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Being Scared in Games is Needed

zombieinthebackofyourcar writes "The Escapist has done an entire issue on why we love and need horror games. Jon Schnaars, an expert in psychology and mental health issues, writes about how we need to be scared to generate pleasure from the game. From the article: 'Perhaps the most important change made in the game mechanics of RE4 was fixing the camera behind Leon, providing a tight third-person shot through which the player could experience the action. Through this move, Leon has become every protagonist from every horror film ever made. He is the lone survivor; steadily trudging into the dark when all our instincts tell us it's a bad idea. And as the player, it is actually us proceeding into the dark, receiving (when we're not getting beheaded) our genre pleasure.'"

266 comments

  1. Horror, Genre pleasure, the Unknown by ackthpt · · Score: 5, Interesting

    I don't know about Horror being needed. I sometimes like the idea of playing the monster, when the opportunity presents itself. Heck, I've certainly been one in the online games I play, where I go around slaughtering things to gain experience levels and take the victim's treasures. See it from their point of view. "Horrors, here comes that damn human again! Is there no end for it's thirst for blood? It'll probably go after our shaman some day, then were will we be as a people?"

    Really, what we already know is that variety is what games need. If every game was based upon something jumping out of the shadows and ripping your lungs out, we'd have someone telling us what is needed is the safe-and-secure game genre where no harm comes to our valiant little avatar as he/she zips around collecting rings or what have you without repressing some proletariat.

    My own take is I have long had a preference for games where the player explores the unknown. There may be danger, there may be reward, but cooling your heels doesn't do much for the sense of intrigue. Exploring dungeons and wiping out baddies, or going on raids day after day, to achieve enough levels to used some object or spell is, as a topic some time back pointed out, is work (you know, that four letter word.)

    Ages ago I was totally wrapped up in the old fortran game Empire (eventually released as a PC game), until I'd played it enough to know what to expect. Nothing quite like the first time you're marching your little a into the black unknown only to find the enemy well entrenched, then to gear up your production for an assault. Eventually it was too slow and tedius. Same went for Seven Cities of Gold when you rolled your own New World (which wouldn't be at all like what you see on a normal globe) Exploring the unknown and facing risk is what gets the heart rate going, Grue or no Grue.

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:Horror, Genre pleasure, the Unknown by voice_of_all_reason · · Score: 4, Funny

      See it from their point of view. "Horrors, here comes that damn human again! Is there no end for it's thirst for blood?

      Muds/mmorpgs can do this really well with custom NPC responses. Have your orc wander into Hobbiton. At first all the little tweens are curious and interested. When you start slaughtering a few, they begin running after you initiate combat. Before long, simply entering the town brings area-shouts of "Look out, it's $N, the deathbringer!"

    2. Re:Horror, Genre pleasure, the Unknown by AKAImBatman · · Score: 5, Insightful

      Let me just come out and state what you're trying to say: The article is full of it.

      Horror is not necessary to a video game and more than it's necessary to Chess. A video game is about a goal that you wish to acheive. Generally, obtaining the goal should imply some sort of challenge, otherwise there would be little point.

      Now if one dives into the challenge portion of video games, one does realize that these challenges do cause stress. Usually we're talking about a raised heartrate, higher state of alertness, and concentration. But it can also mean fear, angst, and concern. It all depends on the type of game, and the goal that the player wishes to achieve.

      If horror games are do it for you, is there any surprise that the player will expect to be scared out of the wits? But where's the fear in Super Mario Bros? Or Tetris? Wing Commander? Honestly, there's none to speak of. In the case of Wing Commander, the fantasy aspect of becoming a star fighter pilot is the overriding aspect that makes the challenge interesting. All these games are interesting without any hint of fear. Humans need to be stressed, but different people have different stress needs. Recognizing that when creating a game can help a designer make it much more accessable to the target audience.

      In short, beware of the pop psychologists.

    3. Re:Horror, Genre pleasure, the Unknown by happyemoticon · · Score: 4, Interesting
      Ages ago I was totally wrapped up in the old fortran game Empire (eventually released as a PC game), until I'd played it enough to know what to expect. Nothing quite like the first time you're marching your little a into the black unknown only to find the enemy well entrenched, then to gear up your production for an assault. Eventually it was too slow and tedius.

      When I started playing Doom 3, I thought, "They've finally done it. id has returned to their former glory." However, as I progressed through the game, though the visuals remained impressive and the baddies remained gross, I could predict with absolute certainty when an imp was going to jump out from behind me. I'd look at a doorway, see a few places where a hidden door could open up, back up through the doorway, and give the imp a mouthfull of buckshot. This started to become agonizing beyond belief and I cheated my way through the last four levels or so.

      The other sin that Doom 3 committed was the same one that has been used in survival horror games since Resident Evil: You are in a place where there should be more ammo than you could possibly imagine (America, a military research facility), and there are exactly 9 bullets. Clive Barker's The Undying used this cheap tactic, and I blazed through most of the game with only a haste spell and the Scythe just to spite the developers. Whenever a first person shooter makes you want to not bother and just use a melee weapon, it's just because their monsters are so pathetic they would be trivial if you had sufficient ammunition to kill them all. But that's another topic entirely.

    4. Re:Horror, Genre pleasure, the Unknown by thatguywhoiam · · Score: 4, Funny
      But where's the fear in Super Mario Bros? Or Tetris? Wing Commander? Honestly, there's none to speak of.

      If you have to ask where the fear is in Super Mario Bros.... then I just can't explain it to you. :)

      --
      If Jesus wants me it knows where to find me.
    5. Re:Horror, Genre pleasure, the Unknown by squiggleslash · · Score: 4, Funny

      You've never felt the mereist twing of terror seeing a huge block toppling from the sky, crashing down onto a large pile of such blocks with such force that every block in the same row is instantly vapourized?

      For that, my friend, is the horror that awaits you in Tetris, the most frightening game known to human kind.

      --
      You are not alone. This is not normal. None of this is normal.
    6. Re:Horror, Genre pleasure, the Unknown by joshsisk · · Score: 5, Insightful

      The article isn't really full of it... because the article doesn't say what the synopsis seems to think it does. I read the article, and it basically is a academic analysis of Resident Evil 4, and why it works as a horror game. No mention anywhere that I saw of every game needing horror, or even that every gamer needs horror games. It's simply an analysis of RE4 as a part of the horror genre, with some information about the genre.

    7. Re:Horror, Genre pleasure, the Unknown by Das+Modell · · Score: 4, Funny

      Super Mario Bros. - one ordinary man's nightmarish, drug-induced journey through the mushroom kingdom.

    8. Re:Horror, Genre pleasure, the Unknown by TheWickedKingJeremy · · Score: 1

      Clive Barker's The Undying used this cheap tactic, and I blazed through most of the game with only a haste spell and the Scythe just to spite the developers. Whenever a first person shooter makes you want to not bother and just use a melee weapon, it's just because their monsters are so pathetic they would be trivial if you had sufficient ammunition to kill them all. But that's another topic entirely.

      No, it's about the game designers designing the game to be played with a variety of weapons, including melee weapons. If they wanted you had have unlimited ammo, then they would have given you unlimited ammo (and most likely would have simply upped the hit-points of the various monsters to accomodate the increased firepower). Sometimes designers force gamers to use certain weapons/items more sparingly; it's simply a matter of game balance and design.

      As for Undying - how does using Haste and the Scythe spite the developers? I played the same way -- it was fun combination, and a great game.

      --

      my religion lies somewhere between buddhism and super monkey ball - pamphlet?
    9. Re:Horror, Genre pleasure, the Unknown by everett · · Score: 1

      To quote Fear and Loathing in Las Vegas, "I think...I'm getting..the fear."

      Nonsense man.

      --
      Sig withheld to protect the innocent.
    10. Re:Horror, Genre pleasure, the Unknown by mdielmann · · Score: 3, Funny

      For that, my friend, is the horror that awaits you in Tetris, the most frightening game known to human kind.

      If, that is, you happen to be, or live in, a cube. (Looks around his cubicle and shivers.)

      --
      Sure I'm paranoid, but am I paranoid enough?
    11. Re:Horror, Genre pleasure, the Unknown by Andrew+Kismet · · Score: 0, Redundant

      I see it as a metaphor for the collapse of Communism - always trying to build up, order bringing destruction, and disorder bringing uncontrolled expansion, leading to GAME OVER.

    12. Re:Horror, Genre pleasure, the Unknown by JakusMinimus · · Score: 1

      If, that is, you happen to be, or live in, a cube.

      You sounded like Captain James Tiberius Kirk just then.

      --

      You can be an atheist and still not want to succumb to some weird cross-over sheep disease -- AC
    13. Re:Horror, Genre pleasure, the Unknown by jb.hl.com · · Score: 1

      I'm sure it's terrifying...if you're a construction worker.

      Or a brick.

      --
      By summer it was all gone...now shesmovedon. --
    14. Re:Horror, Genre pleasure, the Unknown by Jesapoo · · Score: 3, Funny

      $N? you've been playing Galactic Civ II too, huh? :P

    15. Re:Horror, Genre pleasure, the Unknown by PhoenixPath · · Score: 1

      Unless you sit next to the guy and he was speaking hte words as he typed them....

      Well, let's just say I think it tells us more about you, than him. ;)

    16. Re:Horror, Genre pleasure, the Unknown by voice_of_all_reason · · Score: 1

      nah, an LPC mud

    17. Re:Horror, Genre pleasure, the Unknown by Meagermanx · · Score: 3, Funny

      I thought you was trying to bust some BASIC out or something.

    18. Re:Horror, Genre pleasure, the Unknown by cowscows · · Score: 1

      I think it's sort of an attempt to bring the game closer to reality(even though the whole premise is fantasy). The reality is that guns, and many other weapons, they're very effective in killing things. Six blasts from a shotgun at close range will kill/incapacitate just about anything. Even if you couldn't kill a T-rex with a 9mm, a few shots to the leg would probably get it to back off. Having big monsters that just sit there and tank round after round is sort of absurd and boring, no matter how much ammo you have. And so defeating enemies requires less ammunition, and so the ammunition becomes sparse, in order to create some challenge.

      And it also balances out some less realistic abilities you tend to get. Like being able to run around carrying ten weapons just as fast as you could run around with only a pistol at the beginning of the game. Or just being able to carry ten weapons in the first place.

      --

      One time I threw a brick at a duck.

    19. Re:Horror, Genre pleasure, the Unknown by WilliamSChips · · Score: 1

      Apparently, Gene Ray needs to be afraid. Very afraid.

      --
      Please, for the good of Humanity, vote Obama.
    20. Re:Horror, Genre pleasure, the Unknown by stunt_penguin · · Score: 4, Insightful

      The main point of the article was that the identificaion of a game or movie as fitting within a particular genre informs the player and explains in-game/movie actions, such as the example of the lone female character insisting on going alone into those dark woods when 2 of her friends have just been murdered by some knife wielding lunatic, or why infantry in RTS games love standing near explosive barrels and enemies in FPS games generally can't shoot for shit.

      The article takes the horror genre and R.Evil 4 as a good example of ways in which identifying with a particular genre informs and explains actions taken on-screen, and really actually saves the storytellers and the viewer some legwork in understanding the character's compulsion to go it alone. In this way, games tend to benefit from this genrefication and this is the point the article indends to make; games need (or benefit greatly from) belonging to a genre.

      What idiot posted this to /. and reinterpreted the whole article as being about horror?

      --
      When the posters fear their moderators, there is tyranny; when the moderators fears the posters, there is liberty.
    21. Re:Horror, Genre pleasure, the Unknown by Anonymous Coward · · Score: 0

      Or Perl. Mmmm, Perl....

    22. Re:Horror, Genre pleasure, the Unknown by alnjmshntr · · Score: 1

      Yes beware pop psychologists.. so let me way in with my humble opinion :)

      I think that fear increases the immersive effect of games, which makes it more interesting, but it's the immersion that makes it interesting.

      Fear in games is stress, it's fun for a short time but too much turns into a negative.

      --
      If I had created the world I wouldn't have messed about with butterflies and daffodils. I would have started with lasers
    23. Re:Horror, Genre pleasure, the Unknown by Gulthek · · Score: 1

      Hey hey! Resident Evil 4 gave up a metric ton of ammo. I took this as an open handed apology from Capcom for the insane amount of ammo management the previous games required.

    24. Re:Horror, Genre pleasure, the Unknown by StikyPad · · Score: 1

      That would be N$.

