What Scares Game Developers?
John Callaham writes "Gamecloud has a new feature this Halloween asking game developers from id, Epic, Gearbox (among others) about what games scared them and why." From the article: "Todd Hollenshead - id Software: 'DOOM 3! Of course.' John Romero - former id and Ion Storm designer: 'My personal second scariest game was probably the Ravenholm section of Half Life 2. Man, when those screaming, galloping zombies are tearing around on top of a building and coming at you or clawing their way up a drainpipe - it's INSANE!'"
I can't believe nobody mentioned System Shock 2. Not for the "Holy Bajeezus" startle-the-crap-outta-you kind of scare, but for the unnerving, menacing, heebie-jeebies kind of scare that you get when a blood-covered guy with a parasite going out of his chest and onto his head runs at you with a steel pipe, saying, "I'm sooorrrrrrrryyyyy...." Or when a protocol droid steps gingerly toward you, saying, "That's the Tri-Optimum way," and you know you've got to beat feet before it explodes in your face. The game robs you of human* contact, constantly holding the possibility of finding someone else still alive on the ship just out of reach.
(*Yeah, I know "human" contact is something of a stretch, since it's just a game, but I couldn't help thinking throughout the game that there's safety in numbers.)
To a limited extent. The two most recent frightening experiences were the "We don't go to Ravenholm" level in Half-Life 2 and Resident Evil 4. Doom 3, not so much scary, I mean, it's doom, monster-in-a-closet is old hat, and it's cheap.
Going back further though, we have System Shock 1&2, which were both excellent.
System Shock 2 had me sitting wide-eyed the whole time.
So, I'll have to go with System Shock 2.
The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."