the basement. The suspense is pretty freaky to be honest.

Mar 25 2013, 2:54pm Anchor

Grey is... a free mod made by amateurs.

Can't really take that one game and use it as a proper example of why horror games have changed.

Mar 25 2013, 6:27pm Anchor
Vcc2cc wrote:Grey is... a free mod made by amateurs.

Can't really take that one game and use it as a proper example of why horror games have changed.


Yes, we can. Being a free game made by amateurs does protect it from most criticism, and as with most mods it's an achievement it got made at all. That doesn't make it immune from criticism however. In the same way a free multiplayer mod can still be imbalanced or have poor maps, a horror mod can likewise be criticised if it messes up the horror aspect.

Grey was not the only example used. Cry of Fear was also used, as was the paid game Amnesia.

Mar 25 2013, 6:50pm Anchor

Its all on your perspective on tension .... you would not get scared from a jump scare without sounds and you would not have tension without sound. And after that pop up scare you no doubt fear another.... 

In the end you go into a horror game expecting to be scared, therefore either way jump scare or not you are still getting what you asked for.

Sure the mechanic should not be used extensively as easy it can be to execute ... but it is just another tool that developers are reluctant to use. 

If we look back to old games like silent hill and the older resident evil games what really made them great? .... they had a few jump scares too....

I don't think its just the tension that makes horror .. horror ... its the story!

The ridiculousness of the story behind resident evil and silent hill really tied in the interest of the player, it tied in the tension. 

Horror in some ways is the only genre that can do this right (make a extremely compelling story that is). look at games like the original bioshock, system shock and back to the silent hills and res evils. (even in the book world ... dean koontz / stephen king)

What we should expect more from horror in my opinion is well developed story. 

Cheers - ENP

Edited by: ENP

Mar 25 2013, 7:24pm Anchor

ENP, I think those things you brought up were covered at other points in the thread, so I'll give a quick run down.

1- Jump scares are fine when properly set up. In a good jump scare, you are scared because you knew it was coming, or you should have seen it coming. As mentioned in the first post, they don't even require loud noises or flashing images to be scary. The problem with bad jump scares is that it is a loud noise/flashing image for no reason. It doesn't make me scared, it makes me angry. Silent Hill 1 and 2 have these, certainly. Resident Evil 1 and 2 don't, as far as I know. Every noise or scare happens for a reason, and is usually set up. eg. The crow passageway in RE2. You see feathers, the corpse pecked by crows, then they burst in the window. In contrast to modern games (or SH1 and 2) there is just a loud noise that threatens to blow out your speaker for no reason and with set up. It would be as if a airhorn appeared by your ear as you read this, then vanished again. If anything, it kills the tension as at any moment, the fickle designer could have something go "BLARG!" at any moment.

2- I'm not sure what you mean about developers being reluctant to use it. The problem is that it's an overused crutch for lazy people. It's just a loud noise that goes off at semi random intervals.

3- The story is a large part of a horror game, but it's far from the be all end all. Many horror games have the "trapped in a mansion full of monsters" scenario, but I think you would agree that Resident Evil is more scary than Alone in the Dark, and both are more scary than House of the Dead.

Mar 26 2013, 8:56pm Anchor

I think that people need to be enveloped in a horror game to get scared more. Horror can be aided by jumpscares, or great graphics that make the scary monsters even worse, but true horror comes from writing and placement. You can have the best graphics in the world, but if you make your monster fly and fart fairy dust rainbows, graphics don't help. The problem we faced is the huge rush towards graphical superiority, all the call of duties and Gears of wars wanted to become graphically amazing. The horror genre, afraid to be carried away in the dust needed to adjust. Dead Space 1 was scary and so was Bioshock, both had a sense of ever lurking danger. Eventually the player will get something to make them feel powerful. That is why at the beginning of your Amnesias you feel powerless, and the monsters seeming impossible. 