    25. Re:Horror, Genre pleasure, the Unknown by KDR_11k · · Score: 1

      Ever seen the GB Tetris commercials with a group of people on the block stack trying to run away from the tiles falling from the sky? I was really disappointed to learn that there are in fact no tiny people o squish in Tetris.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    26. Re:Horror, Genre pleasure, the Unknown by hotdiggitydawg · · Score: 1
      And it also balances out some less realistic abilities you tend to get.

      How many times does it need to be said, people? Video games are not Real Life . The goal is entertainment, not realism. Any resemblance to reality is purely and solely to aid the entertainment factor. Simulating reality is computationally and financially expensive (game physics engines, 3d models, etc.) - hence there is no point incorporating any aspect of reality into a game unless there is a significant return for the effort. And lets face it, there are large aspects of reality that are not enjoyable and would detract from the enjoyment of a videogame, such as:

      • The 20km route-march to get to the battlefield.
      • Injury and loss of limbs is typically permanent, and tends to impair your functionality much more than simply reducing a little red "health" bar.
      • There is no respawn.
      • The T-rex has long been made extinct, and not by 9mm-wielding overweight teenage boys living in their parents' basement. Likewise, orcs, imps, cacodemons, dragons, monsters and even Santa Claus are pretty hard to come by too. Instead reality is populated with endless qualtities of boring people.
      • Sure, military bases have large munitions dumps, but you would never be able to simply walk in and take it all. Even if everyone else on the base was already mysteriously dead. Perhaps Doom 4 should be set in a Wal-Mart instead.
      • etc...


      People play games to take a break from reality, not to simulate it. It's called suspension of disbelief, and it works in the cinema too. You want absurd and boring? I refer you to this entire thread of discussion. By ranting on about how games should be more realistic, all you are doing is giving people like Jack Thompson more credibility.
    27. Re:Horror, Genre pleasure, the Unknown by Bega · · Score: 1
      But where's the fear in Super Mario Bros? Or Tetris? Wing Commander? Honestly, there's none to speak of.

      Of course this depends on completely what kind of fear we're talking about. I know the original article speaks about horror and scaring-type of fear more, but like most of our lives, games or gameplay, too, is being controlled by fear itself. It's not as serious as it may sound, but when you think of it - fear of failing - when you play Tetris, you have the fear of getting too many lines lined up to cause your game to end, when you're playing beatmania IIDX and you're desperately trying to hold your gauge over 80%, or, yes, in Super Mario Bros, you're trying to run through the level before your time runs out or you get screwed by an enemy.

      Of course, you could play these games by not playing them at all - but that would be horribly boring, which would cause you to stop playing the game. But when you play the games, the fear of not succeeding makes you play the game; if you don't feel like you're able to succeed at something in the game, you'll stop playing.

      --

      THIS IS THE INTERNET. PLEASE PICK UP YOUR SERIOUS BUSINESS SUIT AT THE FRONT COUNTER.
    28. Re:Horror, Genre pleasure, the Unknown by HypnoBeard · · Score: 1

      I think it's important (and going to be increasingly more so) to have any kind of full, mature emotional attachment to either a main character in a game, or an NPC or even an environment. As with any artistic medium, once a genre gets flooded, it becomes generic, and therefore the emotional involvement becomes reduced for the player as he sees the same things over and over again.

      I reckon that being scared is a relatively easy emotion to convey through games. You know, put a few swinging lights in there, a few creepy noises in mixed audio channels and a few squirts of blood going up the wall, and you've got a creepy scene. It'd be nice to see the same inroads into other emotional arenas to just give the player a sense of satisfaction at having played a part in a story, not just the satisfaction of having super fast reflexes or solving some puzzles.

      The Secret of Monkey Island (going back a few years!) is a game that still sticks in my mind as having a truly memorable lead character because Guybrush was fully fleshed out. So too were the other characters in the game. I think because of that, there was a sense of satisfaction at having completed the game due to the emotional attachment to the story, characters and environs.

      As the audience gets more sophisticated, the involvement of the player should get more sophisticated, either by being terrified or made to laugh or to start caring about the characters to actually want to complete the story and see what happens.

      Hentai dating sims just don't have the emotional depths needed!

    29. Re:Horror, Genre pleasure, the Unknown by XO · · Score: 1

      There are still LPC based muds? really?

      --
      "Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
    30. Re:Horror, Genre pleasure, the Unknown by mdielmann · · Score: 1

      Sadly, it's entirely correct punctuation. It's probably the highest comma-to-word ratio I've had in a proper sentence, and it just screams Captain Kirk.

      --
      Sure I'm paranoid, but am I paranoid enough?
    31. Re:Horror, Genre pleasure, the Unknown by cowscows · · Score: 1

      Calm down there buddy. I'm not talking about replicating reality. I'm just talking about making a game easier to relate to, and to help the gamer work their way into that suspension of disbelief.

      Every game does not need to try to recreate the world exactly, but on the other side of the coin, every game does not need to create an entirely different universe with all new laws of physics and biology and history and so forth.

      There's certainly places where drawing from reality to help you make a game makes sense. I play games to take a break from my reality. Sure, I technically could jump in a car and race with a bunch of insane people through Tokyo, but it's not particularly feasible, legal, or intelligent. So instead I play a game. But it's nice if that game features vehicles and physics that are somewhat familiar to me and my actual driving experience.

      The job of the game designer is deciding where to make those compromises, and where to expend the resources to match reality well. Perhaps in my previous comment, my ammunition example didn't make sense, or you're just of a different opinion. I'll attempt to explain it again. In Doom, I remember running around a room shooting a bunch of imps. They generally dropped with one or two shots. I also remember strafing back and forth shooting a giant monster a bunch of times until it died. I found that part of the game to be far less fun and satisfying than dealing with a horde of creatures that were individually easier to defeat. Maybe I'm wrong about why I preferred that style of gameplay, but I think it's because shooting the same big thing a whole bunch of times while it just stands there until it suddenly dies seems silly. And I think a lot of game developers have come to the same conclusion, and so games tend to favor enemies that drop with fewer shots, which leads to ammo being less available to increase the challenge and balance out the game.

      All that being said, I don't think it's the realism in games that necessarily is important, but more that they've got at least a foundation in some sort of consistent universe, allowing the gamer to ease into the game's reality. An example that I would give is all of Nintendo's Mario games. They've been developing the Mario Universe for so long and through so many games, that they've created a reality that makes intuitive sense to me as a gamer, because I've been exposed to it for so long. Riding around in a go-kart and throwing turtle shells at people is entirely random, yet I didn't give it a second thought when I picked up Mario Kart. Each Mario game adds a little more to the Mushroom Kingdom, but still has a huge library of "history" to draw from to create gameplay/artwork/music/etc. Blizzard has done the same thing with Warcraft. WoW has a ton of stuff going on in it, with a lot of different characters/races/locations, but a lot of the general backstory made sense to gamers, because they'd learned it in past games (and it's also based on a lot of typical fantasy storylines).

      Starting a new franchise is great, but to do so, you have to either create everything from scratch, or borrow some elements from reality, in order to give gamers a way to connect to the characters/storyline/gameplay/whatever. An exception might be really abstract games like Tetris. I could probably write more, but I'm leaving work now.

      --

      One time I threw a brick at a duck.

  2. A good start by Kazzahdrane · · Score: 1

    I don't think the fear and scares were the only things that made Resi 4 great, but if more fear = more games of that calibre then I'm all for it.

    1. Re:A good start by FortKnox · · Score: 2, Informative

      Dude... System Shock 2.
      I guarantee it'll scare the pants off of you if you get the mod that upgrades the models. Play at night, no lights, turn the sound up.

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    2. Re:A good start by Kazzahdrane · · Score: 1

      I remember back when the demo first came out, I think I was in my early teens. I think I didn't play it because it was around the time I'd scared myself shitless at the zombies suddenly chasing you (so sloooooowly) in the first Gabriel Knight. Consider your suggestion noted, though :)

  3. Gamers by Anonymous Coward · · Score: 0, Troll

    Why do you persist in misusing the word "strafe"? Are you really that illiterate?

    1. Re:Gamers by Anonymous Coward · · Score: 1, Informative

      One of the results to your search is the wikipedia entry: http://en.wikipedia.org/wiki/Strafe.

      The full entry explains how the word "strafe" is used in video gaming, and describes it as a "misnomer." Use of a misnomer in an idiomatic fashion, as seen here, is not a sign of illiteracy. It's not even incorrect. Language is defined by usage, not by its origins.

      It seems that perhaps you ought to study the English language a bit more before criticizing others' usage of it.

    2. Re:Gamers by Anonymous Coward · · Score: 0

      Thanks, dipshit; I authored that section. Though someone appears since to have come by and edited it, in the process applying the word "misnomer" in misdirected nuance and spelling "perceived" as "percived." And this is the wise fellow from whom you want me to take my English?

  4. Real Horror. by Cheapy · · Score: 4, Funny

    Real horror is seeing these in close proximity to each other:

    L h R
        H >
              L

    I still have nightmares about that.

    --
    Would you kindly mod me +1 insightful?
    1. Re:Real Horror. by voice_of_all_reason · · Score: 1

      How about the bolt of fear that ran up your back when Hackmap suddenly displays a blip marked "MSLE" closing in on you?

    2. Re:Real Horror. by Anonymous Coward · · Score: 0

      I don't get it.

    3. Re:Real Horror. by jekewa · · Score: 2, Insightful

      Kids these days. All their fancy electronics. Missed out on the great, imagination-driven, adventures.

      Here.

      --
      End the FUD
    4. Re:Real Horror. by EwokCommander · · Score: 2, Funny

      Doesn't anyone play Rogue anymore? ;)

    5. Re:Real Horror. by slarabee · · Score: 1
      Diablo II reference.

      Maphack was a third party addon that provided a bit more information than Blizzard wanted the player to have.

      In this case, MSLE is shorthand for two monster attributes: multishot and lightning enchanted. Each time you whack a baddie with the lightning enchanted mod, a burst of player damaging electrical charges was unleashed. Multishot greatly increased the number of charges. For at least one patch version, a single attack on such a monster could be spectacularly fatal.

    6. Re:Real Horror. by TroopaCabra · · Score: 2, Funny

      That's funny. Maybe we could see if they'll bring nethack back in HD on the 360! Can't be any worse than the xbl arcade~

    7. Re:Real Horror. by Dachannien · · Score: 1

      Sure, but my terminal only does fixed-width characters.

    8. Re:Real Horror. by arivanov · · Score: 2, Informative

      A few litches, a mind flayer, a giant and a disenchanter.

      Unpleasant, but not the end of the world as long as you get despatch the mind flayer in a timely manner.

      The rest can be dealt with at leasure. Holy water and Magicbane on the Ls followed by beating the disenchanter with naked hands. Does the trick nicely. Just do not forget to put your gloves back on after that. The closest time I have been to win the game I died in the most stupid manner by forgetting to put them back on and smacking a c with my bare hands.

      And the giant - that is a delicacy. Best way to improve your Str: - eat a few.

      --
      Baker's Law: Misery no longer loves company. Nowadays it insists on it
      http://www.sigsegv.cx/
    9. Re:Real Horror. by Cheapy · · Score: 3, Funny

      Had colors worked in /. posts, you'd soon see that there is much to fear. A few arch liches, a hostile Titan, and a Disenchanter, as well as a master mind-flayer.

      Can you say summon storm?

      --
      Would you kindly mod me +1 insightful?
    10. Re:Real Horror. by Cheapy · · Score: 1

      No...it's a nethack reference.

      --
      Would you kindly mod me +1 insightful?
    11. Re:Real Horror. by Andrew+Kismet · · Score: 1

      Replied to the wrong part of the thread :P

    12. Re:Real Horror. by espinafre · · Score: 1

      Zap your /oW and get two blessed scroll of genocide, I say! Wipe out those pesky liches and that damn disenchanter; the Titan and the mind flayer are breakfast.

    13. Re:Real Horror. by KDR_11k · · Score: 1

      Advantage: Necromancer. Sidestep the bolts and let the enemy face a flesh golem and an iron maiden curse.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:Real Horror. by arivanov · · Score: 1

      If you have gotten that far your armour class should be in the -20 area. I had characters with -25 armour class. At that level you can simply ignore the Titan until it becomes a tasty Titan stake. It will take a hit point from time to time which you will regenerate before he takes the next one. Who cares.

      The master mind flayer is a different matter. That needs to be killed fast. As far as the arch-liches they will most likely waste every second turn on cursing you and keep teleporting away after you smack them. So if you have Magicbane the curses will dissipate on it. Similarly, after getting a good smacking they will no longer be around for the next 10+ turns so you can get the job done.

      As I said - unpleasant, but not particularly bad until you get a U or a one of the named "&" capable of confusing you with their gaze in the mix. That will even up the stakes quite a bit. A black D or a few green Ps will also even up the stakes.

      If worst comes to worst in cases like this using grenades ("a" on a wand of digging, lightning, fire or cold) helps a lot. Or having 1-2 suitable pets (run yours through a polymorph trap until it is a suitable D, pink W, yellow A or an H).

      --
      Baker's Law: Misery no longer loves company. Nowadays it insists on it
      http://www.sigsegv.cx/
    15. Re:Real Horror. by Cheapy · · Score: 1

      The problem with the Titan isn't that they are hard to kill, it's that they can summon. As can arch-liches. You're right, they aren't that hard to kill. But when they are constantly summoning monsters, it gets bad, fast. Even with a burned Elbereth it'll take a while.

      That specific example occured to me a few months ago. Of course, it was on Medusa. And the Titan was on its own island. I was a level 14 Rogue with low AC (unlucky game at that point), but I did have the Key. In the following chaos, quite a few Umber Hulks were summoned. It took a longggg time.

      You seem knowledgeable. Care to join #nethack on Freenode? If you've ascended atleast once, there'd be another channel open to you too.

      --
      Would you kindly mod me +1 insightful?
  5. Doom by Anonymous Coward · · Score: 2, Insightful

    I used to get genuinely, properly scared playing Doom as a 13 year old on my 486 in the 90s. No game since has done it - why? I think the answer is that we're moving the post all the time and we simply take more and more stimuli to scare ourselves - I'm not sure if the current technology is capable of it any more.

    1. Re:Doom by Slovenian6474 · · Score: 5, Funny

      possibly cuz you're not 13 anymore

    2. Re:Doom by Skye16 · · Score: 3, Interesting

      I'd disagree completely. Both Doom 3 and, to a lesser extent, F.E.A.R. scared me. Granted, in Doom 3, I was in a jet black room and had my sound up to extreme levels, but when demons jumped out all up ons at times, I would scream.

      Really, it all depends on how much you allow yourself to be immersed in the game. Pick a scary movie - any scary movie - and I won't bat an eyelash (provided there are no spiders, of course). It just doesn't phase me. Doom 3 scared the absolute shit out of me at times - which made me love it all the more.

    3. Re:Doom by Alexandra+Erenhart · · Score: 1

      I got scared playing Alone in the Dark (1). I think I was 15 when I first played it. All those sudden noises when everything was silent really made me jump on my seat. And my sisters around me, who were watching how I was playing and relating to the story too :P Good old times.

    4. Re:Doom by Anonymous Coward · · Score: 0

      Ahh yes first thing i rember on this account is also Alone in the Dark - real scary stuff!! also "Dark Seed" with all the spooky HR Giger artwork was a real horror classic!!

    5. Re:Doom by jekewa · · Score: 1

      I thought I'd share that I guffawed out loud as this caught me. If I had mod points... Funny +1

      --
      End the FUD
    6. Re:Doom by Faw · · Score: 1

      Doom 3 was scary for the first few levels, afterwards you knew that when you enter a room the first thing you do is look behind you cause a hidden door opened and there's a bad guy there. I found F.E.A.R. scarier from beginning to end, the hallucinations were awesome, or when youre in the elevator and the creepy girl is suddenly there... cool...

    7. Re:Doom by twofidyKidd · · Score: 1

      When my brother and I first got ahold of the game, we went through the trouble of setting the PC up to run on the 32 inch TV with the surround sound on high in the dark before we even installed it. Scared the holy fuck out of us a few times, but it was lots of fun.

      --


      Hades, PoD: Official Advocate
    8. Re:Doom by Fallingcow · · Score: 1

      Pft, Far Cry was scarier than Doom 3. At least once you got about halfway through the game--up to that point, it's just plain fun as hell.

      Well, that's two things it has going for it that Doom 3 doesn't: it has some scary parts, and it's fun.

      And yes, F.E.A.R. was scarier than both of them.

    9. Re:Doom by Skye16 · · Score: 2, Insightful

      I think that, just from these few comments, it's pretty apparent that it all depends on the person. I didn't get scared in the slightest while playing Far Cry. I didn't even get overly anxious, and I never had that surge of adrenaline during a particularly tricky/difficult part. It was a lot like Quake 4 in that regard. Play through once, not so bad, toss it in the box of games, never play it again. Doom 3 and F.E.A.R. were different, for me. Different strokes for different folks and whatnot, I guess. :)

    10. Re:Doom by Zwergin · · Score: 1

      Doom did the exact same thing to me in the 90's. I really emersed myself into the game then. The only one recently that has done it for me was Pain Killer. Dark room with surround sound and things appearing all around really gets to me. The enemy Radar and compas item would be showing foes in all directions. That certainly gave me an enjoyable rush tha tI kept going back for.

      ~Zwergin

      - Are we really here?

    11. Re:Doom by Anonymous Coward · · Score: 0

      Pah spiders are weak. Guess you lesser people can be scared of the crawlies.....

      Eeek a snake... a snake...

    12. Re:Doom by rob1980 · · Score: 1

      Doom 3 didn't do much to scare me. After the first hour or so I found myself clubbing fallen zombies to pieces with my flashlight (so they don't just stand up and start attacking) or expecting an encounter right around the corner. It got predictable pretty quick.

    13. Re:Doom by Das+Modell · · Score: 2, Informative

      System Shock 2 is really scary. The random enemy spawns ensure that you are never at ease. There's never a moment when you can relax because you've "cleared" an area. There was a room that I never went to because the sounds coming from the other side scared me away. There were also occasions when I just ran into a corner, equipped my biggest weapon and waited (spiders are scary).

    14. Re:Doom by Faw · · Score: 1

      Well there are 2 kinds of scares as I see it cheap scares and creepy scares.

      Cheap: Doom 3 or any movie where a cat jumps on the hood or the car. These ones work on surprising you, Doom 3, works until you figure out how it works. Half way through it it didn't scare me as much.

      Creepy: F.E.A.R., Silent Hill, or for movies The Ring, Exorcist, Omen, etc. I personally like these better, I guess they use anxiety instead of surprise. In F.E.A.R. when you enter the hallway where the door closes (you know the one), it really scared the hell out of me. I knew it was coming the moment I entered it but it scared me anyway.

    15. Re:Doom by Eideewt · · Score: 1

      It's funny how zombies are scary the first time you encounter them, but just become pathetic shambling corpses after a while. Eventually fighting zombies is more like a puzzle game than a horrific battle against the undead. This seems to hold true for every game.

    16. Re:Doom by _tognus · · Score: 3, Funny
      I'm not sure if the current technology is capable of it any more.

      Not sure about you, but the price of the PS3 scares the shit out of me. :)

    17. Re:Doom by 3dfxgamer · · Score: 1

      See with doom you knew that it was going to be scary or at least attempt to be. The same could be said of F.E.A.R. Far Cry scared the hell out of me because I didn't expect the way the game changes from shooting guys with guns to running from mutated primates. One minute I'm blowing guys a way and the next these damn creatures come out of no where. I do agree that for total emersion you need your head phones on cranked up in a dark room.

      --
      Note to self never mention Microsoft when posting on Slashdot!
    18. Re:Doom by CopaceticOpus · · Score: 1

      Well, the guy who spellz like he's 13 would know!

    19. Re:Doom by Slovenian6474 · · Score: 1

      hellz ya cuz i am 13

  6. disagree by JeanBaptiste · · Score: 3, Interesting

    i'm no 'expert' on any brain-stuff, but I'd have to disagree on this. Sports games are incredibly successful, and none of this fear stuff applies here whatsoever. Madden, Tiger Woods, MLB, NBA, FIFA, Tony Hawk PS, and so on...

    1. Re:disagree by Anonymous Coward · · Score: 0

      "The Escapist has done an entire issue on why we love and need horror games. Jon Schnaars, an expert in psychology and mental health issues, writes about how we need to be scared to generate pleasure from the game.

      Although it's worded a little strangely...he's referring specifically about the horror genre.

    2. Re:disagree by rtconner · · Score: 3, Insightful

      I disagree also, but for different reasoning. I hate scary things, games, movies, rollercoasters.. anything that scares me I hate and try to stay away from. I dont want it, need it, or care for it, and would be perfectly happy if I was never scared.

      And no amount or research by anybody can change that, and I doubt I'm alone.

      --
      023AD01("Child", "Evil");
    3. Re:disagree by Anonymous Coward · · Score: 2, Insightful

      Fear doesn't have to come from zombies. If you are running for a touch down and no one is near you, it's not exciting. If someone is gaining on you and you fear you are going to be tackled before you get to the line, but make it, the pleasure it many times better. More fear means more pleasure, even in sports games.

    4. Re:disagree by Ireneo+Funes · · Score: 1

      Be assured: you aren't.

      As far as scary movies are concerned I just wouldn't give a crap anyway, but I can't recall how many great games I never even bothered to try just because I didn't want to feel 'scared'.
      To this day I've never played any iteration from the RE or Silent Hill series and I miss the money I paid for Manhunt only to quit after 2 hours of playing.

      --
      Three tings I hate about stars: -Wars -Treks -Gates
    5. Re:disagree by Das+Modell · · Score: 1

      Yes, this is true. A sort of "fear" exists in many multiplayer games. When I used to play Teamfortress Classic, I started to sweat and my heartrate clearly rose when I was running home with the flag. Will I make it? Will a sniper put a bullet into my back just as I'm about to reach safety? Will someone catch up with me?

      How about Counter-Strike? It can get pretty tense when you're all alone againts several other players.

    6. Re:disagree by bdcrazy · · Score: 1

      Heart racing, sweating, unable to sit still, man i miss chess tournaments.

      --
      Tonights forecast: Dark. Continued dark throughout most of the evening, with some widely-scattered light towards morning
    7. Re:disagree by Anonymous Coward · · Score: 5, Funny

      I doubt I'm alone.

      Maybe you are alone.

      So terribly, frighteningly, alone.

      whooOOOOoooOooooo!!!!!

  7. LOL by Black+Parrot · · Score: 4, Interesting

    In one of Jack Vance's novels someone has determined that society has made things too safe in comparison to most of our evolutionary history, and people suffer some kind of debilitating angst as a result. So there's an organization whose members go around scaring the sh*t out of random people, in order to restore our species' cognitive balance.

    --
    Sheesh, evil *and* a jerk. -- Jade
    1. Re:LOL by ArsonSmith · · Score: 1

      Yea and the name of that organization was evening news or something like that. Ohh and it wasn't a book it was real life. Be afraid, be very afraid.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    2. Re:LOL by thatguywhoiam · · Score: 1
      So there's an organization whose members go around scaring the sh*t out of random people, in order to restore our species' cognitive balance.

      If only they were really doing that for 'cognitive balance' and not for blind allegiance...

      --
      If Jesus wants me it knows where to find me.
    3. Re:LOL by pjp6259 · · Score: 1

      I just resaw fight club last night, and the Tyler Durden character does the same thing. He calls it 'human sacrifices'. The one they show in a movie is a guy working at a convience store, and Tyler pulls him out back and convinces the guy he is going to kill him. At the same time he gets the guy to admit he always wanted to be a biologist (I think). He takes the guys Drivers License, tells him he now knows where the guy lives, and in 6 weeks if he isn't on the path to getting his degree, he's going to come back and kill him. Talk about a motivator.

      --
      Computers don't make mistakes. What they do, they do on purpose.
  8. Being Drawn Into The Game by Stranger4U · · Score: 2, Insightful

    I think if a game is able to scare you, that's just a sign that the game has successfully pulled you in. Rather than being an outside observer to the bame, you become the character. I still remember play Half-Life for the first time, after a long battle with soldiers on the cliff-side, and climbing the ladder into the last tube only to have the crap scared out of me by a sudden, jumping head-crab. That fright is part of the reason I knew Half-Life was a great game...I wasn't playing as Gordon Freeman, I was Gordon Freeman.

    1. Re:Being Drawn Into The Game by Anonymous Coward · · Score: 0

      I know exactly the part you're talking about because that head crab has scared the crap out of me every single time I've played through Half-Life. That was one well done game.

    2. Re:Being Drawn Into The Game by Anonymous Coward · · Score: 0

      I remember that head crab well. The one where my roomate (who knew it was coming cause he played before me) snuck into my room (was wearing good headphones that blocked out noise) reached around, and grabbed my face. Fuck.