There is an exception to this rule, if you give the player so little power, they feel empowered by the knowledge that either A. this monster cannot kill them or B. this monster is weak. So you give the player weak weapons or limited ammo. Limited ammo is key here, Alan wake scared the crap out of me when I had a pistol and a flashlight.

Ragendar
Ragendar Associate of Madness
Apr 2 2013, 1:46am Anchor

I am here to defend Amnesia.
I believe that the major points of horror games are atmosphere, immersion, and danger.

For a game to be scary, it has to have a suspenseful atmosphere. Amnesia's use of sound, lighting, and imagery to create a sense of dread or foreboding is superb in my opinion. The sounds of Amnesia create a fear of what lies around every corner, behind every door, and at the end of every long hallway. You hear footsteps coming from somewhere upstairs, you hear banging in the room next to you, you hear snarls coming from behind a blocked door, you hear wailing echo throughout the area. Amnesia establishes atmosphere very well.

For a game to be scary, it has to be immersive. Now you know that guy who makes jokes at the logic of horror movies, or when you're at Halloween Horror Nights and that group in front of you has to make fun of the characters around him. These people separate themselves from scary situations. They do not allow themselves to become immersed in the world that the artist has created. In Amnesia, the artist sort of forces you to become immersed. Every action your character performs, is one that you perform. Your character reacts very similarly to how you react, with gasps of breath, small jumps, big jumps, and terror-filled fleeing! Especially when the game forces you to put yourself into dangerous situations such as wading through murky waters being chased by that which you cannot see but will surely hear. Amnesia accomplishes the goal of immersion extremely well.

For a game to be scary, it has to have danger. Provided that the player is immersed, dying is a scary thing. In amnesia, you may feel your pulse rise as you take a hit from a grunt, brute, or water lurker. In the sequences where you are outrunning water lurker, brute, or shadow, it is quite horrifying. The reason I choose to clear out every nearby wardrobe, block doors, and create blockades which I can hide behind is good planning, but also a testament to how well the game describes danger. Amnesia creates a sense of danger.

Amnesia is a great horror game, and I disagree with your assertion completely. You don't actually interact with any enemies (aside from poofers) until suspense has been built appropriately.

--

Like Amnesia?
Check out my blog: Ragendar's Blog

Apr 2 2013, 8:37am Anchor

Interesting way of looking at it, but I'd argue that the game/movie is at fault, not the viewer.

Let's look at 2 of the most mocked horror cliches of all. In a slasher film, a character will run up stairs instead of out of the front door, and 2 characters will go and have sex in the middle of the night when they know a killer is on the loose. Both cliches are bad and completely destroy immersion for not only that scene, but arguably the entire film. They are completely at odds with common sense and exist because the writer needs to set up a certain situation. If anything, joke guy is making the best of a bad scene, as at least he is enjoying it through mockery instead of simpley rolling his eyes in disgust.

I think this is why the poofers ruined the game for me. Yes, in that moment they were scary, but as soon as that moment was over and I realised what happened, I couldn't get immersed again.

Apr 3 2013, 6:48am Anchor
WhatsinaGame wrote:I think the situation is the same in Hollywood movies. It's easier to make someone jump from a sudden "boo" moment rather then building up suspense. It takes creative writing, and creating writing requires talent, and talent requires... well a lot. :)

So in short, it is an economical way to make something "scary". Those examples you gave all use the players' own mind to scare them into a frenzy. Each corner the player had to pass gave anxiety. Indeed it is such a shame. The mind is a powerful thing. It can and SHOULD be manipulated! That's what makes the adrenaline rush so addicting. The suspense should cook off like boiling water then eventually blow the top. That's how I like my scare, anyways.


Yeah, i'm working on my first horror game and you are right. It's not easy building up suspense.
Here i've build a small trailer: Indiedb.com
But it's not about "Boo", just atmosphere. Horror is just "scary events"... or more?

Edited by: riccardo_deias

Reply to Thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.