  9. RE4 wasn't scary by Rik+Sweeney · · Score: 2, Insightful

    It has tense moments in it, but it's certainly more of a thriller than a horror game. If you want to play a disturbing video game, try Fatal Frame 1, Fatal Frame 2 or Resident Evil 4.

    And for God's sake turn off the light, otherwise it's like watching The Grudge during the day with the light streaming onto the TV screen.

    1. Re:RE4 wasn't scary by Rik+Sweeney · · Score: 1

      or Resident Evil 4.

      Ah, the man's a genius. I meant Silent Hill 2.

      I'll show myself out...

    2. Re:RE4 wasn't scary by KillerDeathRobot · · Score: 1

      I'm a little way into RE4 because a friend lent it to me and everyone says it's really good. But frankly, the game makes me uncomfortable when I play it. This is quite obviously intended, but I'm pretty sure I don't play games in order to be made uncomfortable. I have plenty of that in real life.

      --
      Thinkin' Lincoln - a web comic of presidential proportions
  10. This can be extended to other genres- by bishiraver · · Score: 1

    such as MMOs.

    Gain without potential for loss makes gain worthless. The adrenaline pumped when you're in a situation to lose your 'stuff' is more potent than the scant ammount pumped when you're in a situation where you have to run back to your body, losing maybe 10 minutes of playtime.

    Of course, this wouldn't be feasible in current MMOs where your equipment makes up a majority of your combat prowress.

    And in other games, where you lose experience instead of equipment.. well, that's just plain discouraging. It has to be random, and not in a dice-rolling sense: -if- you die in the wilderness, and -if- someone comes upon your corpse and takes a few things, and -if- you have a method of tracking that person down.. that's when it becomes feasible.

    1. Re:This can be extended to other genres- by Jim_Callahan · · Score: 1

      Experience loss is generally more hurtful than gear loss if you play a magic-user of any kind, or anything but a warrior-derived class. Gear loss is not a real obstacle to getting a bigger fireball or another d6 on the backstab, while not advancing a level is.

      Then, you can take the unimaginative route and play a melee character (whose power only varies incrementally from level to level), but in that case you're probably not in it for the challenge anyhow.

      The other advantage of the exp loss system is that every idiot and their pet monkey doesn't hit the level cap, and you can actually level past the point where you have to deal with inept or annoying people. Of course, since inept players often don't want a game, just a way to feel powerful, this means that the exp loss games, while better games in general, are not as populated as World of Warcraft.

      --
      ...it's really a sad day for America when we require a goddamn ACT OF CONGRESS to make our DVD players work properly. ~
    2. Re:This can be extended to other genres- by Anonymous Coward · · Score: 0

      The adrenaline rush you're refering to is present in EVE Online. If you die in EVE you get the cost of your ship (although you can never buy a new one for that much) and a portion of your equipment back (if you go back to your body and pick up said equipment with a new ship before it dissappears). And that's only when you're fighting NPCs, if you get killed by a player they will pick your wreckage clean.

      It certanly adds a new level of fear of dying that other games, such as World of Warcraft, can't match.

    3. Re:This can be extended to other genres- by bishiraver · · Score: 1

      It's more than just exp loss that makes those games unattractive. FFXI? The endless camping of mobs, the endless group-finding expeditions, the horrible inflation and gil-selling market.

      Now, if you did away with xp and used a skill-based system (like UO) with permanent death and a fast advancement curve, you would end up with a neat little bell curve of character potential, with most people being average (rather than most people being uber). Powerful characters would be famous, and people would look up to them.

      If a game isn't mostly gear based (try and tell me that being a caster in EQ, FFXI, or WoW is not gear based and I will laugh in your face), losing gear is an inconvenience but not a frustration factor. Dying in FFXI - probably due to a poorly synchronized group - was absolutely frustrating. Partially because it took hours to even get a twentieth of your level even at low levels, and partially because one death would set you back four or five hours on the neverending treadmill.

      One way to make it 'hurt' more if you lost your equipment when equipment isn't necessarily the end-all be-all of your character, is to make tons of really unique looking weapons. You just lost a sword with JUST the look you were looking for.. as opposed to you lost the sword with the +6 to damage that you'd been camping a boss mob for weeks to get... the first one hurts more, while the second one just frustrates the hell out of you. Because the first one is an emotional investment, while the second one is an investment to maybe get to the point in the game where it starts being fun again.

  11. Adrenaline by DrugCheese · · Score: 1

    People love adrenaline. I'd think people pay more money for this drug then most others combined. Most of western cultures' pasttimes stimulate your body to produce adrenaline one way or another.

    --
    *DrugCheese rants*
  12. Horror PC Games by Digitus1337 · · Score: 3, Informative

    System Shock 2, a true classic, was extremely scary. The player finds himself (or herself, but let's not kid ourselves) on a derelict spacecraft on which something has gone terribly wrong. The game is not to be missed.

    1. Re:Horror PC Games by JPamplin · · Score: 1

      I am absoLUTEly with you there, brother. Seeing that first nurse andriod in the tunnel... (shiver). And the voices of the Many - really outstanding. I still have that game loaded (with all the new textures from SHTUP), and play it over sometimes just for the ambiance.

      It's truly one of the best games I've ever played.

      JP

    2. Re:Horror PC Games by jeffbax · · Score: 1

      I'm glad to see someone mention this. Not only is it one of my favorite games of all time by far, its definitely IMO the scariest to this day. The audio and ambiance are just incredible.

    3. Re:Horror PC Games by space_jake · · Score: 1

      Nothing made me jump more than barreling around a corner and hearing the alarms from the security cameras.

    4. Re:Horror PC Games by Kojiro+Ganryu+Sasaki · · Score: 1

      System Shock 2 is pure gold. Too bad that the last level was a bit boring, everything else was excellent...

      Engineering deck still haunts me.

    5. Re:Horror PC Games by Anonymous Coward · · Score: 0

      +1

      Loving the fact that this has been mentioned - still the scariest game I've ever played, and actually scarier than most (if not all) horror films I've seen. You just never felt safe *anywhere*... and those screaming monkeys... and SHODAN's sneering voice following you wherever you went... and the the first time one of the ghosts appeared... man, I nearly filled my pants. I remember only being able to play it for about an hour at a time because I found atmosphere so oppressive. Truth be told, it still scares me, even today.

      Incidentally, if there's anyone out there who hasn't played it and wants to, you can get the whole thing from here:

      http://www.the-underdogs.info/game.php?gameid=3924

      I imagine I'll be flamed for posting this link, but the game isn't on sale any more (some dispute over who owns the rights to it IIRC - apparently this is why Bioshock is its 'spiritual successor' rather than a sequel), and it really does deserve to be played.

    6. Re:Horror PC Games by kin_korn_karn · · Score: 1

      definitely the scariest pc game I ever played.

    7. Re:Horror PC Games by Omicron32 · · Score: 1

      Thank God I'm not the only one who was scared by the Engineering deck! I replayed SS2 the other week and the amount of apprehension I had about going into the cargo bays was immense!

      Man, I love that game.

  13. Subtle Horror by thatguywhoiam · · Score: 5, Interesting
    I know there's going to be many many comments to this effect, but there is one game that scared the bejeezus out of me: Silent Hill.

    And it wasn't any kind of gore, or zombies, or anything like that. Well, lots of things like that, but that wasn't the main cause -- it was the foreboding atmosphere.

    Abandoned schools are scary. It taps into childhood fears. Seeing the 'regular' world turned upside down and redecorated with body parts and rust is deeply unsettling. The lack of regular communication with other characters in the game, the ambient sound effects - my god, the sound effects work in that game was good. I remember standing in what I think used to be a gymnasium but in the 'other' world, and just standing there, listening to this distant clank-clank-clank of some unseen machinery. I left my character standing there for awhile, just taking in the sound, and I truly began to feel disturbed.

    It was shortly after that I descended the ladder to the first full-on satanic ritual looking setpiece in the game. This gigantic cucumber with four legs ran out and split in half as it opened its mouth, revealing about a million teeth, and i swear to fucking god I actually dropped my controller and shrieked like a little girl.

    Good times.

    --
    If Jesus wants me it knows where to find me.
    1. Re:Subtle Horror by UndyingShadow · · Score: 1

      Ahh, the Silent Hills,

      I'll always have a thousand fond memories of playing (or actually, watching) those games in the dark with a few of my close friends. Truely haunting, and truely a blast.

    2. Re:Subtle Horror by Maradine · · Score: 3, Interesting

      === SPOILERS BELOW ===

      I strongly recommend you play Silent Hill 2, regardless of your genre preferences. It will be worth every minute and dollar spent.

      === YOU WERE WARNED ===

      I would wholeheartedly agree, and add the following points --

      - Silent Hill and its immediate sequel gave me nightmares for months. Some combination of factors and elements resonated very strongly with something in me that's probably quite broken.

      - Your comment re: the unseen machinery touches on something psychological that I haven't been able to identify. Even when you were utterly alone, you could always hear something else - footsteps just beyond your vision in the fog, a murmered conversation from a source you can't quite locate, distant subway cars from a platform you can't seem to find - Silent Hill worked hard to reinforce the point that you weren't just alone in an uncaring Hell -- you were cut off.

      - The story in the first game was pretty crazy. I had to read some plot analyses before I could take it all in. After I did, I regretted my curiousity. The second game, however, truly floored me. I will always remember, right before the end when James finds Angela ascending the flaming staircase in the middle of the inferno, as it is the one time the player (and James) is let in on the extent and nature of Angela's personal hell:

      *The tone of Angela's voice suddenly changes.*

      Angela: Or maybe you think you can save me? Will you love me? Take care of
                        me? Heal all my pain?

      *James doesn't respond.*

      Angela: That's what I thought. James. Give me back that knife.

      *Angela reaches her hand out towards James.*

      James: No... I, I won't.

      Angela: Saving it for yourself?

      *Angela begins to walk up the fiery staircase.*

      James: Me? No... I'd never kill myself....
                      It's hot as hell in here.

      Angela: You see it too? For me, it's always like this.

      It's important to understand the context of what Silent Hill (the place) is in order to understand the characters' reactions to it. Silent Hill is not a simple Hell, but an extremely personal one - every person in it perceives it differently. Where as James sees (while lucid, anyway) a colorless, abandoned, dusty shell of the Silent Hill of his memories (reflecting the loss of color and definition in his life when his wife passed away), Angela perceives every detail as a reflection of her horrific victimization - everything on fire, bloody pistons oscillating in and out of the walls, automatic assumption of shame and guilt in any lengthy conversation. It's amazing how it all gets woven together into the same place.

      And the manequins and the pyramid heads? Cripes, don't get me started.

      M

      --

      trustedworlds.net - gaming, security, and the gunk that lives in between

    3. Re:Subtle Horror by LoveGoblin · · Score: 1

      A friend of mine has a good Silent Hill 1 story.

      Apparently when he played through it the first time, he did so alone and at night - thus having much of the same terrifying experience you described. Hell, that radio-monster-proximity-warning sound thing scares the bejeezus out of me and I never even played the freakin' game.

      It was summer, so he had a floor fan on in his room where he was playing. The fan had a Bounce(tm) sheet taped to it. (I guess to freshen the air? Rid it of pesky static cling?)

      The result? To this day that guy is scared shitless by the smell dryer sheets.

    4. Re:Subtle Horror by thatguywhoiam · · Score: 1
      The result? To this day that guy is scared shitless by the smell dryer sheets.

      I'm not surprised - apparently we humans strongly associate olfactory sense with memory. Everyone has a few certain odours that 'take them back' instantly to a different time in the past. For me its gasoline - always think of my grandfather's huge fire hazard of a garage.

      I played Silent Hill as your friend did, in the dark, all alone.

      --
      If Jesus wants me it knows where to find me.
    5. Re:Subtle Horror by flupps · · Score: 1

      I had a similar experience playing Resident Evil 4 resently.
      My apartment setup is on the 4th floor. To the right of where
      I play, I have 3 windows covering the wall, the "window wall"
      is about 6 feet to my right.
      The TV is about 9 feet ahead of me, and I have a full surround
      system, which RE4 supports quite well.
      This means that my back right speaker is just to the side of me
      against the corner of the normal wall and the windows.

      At one point in the game, some of the bad guys broke a window just
      to the right of my character and made some gurgling noises, which
      coinscidentally came from the speaker just in front of my window.
      So, I hear a noise of windows breaking coming just from my windows...
      I jumped really high and it probably took around 10 minutes before
      my pulse was back to normal again.

    6. Re:Subtle Horror by schmu_20mol · · Score: 1

      To the extent of something you would be scared of if you where actually there, I'd point to Alien vs Predator 2.

      Playing as a marine is ... well, I'd call it fun - there are some moments in there that do really get on you. Pure paranoia.

      --
      "Nae Kin! Nae Quin! Nae laird! Nae master! We willna be fooled again!"
    7. Re:Subtle Horror by bbcisdabomb · · Score: 1

      Reminds me of playing a zombie-bashing Pen-and-paper RPG (One which I was running), and the players walk into an abandoned school. As they're walking down a hallway, they hear noises, like people thumping on the walls. They also hear screaming. One gets the bright idea to open the door into the room where people are screaming. So I'm describing the walk to get to the door, taking my sweet time, when one person suddenly gets up and leaves without a word.

      Just a "holy crap" moment, as to the power of suspense. Most of the time, the "horror" parts of the movies aren't the scary parts, it's the suspense. When you're walking into the creepy mansion with the walls painted blood red, that's scary. When the zombie jumps out, you're not scared. You have an adrenalin rush and have no time to be scared.

      Play "We don't go to Ravenholm" in Half-Life 2 to see a glimpse of what I'm talking about.

      --
      Please put some pants on before you post again.
    8. Re:Subtle Horror by SamSim · · Score: 1

      I'm not a fan of horror games, but I always liked the idea of that GameCube game (Eternal Darkness?) where sometimes, when you pause and try to save the game, it goes to "delete" instead and then when you try to back up you ACCIDENTALLY WIPE YOUR WHOLE MEMORY CARD - then it turns out the game was just tricking you. As a gamer I can't imagine anything more terrifying :)

    9. Re:Subtle Horror by steveo777 · · Score: 1
      ---MORE SPOILERS---

      When you were on that fiery staircase. Did you notice the painting on the wall? The one that popped out a bit. Didn't recoconize the significance, did you? All the Silent Hills have a bit 'raped' of their original content.

      My brother has a good friend who imports all his games and is fluent in Japanese. One day, if you can call it fortunate, I was at the guys house while they were both talking about Silent Hill. He busted out number 2. He wanted us to see what was behind the shroud on the painting. From what I remember (it was painful to even look at, and I hadn't played the game for a year or so at the time), it was Angela's father. He had been pinned up there. Cut all over. Mostly around the legs and inner thighs. His genetals were an almost unrecognizable blur, but whoever did this piece of art took their time. It was more detailed than anything else I remebmer in the game.

      From what I understand, it's Angela's psyche. She hated her father because she was sexually abused. And that was her Hell. It really is sad. That's what happens to a majority of people who were abused. They cannot find an outlet (the best being forgive and forget), and thereby hold it so close, in hatred, rage, and malice, that no matter how hard they try to forget and make it go away, they will never let go.

      That's my horror. That the writers understood humanity that well.

      --
      This sig isn't original enough, it's time to come up with something witty...
  14. Rescue on Fractalus by the_skywise · · Score: 3, Informative

    First "scary" game.

    3:15 am in front of a 12" television with all the lights off and sound cranked up.

    Land spaceship to pick up survivor.
    Survivor has a pink helmet on... white = good guy, green = evil alien, pink = ???
    well we're not going to let him in until I get a better look.

    ">knockknockknockknockknockknock"

    "gonna have to..."

    Big alien head appears on my cockpit and starts trying to bash in the window.
    "BRRRAAAAAAAAAAAAAUUUUUGGGGGGGGGGHHHHHHHHH!!!!"

    AUUUUUUUUGGGHHH!! TURN ON THE SHIELDS TURN ON THE SHIELDS as in my haste, my hand bashes my Pepsi(tm) can knocking it across the room until I can hit 's' and fry the sucker.

    ----
    "Boo" horror we pretty much have down. Besides "Rescue..." this has been used in Resident Evil, Doom, Unreal, etc to great effect.

    "Creepy" horror we got with Silent Hill to great effect.

    But the kind of deep "horror" that makes you lie awake at night? I dunno. I submit that that's only doable in books/movies because it's passive entertainment and so the viewer/reader is dragged along. But in interactive entertainment it's like negative reinforcement. You're going to have to do something to keep the player wanting to go forward while whacking them with things they dislike. (Unless you're into that sort of thing... or Goth... Kinda like that HR Giger game way back when... or... heh... Beyond the Forbidden Forest. Okay game but most of the fun was watching the grotesque ways you would die)

    1. Re:Rescue on Fractalus by thatguywhoiam · · Score: 1
      Beyond the Forbidden Forest. Okay game but most of the fun was watching the grotesque ways you would die)

      Ok, thanks. Thanks a lot for that. I thought I had forgotten that fucking spider. Ughgghghghg

      --
      If Jesus wants me it knows where to find me.
    2. Re:Rescue on Fractalus by Bodrius · · Score: 2, Interesting

      I'm not sure "creepy" and "deep" horror are qualitatively different; causing this on an interactive environment may be a matter of expertise in the art more than an impossibility. But I do agree that the "passivity" of other mediums has some advantages.

      I found the System Shock series pretty scary, and I'm having great fun playing "Call of Cthulu" right now (more than I expected, actually). Both mix traditional plot techniques in the gameplay pretty seamlessly, and I'd have a hard time finding 'deeper' horror in a movie or book these days.

      We have thousands of years of storytelling tradition, so our tools to elicit horror, or any other dramatic effect, are based on tight control of the plot and pressing the right psychological buttons. It's actually pretty independant of the talent at the medium itself, but it does require limiting the audience's freedom, which in spite of the hype of sandbox games may be a requirement for enjoyable games in many of genres.

      The most successful examples of "creepy" horrors I've seen in games have seamless, consistent transitions of free gameplay and tightly controlled plot events. If they move the game in the active-passive axis without breaking suspension of disbelief it works very well. This is not that different from the challenges in filmmaking, it's just that game designers have less experience doing that.

      --
      Freedom is the freedom to say 2+2=4, everything else follows...
    3. Re:Rescue on Fractalus by CMDR+Wolf · · Score: 1

      It's funny you should mention Fractalus because for me, many of the "great scares" that I'll never forget in videogames are the type where your screen is suddenly filled with something nasty.

      Rescue on Fractalus was the first of this type, another I remember was an Amiga and Atari ST 2.5D game called Corporation from Core Design, I vaguely remember what the game is about, something about a corporation dabbling in genetic research and creating various mutated nasties and the player being an agent tasked with retrieving a sample embryio to bring them down. Anyway, in the game there was a particular type of enemy, a robotic spider that could crawl along the floors and ceiling whose function it was to repair any lights or hardware you broke during your task. Except they also had another function: Drop down from the ceiling and attach themselves into your face, suddenly filling your entire screen and making horrible shrieking noises. This was one of the few times a game has made me take my hands off the mouse and keyboard.

      The next game to do this was the original Aliens vs Predator with the little facehugger aliens, I only let one of these little bastards latch on once and scared the living daylights out of me. Any following encounter with a facehugger warranted the use of the heaviest weaponry available. Not even the predators in the game warranted such heavy artillery, just the basic pulse rifle and grenades. But the second I'd hear the "squish squish" of a facehugger? The miniguns and rocket launchers come out.

      Finally, there's a little-known game from Japan called "Kuon" which features a similar scene. The game itself is a typical survival horror third person perspective game, and the scare itself is pretty standard and generic: At one point during the game, you come across a small hole in a wall that let's the player peep into an adjacent locked room. The first time looking in, the view switches to a first person perspective of the hole and the player sees a ghostly female figure crawling about and going under a small bedside chest of drawers, the scene itself is pretty tame. I continue the journey and eventually get stuck about an hour later, as is usually the case with this type of game, and you're left walking around wondering what to do next, getting to the point of trying to use everything on your inventory on everything that can be used in the game world, the kind of shotgun solution that will usually get the game moving again. During this broad approach I tried using the hole in the wall again, the view once again switches to a first person perspective of the hole and the room on the other side but there is nothing, I'm about to hit the cancel button and HOLY COW! The ghost's face suddenly pops up from below, filling the entire peephole with its creepy, angry eye and giving me what was probably the most unexpected scare and adrenaline high I'd ever experienced in a game.

      I love scary games!

    4. Re:Rescue on Fractalus by vapspwi · · Score: 1

      Yeah, one of the only times I was actually scared by a "thing filling the screen" trick was in, I think, Doom 2. You get to the exit, press the button, and the floor drops down leaving you face to face with an Imp. Scared the crap out of me, because I was conditioned to assume that I was done with the level when I pushed the button, to the extent that I actually flung myself away from the desk in my rolling chair and had to scramble for traction to pull myself back to the keyboard and kill the Imp.

      I don't know that I was SCARED per se, but I was greatly creeped out by those little spider things that always jumped out of urns and stuff in Unreal. I hated those things. I remember one level where several of them jumped out at me, and I kind of ran backwards in a panic (in the game) firing wildly at them.

      Doom 3 never really scared me with the monsters jumping out at me, but there was one level late in the game where you were in a hall and there was some sort of female (or child) whispering indistinctly, and a set of bloody footprints began to appear down the hall. I was playing late at night at home by myself, and that creeped me out so bad that I had to quit playing for the evening.

      JRjr

  15. Proceeding ahead of the player by PCM2 · · Score: 2, Interesting

    I haven't played a lot of videogames in a long time, but the summary made me think of something that could be pretty cool in a horror game, if any game designers are out there.

    You, as the player, control a character who is seen in a third-person view like what's described in the summary. This character is actually moving ahead of "you," though. The POV of the game is actually that of another character that walks behind the character that you control. That other character is basically defenseless, however -- think screaming chick from a horror movie. It's the job of the character you control to protect the POV character. So you fight the zombies and what-not with the character from a third-person POV, but every so often the zombies are trying to reach over the shoulder of the character you control, to claw at the POV. Cue all sorts of nasty death scenes where you get to watch your protector be overrun and killed, even as your own POV camera flips sideways to the floor...

    --
    Breakfast served all day!
    1. Re:Proceeding ahead of the player by LnxAddct · · Score: 1

      Although I feel the urge to respect my superiors (a.k.a anyone with a 4 digit uid), I'm thanking the goddamn lord that you aren't a game developer. Wow, what a bad idea. Sorry, but it had to be said :)
      Regards,
      Steve

  16. Games that have an actual 'scare factor' to them.. by DaSenator · · Score: 1, Insightful

    ...are increasingly hard to find. Honestly, Ravenholm in HL2 was good, had some good zombie action, but was really the only 'scary' part of the game. HL1 actually had more parts to it that I would consider 'scary,' if only for the general feel of the game being different (survival vs. liberation from oppressors).

    Doom 3 got its 'scary' value out of the monster/zombie closets, though a few areas had some good 'n 'scary parts. Remember the imps crawling across the walls, or the shadows that made you think something was around the corner? Unfortunately, the game relied mostly upon the fact that it was a pitch black game, and the gameplay was somewhat lacking. (Don't mod down, its just my opinion.)

    The last game that I actually played that had a true 'scare factor' to it throughout the whole game, probably in part due to the survival aspect, would be System Shock 2. Unfortunately, the odds of a sequel, let alone a good sequel, are slim to none.

    Honestly, some games do need to have a 'fear' element to them in order to be good. The almost over-used FPS sci-fi genre must have the fear of fighting for your life against whatever badguys are thrown your way.

    Different things scare different people. My sister is terrified of zombies, yet I look forward to the day that the dead will walk the earth. I prefer a more psychological type of game (eg. Call of Cthulhu: Dark Corners Of the Earth, though I'm a Cthulhu fan anyways). At any rate, I love FPS's, but fear is a good part, if not necessary, at least in order to get the good ole adrenaline flowing (if the four bottles of Bawls didn't do it already).

    --
    Entia non sunt multiplicanda praeter necessitatem.
  17. To summarize... by Anonymous Coward · · Score: 2, Funny

    "[...]And as the player, it is actually us proceeding into the dark, receiving (when we're not getting beheaded) our genre pleasure."

    So essentially he's saying "This bitch gives good behead."

  18. I don't think that means what you think it means.. by voice_of_all_reason · · Score: 1

    'Perhaps the most important change made in the game mechanics of RE4 was fixing the camera behind Leon, providing a tight third-person shot through which the player could experience the action. Through this move, Leon has become every protagonist from every horror film ever made.

    I saw it as exactly the opposite. Resident Evil was never known for it's camera freedom, but placing it in a fixed position behind Leon essentially removed all the fright from any live action moments (at least for me), relegating it to the FMVs. I'll illustrate the scariest moments I remember from earlier installments:

    Resident Evil 1: Entering the first room with the dogs. The view is low to the ground as you enter and stop. You hear a new sound -- a strange clicking sound. Before you take a few steps in, a black shape lunges into frame from behind your perspective and starts eating Jill's face.

    Resident Evil 1: Leaping hunters. After your first death at the hand of a hunter's leaping slash, that shrill cry is still scary. Because you can see every moment of the lengthy (at least for an attack) jump and the wait to see if you survive the hit is nearly interminable. That just doesn't translate well to a nearly first-person perspective (and didn't in Deadly Silence, either)

    Resident Evil 2: The first licker room. You enter, the view is from outside through the window. You see the thing crawling effortlessly along the wall and just know it's going to pop right out soon.

  19. Ever Was It Thus by vain+gloria · · Score: 2, Insightful

    I remember Inky charging down the corridor after me, his hot ghost/monster breath on my neck. In the distance was the glow of the power pill, promising heavenly salvation. Nearly there. Nearly there. Only have to get past this last, dark side-corridor... Clyde, nooooo!

    Hell, the horror of just thinking about it now makes me want to shrivel up and die.

  20. gameover by Anonymous Coward · · Score: 0

    there is 2 kind of "fear", the horror one and the stress one. Before it was all about fear in gameplay. Now you have platformer (for the few that remain) that don't even have pit that kill you. you also no longuer have "game over". Game become more a work than a challenge.

    As for sport game not involving fear, that is not true, they always have that in the competition form. you start to have feat to loose each time the opponent come closer to your score and even more if time enter the game.

  21. Emotions in media by MobyDisk · · Score: 2, Insightful

    If a game can draw any emotion out of you, then it is doing something right. Games are like stories - if they don't make you think, or love, or hate, or fear, or SOMETHING then they are just dumbing you down by staring at pretty pixels.

    When Doom 3 came out, I upgraded my video card, setup my 5.1 sound system, and dimmed the theater lights. My friends would gather round as I played. People would fidget, jump, dodge, and squeal as things jumped out at them. The game was truly emotional for the people playing and watching. Now THAT is entertainment.

    I had a similar experience with Shadow of the Colossus and Half-Life 2. Shadow made you hate what you were doing to those beautiful creatures. Half-Life 2 made you feel like you were in 1984 (the book, not the year!).

    The biggest problem is getting enoug content without making the game repetitive. Shadow and Doom 3 both had this problem. But overall, making a provocative interactive story is difficult to do, but it is definitely a winning formula.

  22. Zergling Rush and I'm Tweak by gurutc · · Score: 1

    Aaaaaagh!

    --
    Moderation in All Things... Especially Moderation - gurutc
  23. Horror is NOT fear of the unknown. by Spy+der+Mann · · Score: 4, Funny

    It's fear of the KNOWN dangers. Because you KNOW that whenever you enter that basement, an ugly bloody looking thing is going to follow you making screeching noises.

    So you step in, and suddenly your radio begins generating static. You ran out of health drinks, and then you hear the screeching noises. You turn to the left, and it's a dead end. On the other side of the fence there's these arachnid creatures, and you only got your gun. Shoot the wrong target, and you'll get slain. Ah, isn't that beautiful... more dogs cut in half and they just started howling.

    But wait, the horror's not finished. The horror only starts when you turn off the game and go to sleep, and notice how your clothes mysteriously resemble a beheaded bloody mannequin, and the noises out the street remind you of the radio static ringing. You try to sleep, read a book, and slowly you get tired.

    But wait, the horror's not finished. Because you start dreaming about the game you were just playing a few hours ago...

    You wake up and try to sleep again and have a heck of a stomach ache.

    But wait, the horror's not finished. You remember that your mother asked you to show her your school grades, and you get them today.

    1. Re:Horror is NOT fear of the unknown. by Spy+der+Mann · · Score: 1

      joke aside, I *DID* have nightmares after playing Silent Hill 1. Curiously, they were not about the monsters but about the possibility of the monsters being real people that only looked like monsters in your head (This was after I ended up killing sybil - it really shocked me). Total mindf***er, if you ask me.

  24. A little off topic by x9003 · · Score: 0

    I really hope that RE4 can live up to the hype in this article...I'm goin to gamestop to exchange the paper mario(boring!) for the RE4...It better be a thriller...

    --
    "Faith: Not wanting to know the truth."-Friedrich Nietzsche
  25. No, I disagree. by Locked · · Score: 1

    Why would someone voluntarily play a game that would scare (or frustrate) them? It's not as if people eat food that is uncomfortably spicy or watch movies that cause them to cry. My mum was right: "Why do I keep dying? I should be able to just tap a button and win."

    1. Re:No, I disagree. by black6host · · Score: 1

      People like entertainment that distills and emphasizes base emotional feelings. All the while we know it's not true but we let ourselves be taken into the movie/book/game or whatever piece of art (loosely speaking) that evokes these feelings. I know more women than I can count who abxolutely love to see movies that make them cry. I could never understand it. 4 women all in a room, tear ducts gushing as you quicly try to find that flood insurance policy you know you forget to renew. And they love it. To them, the amount they cry is directly proportional to their perceived value of the entertainment. We do these things because they are escapes, and not likely to happen to us in real life. But, that's why I like horror and hate drama. Too much of the drama stuff can come true. On the one hand, it's not likely that I'm going to be fighting fantastic creatures on a mars station. On the other, children with life threatening illnesses happen all the time. So although I may feel the drama in my Doom movie it's just not going to happen to me in my lifetime. Just don't get me crying when little Timmy needs 2 heart transplants because he's suffered a congenital defect from birth requiring extra parts. And we all know how hard it is to get just one of those parts. Two? Forget it, head on down to AutoZone and start modding. Extra points in you put a plexiglass sheild over the surgery site, with some led lit neon fams. Don't forget the little things like case wiring, you can wreck a good mod with ugly wiring practices. Cool! Heeeey Timmy...want to make a couple of bucks?

      One sick bastard from hell.

      Ok, back to reality here, but there is some truth in what I say.

    2. Re:No, I disagree. by Mondoz · · Score: 1

      I have never finished Doom 3 just because it scares me too much to play. I can play it for about 20 - 30 minutes, then I have to quit.

      When the doors to a room open, and I see a dark room, I KNOW there's something in there that will jump out and attack me when I go in. I don't want to go in. I want to stay outside the room where I know there's nothing that will jump out at me. Finally, I go in.
      Sure enough, something screams and jumps out at me from the darkness, spewing fire and clawing at me. I knew it was coming, I knew where it was coming from, yet I still jump out of my chair and scream right back at those red eyes in the blackness...

      I can go through that about 10 times before I have to play something else.

      Those damn graphics keep me going back, though. If only they'd make a non-horror game with that engine, with those kinds of graphics and imagination to the levels...
      I love all the machinery and lights, but when they unexpectedly move and make noise I yell again and end up draining half my plasma ammo by blasting an innocent hydrocon transducer.
      I also have that 'need to beat the game' thing going on as well.

      Being scared in games might be needed, but when it starts to impact your underwear laundry schedule, it's probably a little too much.

      --
      /sig
  26. Bulls*t by TeachingMachines · · Score: 1

    We don't need to be scared at all to enjoy a game. Many years ago the most popular games around, and arguably some of the most inventive, were adventure games, a la Lucasarts, including Grim Fandango, Curse of Monkey Island, etc. These games were engaging, funny, and downright pleasant to play. Immersive as hell, too. I recently tried Quake 4 and was blown away by the stupidity of the game. Get bigger guns. Get ammo. Throw grenade. Shoot and kill. How bloody novel. Hour after hour after hour of the same old sh*t. I haven't like a first person shooter since I played Theif. Boy, what a rant, but games today suck ass because idiots think that adrenaline is needed or it won't sell. So we end up with shelf after shelf stocked with the same f*cking game in fifty different boxes. Hell, at this point I'd be happy to play Zork :(

    --

    The Death Penalty: Killing people to show others that killing people is wrong.
  27. Thief 1 by Anonymous Coward · · Score: 0

    Anyone ever play thief 1? I was so into that, the first time someone killed me i nearly leapt out of my seat... all that sneaking around... crazy fun. ...malakai1911

    1. Re:Thief 1 by Eideewt · · Score: 2, Informative

      One of the top games ever. The other two are amazing as well.

  28. Two of my favorite Game Experiences Scared Me by TheRequiem13 · · Score: 2, Insightful

    7th Guest and 11th Hour.
    I played those for hours on end and kept getting drawn back in by the story and fear and wanting to know what was next.

    I grew up a horror-loving kid - watching all the B flicks with my friend in our dark basements. IT, The People Under the Stairs, Wax Museum, House, all the Nightmare's that plagued Elm Street ... they all drew me in. I think a big part of the pleasure is seeing how tough you are. You want to keep watching until the next scary part and see if you'll still jump or wince.

    A game that can draw you in like that is even better. You want to keep playing to test your limits, see if you can handle it. Then you can go brag to your friends about beating "the scariest game ever," and show it to the girls and have them curling up against you. Maybe that's more with movies. But you know what I mean.

    I love being scared. I can't get enough of it. I think it's true that people are a little too sensitive and understimulated in general, so maybe a good scream is what some people need.

    --
    What?
  29. We love and need... what now? by jonging · · Score: 1

    Ewww I hate horror games. Give me Super Mario World any day.

  30. scariest game ever by nomadic · · Score: 1

    The Cradle area of Thief 3. And the library in Thief 2 was eerie as hell too.

    1. Re:scariest game ever by Punko · · Score: 1

      The Shalebridge Cradle (from Thief, Deadly Shadows) had an entire article about it in a game mag, as to why this level was so freakin' fearsome. It wasn't the horror (finding or seeing something terrible) but the dread. Dread being the suspicion that something's not right. The fear you feel when you hear a noise upstairs and find a window open, or the spouse is supposed to have been home hours ago and the storm's getting worse. The cradle level had this in spades. You know something was bad and you are overwhelmed with the evidence that the place is evil and that the past is filled with terrible things. You dread moving around because you fear what you'll find. It takes real courage to finally open that door at the top of the stairs with all that pounding on the other side. Talk to the people who have played this level. You'll find they sweated, they got anxious. They probably had to put the game on hold or walk away for a while to calm down. If you play this level at night, no one else at home, with the lights off and the sound cranked up, you will feel afraid. This level is genius.

      --
      If only we could fall into a woman's arms without falling into her hands
    2. Re:scariest game ever by grub · · Score: 1

      I'll second that!

      The Shalebridge Cradle level has such stifling atmosphere, it's almost like a blanket of dread covers you. A few times I had to pause and give the game a break. Random noises that sounds almost like human whispers, a gloomy repressive building... brrr... got a chill thinking about it.

      --
      Trolling is a art,
    3. Re:scariest game ever by Eideewt · · Score: 1

      Yes, yes! The library was one of the few game areas that sent me running from the (virtual) room to calm down. I had to go stand in the secret passage for a while. And also the Old Quarter and Cathedral missions in Thief 1. Going in there and not knowning what horrors to expect was something else. Now that I think about it, the Bonehoard was pretty unsettling at first too. Thief had some amazing zombies.

      I find it interesting that even though those zombies were awful at first, they eventually became pathetic once you knew what they could do and learned where the hiding places were. It was more like avoiding bloodthirsty toddlers than anything.

  31. Behind the subject scenes. by frogstar_robot · · Score: 5, Funny

    Those type of scenes never scared me. What they did do was exasperate the hell out of me. "You moron! The psycopathic killer from beyond the grave is going to bash your skull with an axe as soon as you step in there."

    "Don't these friggin' idiots EVER look behind them? Especially after four of their friends bought it that way."

    And don't get me started on body disposal methods for supernatural psycho killers. These numbdumbs just bury Jason then act all surprised when he comes back a month or two later. HELLO!, you had to kill him ten times over just get him in the grave.

    You can only heavily stun such a creature at best. Should one of non-idiot characters manage this then the correct thing to do is to bind ankles and wrists with HEAVY chain or rope then thoroughly dismember and slice and dice the creature. If intelligence was employed in the binding then the fact that the creature lives through this should pose no problem. Don't let a hack writer take your life at the last minute. The pieces should then be thoroughly burned and the ashes scattered in separate bodies of water. Any solid pieces should be encased in concrete and likewise scattered. Throughly soaking any remaining pieces in holy water is optional but can't hurt. NOTE: Do NOT put holy water on an intact Creature; it'll just wake up angry.

    The case of the Liquid Metal Terminator was one of the rare cases of correct Super Creature Body Disposal. Sumbitch probably wound up in 40 different cars. RoboCop 2 had a good Creature Dismantling but they botched the job by dumping the pieces where his buddies could put him back together again. And those IDIOTS who thought running Christine through a car-crusher was sufficient, they should have checked with the Connors.

    Maybe I should start one of those Evil Overlord type lists for Super Evil Creature Combat.

    1. Re:Behind the subject scenes. by dknight · · Score: 1

      I want to see that list! Please follow through on this, it would be a fantastic read.

    2. Re:Behind the subject scenes. by GreyKnight · · Score: 1
      Don't let a hack writer take your life at the last minute. The pieces should then be thoroughly burned and the ashes scattered in separate bodies of water.


      Go one step further; although scattering the ashes in separate bodies of water is a good start, and almost certainly adequate, some additional measures may be appropriate for creatures which can be reconstituted from ash. A favourite quote from H.P. Lovecraft's "The Case of Charles Dexter Ward":

      P.S. Shoot Dr. Allen on sight and dissolve his body in acid. Don't burn it.
    3. Re:Behind the subject scenes. by Eideewt · · Score: 1

      Same here. I'd rather see a horror movie where the characters do everything right yet it does no good. It doesn't scare me so much when they're only fighting their own stupidity.

    4. Re:Behind the subject scenes. by Bodrius · · Score: 1

      Well, there ARE some competent horror movies, which respect the suspension of disbelief enough for it to have a chance to be scary.
      I think that's one reason japanese thrillers like Ringu and Dark Water have become popular (and remade) in recent years: the characters actions are easier to justify than those of "random sorority cheerleaders on campus during serial killer sprees".

      Although they did overuse the mother theme a bit to push the characters into impossible situations.

      I do find depressing that Hollywood can only remake a good horrof film these days. Whether it is by stealing from markets with more vitality, or from its own legacy from better times (e.g.: Omen).

      --
      Freedom is the freedom to say 2+2=4, everything else follows...
  32. Oh, it still works in MMO's by everphilski · · Score: 1

    I killed a mob but I died... corpse becomes publicly lootable after a few minutes.

    Will I get back in time to loot it?

    Will it have dropped that zonewide uber item I wanted?

    Will someone have just snagged the leet random drop, but left everything else on? I'll never know...

  33. Re:I don't think that means what you think it mean by PFI_Optix · · Score: 1

    I just do not get the fond memories some of you guys express for RE1. I hated the game. The voice acting was horrible, the scripting was worse, the game play was decent, and the "scary" moments just weren't. And the camera angles did nothing more than piss me off; I died several times because I simply couldn't see the zombie standing two feet in front of me, because the angle was bad. And then there's the slowest-firing Beretta EVER MADE. Suspension of disbelief was simply impossible.

    I've since played RE2 to give it the benefit of the doubt, and found it improved but still unimpressive. It was still tedious and unscary.

    I'm interested in RE4, but I have no interest in buying whatever console I'd need to run it :)

    --
    120 characters for a sig? That's bloody useless.
  34. Scary letters by digitalhermit · · Score: 4, Funny

    OK, you know you're a nethack addict when & and D scares you.

    I've been there.

    1. Re:Scary letters by leoboiko · · Score: 1

      Lots of nethack love/fear in this thread, it seems. And the usual nightmares. It seems that tetris and nethack often appear in people's dreams.

      I've had nightmares with a yellow lowercase 'c' when I was a beginner. The funny thing is, it was a giant threedimensional lowercase yellow 'c' chasing me.

      --
      Prescriptive grammar:linguistics :: alchemy:chemistry. Stop being a nazi and learn some science.
    2. Re:Scary letters by GrumpySimon · · Score: 1

      or you see an email address, and you think you're trapped in a narrow corridor, surrounded by monsters.

      ( not mine - saw it somewhere ).

  35. They both startle and bore the shit out of me by drinkypoo · · Score: 3, Interesting

    I admit, when I play horror games - I should say, when I played horror games, since I've gotten so bored with them - they do startle me. They scare me when I'm not bored to tears by their pathetic hackneyed plots stolen from B horror movies. So basically what I get out of it is a bunch of boredom punctuated by occasional moments when my heart is wondering what the fuck I'm doing to it.

    YOU may need horror games. The author of the article may need horror games. I'll pass. What I need is more racing games that don't suck :)

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:They both startle and bore the shit out of me by CaptainNerdCave · · Score: 1
      that's a good point, a lot of the "horror" portions of games aren't nearly as horrifying as one might hope for them to be, hence the boredom that ensues.

      racing games have their own scary adrenaline rushes... like when you're sure that you can catch that rx7 just ahead of you but then you get a "danger to manifold" warning and... ok ok, bad joke.

      what i think would make racing games (simulators?) more exciting is the fear that something is going to break. the rally racing games where there is a warning about part of your suspension being weak before the race starts; why doesn't gran turismo have anything that exciting yet?

  36. Two older examples by the+Brightside · · Score: 1

    The first being Clive Barker's Undying. A great example of a way to incorporate the more visceral "popcorn scare" with the deeper, psychological brain-twiddling you'd expect from Barker. (Or not, depending on how much you liked Hellraiser...)

    The other, which I'm playing now, and while not quite so old as Undying is still a good one: Call of Cthulhu: Dark Corners of the Earth. When I read Lovecraft's Cthulhu Mythos short stories, the somewhat different rhythms of his early 20th century work created an unnecessary distance in the material. When you replace his stilted descriptions and florid prose with the experience of losing your grasp on reality, it becomes a much different animal entirely.

    One of the creepier moments in Undying involves your Scrye spell. When you can peer into some forgotten trauma, you hear whispers and faint voices telling you "Look," and if you cast Scrye in the bedroom of a long dead woman, old matted blood appears on the sheets and you hear the yowling of a newborn.

    The entire "Attack of the Fishmen" chapter of Dark Corners of the Earth is enough to make you wet yourself if you play it at night. Your character, a PI, goes to an inn in a little shanty town. If you forget to bolt the doors, then a bunch of cultist fishermen kick the door in and tear you apart. If you actually bolt the doors, then it starts a frantic chase where you have to run from room to room bolting the doors behind you and hoping you can outrun these screaming bug-eyed lunatics with cleavers and shotguns. The engine alters your perceptions to match your character's mental state, as well, so you hear the pounding of your heart and every heavy blown breath, your vision blurs and your hands twitch.

    Those were two of the good ones, and they didn't make it very far at retail, unfortunately.

    1. Re:Two older examples by gknoy · · Score: 1

      This is what I get for reading the article page from the bottom up.

      I read this,

      Your character, a PI, goes to an inn in a little shanty town. If you forget to bolt the doors, then a bunch of cultist fishermen kick the door in and tear you apart. If you actually bolt the doors, then it starts a frantic chase where you have to run from room to room bolting the doors behind you ....

      and immediately thought, "Damn, that sounds like a H.P. Lovecraft story I read a month ago...". I then read a little higher and realized that it was not someone stealing his ideas, but rather someone making a Call of Cthulhu game. I'd even heard of the game before, but hadn't quite processed the name. hehe.

      The moral: Don't read from the bottom up! :D (And I can't wait to play Dark Corners of the Earth.)

  37. Scary games by paulxnuke · · Score: 1

    There was once a game called Iron Helix (Macromedia Director; marketed for Mac only IIRC.) It involved scurrying through an abandoned spaceship hunting DNA samples and trying to evade a robot that instantly killed your (robot) character on sight: no combat of any sort, only flight.) It was slow and had crude graphics (stop motion except for segues and a few special effects), but I still remember it fondly for the level of tension and suspense it created, sort of like the first Alien movie. Modern gamers would laugh, but Iron Helix was a whole lot more fun than anything I've tried since (including most recently Half Life 2 on AMD64) and the whole thing was pure adrenaline.

  38. Oblivion Had its Moments... by Greyfox · · Score: 1

    If you don't do nightsight and stick to a torch, Oblivion's dungeons are kinda creepy. As I level up I quickly become the most scary thing in the game and kind of wish the NPCs would treat me as such. As a silent killer who can kill the guy they're talking to without them even noticing, you'd think I'd get more respect than I do...

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    1. Re:Oblivion Had its Moments... by Zendar · · Score: 1

      I have a fear of heights and when I am on the cliffs in Oblivion I get extremly scared. As in real life, I can barely stand at the edge and look down at the virtual fall!

  39. SUmmary is not descriptive of the article. by WidescreenFreak · · Score: 2, Interesting

    I don't think that the summary was accurate to the article itself. The article talked about the need to have a level of satisfaction when our expectations are met from having an immersive environment. That's not restricted to the horror genre of games as the summary implies. Every genre of games requires a level of satisfaction when our expectations are met or the game will get panned by players and critics. I use that abomination of Ultima: Ascension as the prime example of a game that completely failed to meet expectations and therefore generated no satisfaction. That article also mentions GTA. I wouldn't exactly call that a horror game.

    There are some classic games that are so much fun, not so much from a playability standpoint but from an entire experience. I am a great fan of the Max Payne, Thief, and Splinter Cell series. Lots of great suspense and dark gameplay, but they pulled you into their environments, which is one of the key factors in the success of games of that nature.

    Honestly, I think that the editors need to be a bit more accurate in the description of the articles. I was about to go on a huge rant about the bullsh*t that we need to be scared in order to derive pleasure from games until I actually RTFA.

    --
    The Overrated mod is for reversing inappropriate, positive mods, not for voicing disagreement with a post.
    1. Re:SUmmary is not descriptive of the article. by Anonymous Coward · · Score: 0

      Max Payne 1 and 2 certainly had some scary moments. Sad moments too. But I have to mention that, while playing them, I couldn't stop grinning from ear to ear. Especially with Max Payne 2.

      They were so damned over-the-top. They were pure concentrated awesome. We need a farking sequel.

  40. Taking a date to a horror film by CrazyJim1 · · Score: 1

    I was playing Resident Evil 2, and when all the crows busted through the glass, my date jumped into my lap and wrapped her arms around me in fear. It felt pretty nice.

    1. Re:Taking a date to a horror film by Anonymous Coward · · Score: 1, Funny

      What a coincidence! She did that with me too! ;)

  41. Horror games by mgabrys_sf · · Score: 1

    Won't have reached hollywood cannon or audience expectations until a few things have been achieved:

    Characters insist on staying in a dangerous situation or location - like an abandonded summer camp - until every single person (save one) is killed by a single protagonist.

    When characters find a basement, they proceed to go down regardless of whether it's important to waste time with the basement at all.

    If there is a basement, there should be no lights available.

    When a toolshed, garage, or cache of supplies is found, the main character will bypass all tools and weapons that would otherwise be usefull, for flashlight or some item that only McGyver could make dangerous.

    When the caracter finds himself (or herself) surrounded by undead or hellish circumstances, the opportunity to blattently rip-off (badly) three-stooges routines should not be missed.

    Chainsaws - more of them. Can't go wrong with chainsaws. Why does Grand Theft Auto - a decidedly un-horror game - seem to be the only game that really gets-it here?

    I'm sure I'm missing out on several hundred other examples - but I've got more work to pretend to do. In the meantime - RE1's "you the master of unlocking things" Jill has only scratched the surface of what is required from gamemakers.

  42. Re:Games that have an actual 'scare factor' by the+Brightside · · Score: 2, Informative

    Looking Glass Studios dissolved, but the programmers and the team responsible for SS2 are at work on a sequel, whose working title is "BioShock," I think. You can check Gamespot's coverage.

  43. Immersive Gaming by tredman · · Score: 0

    I do remember RE1 having an impact on me, but the one game that, if you let it, really ran up the creep factor was Sanitarium. It was a shame the game didn't get more run than it did. In terms of completely drawing you into the psychological drama, there have been very few that rank higher.

    I always thought Myst was _almost_ the same way when it first came out, but there was just something missing that really made you a part of the game instead of a bystander.

    --
    Behold, the power of fleas...
  44. been done in a small way, manhunt by puto · · Score: 2, Informative

    In manhunt you have to protect a bum and then a reporter in the end to complete missions in the game. And it is done well. The bum keeps wandering off.

    On a side note the reporters voice was debbie from Sealab 2021.

    Puto

    --
    The Revolution Will Not Be Televised
    1. Re:been done in a small way, manhunt by Anonymous Coward · · Score: 0

      White Debbie or black debbie? :P

  45. Stephen King said it best by zymurgy_cat · · Score: 4, Interesting

    Stephen King once commented about why horror books and movies do so well. His point was that we need to feel fear in order to process the emotion without our real fears paralyzing us. He pointed out real fears: that we'll get cancer, our loved ones will die in car accidents, that our children will be kidnapped or molested. These are all very real fears that could actually come true. Yet, we read books and watch movies in which bad things (both plausible and unplausible) happen. Why intentionally scare yourself? Because the experience (as the article somewhat mentions) lets you live out or experience the emotion and yet go on with your everyday life.

    --
    -- Fugacity: Confusing chemists since 1908
    1. Re:Stephen King said it best by neatfoote · · Score: 1

      I don't know about that theory -- after all, being "scared" of a parent's death and being "scared" when something jumps out at you in an alley are two completely different sensations. Nobody shrieks or jumps at the thought that their mom might die of cancer. I suspect what's actually going on is that surprises and shocks trigger a fight-or-flight response and the release of adrenaline, which causes sensations that some find pleasurable. Scary gaming might serve as a distraction from more deep-seated anxieties, but I doubt that it helps "get them out" or exorcise them.

    2. Re:Stephen King said it best by the+Brightside · · Score: 1

      The theory is Aristotelian--the idea that of katharsis, originally applied to drama. The thought was that tragedies allow the exercise of negative emotion as a kind of psychological outlet; people in contemporary (to him) Greek society were no longer faced with the same struggles and spectrum of experiences, but the emotions were a part of being human. So tragedy became popular because it was the only place for those negative emotions to find expression. Filling an ecological niche, as it were.

    3. Re:Stephen King said it best by callen · · Score: 1

      Thats why System Shock 2 was so good.

      --
      |-0-|
    4. Re:Stephen King said it best by steveo777 · · Score: 1
      I am of the opinion that Stephen King is a hack. And has, nor will he have ever, said anything best. Yes, he is undeniably successful. Yes, I have read many of his books. But his writing is utter trash when compared to, say, reading Dostoevsky's "Crime and Punishment".

      Crime and Punishment delves into the psyce of the main charecter's descent into his personal Hell. Every step he takes he is more suspicous of his surroundings. Every conversation he has makes your heart pound. The best/worst part. It doesn't get monotonous. You spend well over half the book in constant fear and suspense.

      --
      This sig isn't original enough, it's time to come up with something witty...
  46. Bah. by Anonymous Coward · · Score: 0

    Doom 2 was scary for one reason - the music and lighting. A badly pixellated imp is not scary at full brightness.

    Half-Life wasn't scary at all, except for the sudden heart-jump of a headcrap leaping at you, making that horrible screech, while you're in the darkness of a ventillation shaft.

    Aside from mood being set by music/lighting, games continue to fail to be "scary". And they're not even all that scary - you just get a brief increase to your pulse from being lulled into a sense of complacency. After that, nothing.

    Modern horror movies are the same way. Cheap thrills - one-shot pulse-raisers.

    We need horror in games? We have no horror in games. We don't even have horror in movies. When either the gaming industry or even Hollywood can put out something that makes me refuse to sleep in a dark room, call me. :P

  47. Re:I don't think that means what you think it mean by voice_of_all_reason · · Score: 1

    All games in the Resident Evil series are throwbacks to the "die, memorize, win" method of video games.

  48. Do you REALLY want to be scared...... by SomeoneGotMyNick · · Score: 4, Funny

    Run your console off of a battery only source. Then hope and pray you can get to the next save point before the battery runs out. Or worse yet, that the memory card isn't being written to when the power failure occurs.

    You've been on that game for two hours straight? I just DARE you to go past the boss battle, after you defeated it, without saving.

    For even more thrill, tie some catnip and a string to the memory card while it's still in the system. Set the game to autosave and then let the cat play with the string.

    1. Re:Do you REALLY want to be scared...... by GreyKnight · · Score: 1
      You've been on that game for two hours straight? I just DARE you to go past the boss battle, after you defeated it, without saving.

      Obligatory Penny Arcade reference
  49. What I'm wondering... by APLowman · · Score: 1

    Whatever happened to being scared that a grue was going to eat you....

    It is pitch black. You are likely to be eaten by a grue.

  50. RE4 by omeomi · · Score: 1

    While RE4 was my favorite in the series, I think some of the other ones were actually quite a bit scarier. RE0, for instance. The old model of RE games was able to do more psychologically, especially with camera position, taking cues from Hitchcock and other Horror film directors, while RE4 ended up being more of a less-frightening FPS in a lot of instances. Either way, it's one of my favorite series of games.

    1. Re:RE4 by nancypants · · Score: 1

      No way. RE4 was the funnest to play, but RE3:Nemesis was the scariest. The best games, survival horror or not, are the ones that make you really invested in whether your character lives or dies. And in a survival horror game, if I'm engrossed in what happens to my character, when something bad comes along it's going to scare the hell out of me.

    2. Re:RE4 by omeomi · · Score: 1

      No way. RE4 was the funnest to play, but RE3:Nemesis was the scariest.

      That's pretty much what I said...RE3 is in the same mostly-fixed-camera same style as RE0. I just picked RE0 as an example because it was the one made directly before RE4. The changes made in RE4 made it quite a bit more fun (easily one of my favorite games), but not quite as scary (IMHO).

  51. I agree by BungeBash · · Score: 0

    I have to agree with other users. It's not necissarily NEEDED per say for every game but it is nice to have some games in the horror genre. I liked how DOOM 3 and F.E.A.R really played off of elements in the game to build fear. Doom you couldn't have your flashlight AND gun out at the same time so you spent a lot of time walking in the pitch black mars base. FEAR was just a whole new level of gaming with slow motion, dead girls walking by, people evaporating. It really was an intense game. I would definitly recommend both of these games and hope for more in the near future.

  52. Adjustment by Anonymous Coward · · Score: 0

    I do agree with him but if you played enough horror games plus watched horror movies there's not much that can really scare you anymore.

    Scare as in "oh crap a zombie dog just jumped thru a window". Of course the situation in which you encounter a evil being or zombie will still be scary if not creepy it just isn't the same without the shock part.

    Playing a horror game today for me isn't as fun as it once was. At least from my experience I know that something will pop out at me. Or something bad will happen around the corner. But eh that's human habituation for you.

  53. Re:I don't think that means what you think it mean by Cadallin · · Score: 1

    RE4 is nothing like the other RE games in terms of gameplay. It's much more of a shooter, and an incredibly good one too. By the way, they're supposedly still working on the PC port for release sometime later this year, so that might be a good option for you. I highly recommend it, even if you specificly dislike the other games in the series.

  54. I don't know about RE4, but... by cttforsale · · Score: 1

    when I turned a corner and peered into an office cubicle and saw that little girl with the gnarly powers crab walking toward me, I shit (and emptied a clip into her).

  55. Ultima Underworld by krusadr · · Score: 2, Insightful

    I remember playing Ultima Underworld "The Stygian Abyss" on my old 486DX with an early Soundblaster back in 1989 or 1990 (whenever it was). Possibly the first ever first-person game it had creepy shadows and scary music. That one was so great because of the atmosphere, it was edge of seat stuff.

    Then later Ultima Online was scary because dying actually cost you something. I agree with the article. If a game can scare you then so much the better.

    --
    while sco {
    wget -O /dev/null http://www.sco.com?sco=litigious%20bastards
    }
    1. Re:Ultima Underworld by bishiraver · · Score: 1

      Completely agree with you!

      I was about 10 when I first started playing Ultima Underworld. I'd never played anything like it - I'd played Heretic before, but that's more action than immersion.

      I eventually got so creeped out by how immersive it was, that I had to stop playing. I'd be scared to go around corners, because what if there was a headless there? The game was mindblowing for its time. I went back to it probably a year after playing, and watching my family (older sister, mother) play through the game. It still ranks as one of my favorite PC RPGs (up there with Fallout and Baldur's Gate - but for entirely different reasons).

  56. Re:I don't think that means what you think it mean by neonprimetime · · Score: 1

    Resident Evil 1: Entering the first room with the dogs. The view is low to the ground as you enter and stop. You hear a new sound -- a strange clicking sound. Before you take a few steps in, a black shape lunges into frame from behind your perspective and starts eating Jill's face.

    Couldn't agree with you more. This was the first moment I remember ever when playing video games where I literally jumped. Loved the game ... loved to play it in the dark after midnight when the house was silent.

  57. Maybe for some... by MattHawk · · Score: 1

    ... but being scared in a game isn't for everyone. I know that for myself, I've never been able to stand survival horror games like RE and the like. Other games that have horror elements will get me really on edge - for example, when I played through Half Life 2, and got to the Ravenholme level, I could only play a half hour at a time before taking a break. Based on sales of survival horror games, there are most certainly people that love those sorts of thrills, but it's certainly not a requirement!

    (Note that I just RTFA, and to me it looks more like it's referring to how the refinement of presentation to increase the scarriness in RE4 served to enchance the game by enhancing it's genre appeal. I don't think the article is actually referring to turning all games into horror games, but rather, is more of a case in point of refinement in a game by proper focus on the genre can serve to enhance the game.)

  58. We don't need horror by Jason1729 · · Score: 1

    ...as a genre. It's mainly just sudden startling noises and visuals.

    I play World of Warcraft on a PvP server. I like the element that while I'm playing the game, at any moment I can be attacked from behind by the oposing faction (and very frequently am). It adds a whole dimension of threat and urgency to quests, and makes the game less mechanical to play because at any time, my plans to quest can be turned into PvP action.

  59. scariest game that nobody has ever played by Allison+Geode · · Score: 3, Interesting

    Everblue 2 for ps2. everblue 1 never came out in US, but i picked the sequel up on a whim, because it sounded like a wierd enough game that it might just be awesome. Everblue 2 is a scuba-diving RPG, actually, and you wouldn't think that would sound scary.... a game where you dive to the bottom of the ocean and take photos of fish or salvage things, in order to gain money, to buy better scuba equipment....... BUT....

    there are a few very scary moments in it.

    there's a scene where you are diving into the wreckage of a sunken cruise ship, and you get inside of it and its pitch black, no sunlight can filter down that deep, and when you're actually in the ship, all light is blocked out. the water is murky. your flashlight allows you to see only a scant few feet in front of you. you know there are sharks in the area, and in the gameplay segments, there is actually only one music: a theme that plays when sharks (which can eat you) are around. so, as you explore the ship, you come across a doorway, and you open it, and its an old indoor swimming pool... and you hear the shark theme, which, as a gamer playing it, lets you know that there are threats nearby, and that you should be very very cautious and try not to panic, and that something big and scary could lunge for my throat at any moment.....

    my experience with this area was one of the few times a game has honestly scared me. its one of those moments where I was so immersed that I forget i was playing a game. its a tight, enclosed level, and i hear the sharks, and I know that i need to be on the lookout for threats.... and then, all of a sudden, i run smack into a ghostly white face, illuminated by my flashlight and made more scary by the murky water.......

    after jumping up and dropping my controller, because i totally wasn't expecting to find any ghastly apparitions, i realize that what I'm looking at is not a ghost, but a statue, remnants of the luxurious decorations of the cruiseliner. nothing as out of the ordinary as I'd thought, but the atmosphere, and the fact that I knew i was in dangerous waters, and then the running smack into the thing just made me jump and still gives me the heebeejeebees. truly effective game design... and unfortunately, in a game that almost nobody has ever played.

    1. Re:scariest game that nobody has ever played by CMDR+Wolf · · Score: 1

      Similar moment in Vampire: The Masqerade - Blodlines. Everyone raves about how the haunted mansion bit is scary, but there is another segment where the player must go into a museum in search of a sarcophagus, the player starts facing the backdoor to the museum and on the other side of the door is this giant raptor's head (The dinosaur) just lying there which is obviously part of one of the exhibits. This stupid head made me flinch the first time I saw it, and laugh my head off after reading a paper note adjacent to the raptor's head which reads something to the effect of "Dammit! This thing scared me, move it to where it's supposed to be!"

      So I felt a little relieved in knowing I wasn't the only one that jumped at the giant, fake raptor head.

  60. Horror, Genre pleasure, the Unknown-piss in pants. by Anonymous Coward · · Score: 0

    "However, as I progressed through the game, though the visuals remained impressive and the baddies remained gross, I could predict with absolute certainty when an imp was going to jump out from behind me. I'd look at a doorway, see a few places where a hidden door could open up, back up through the doorway, and give the imp a mouthfull of buckshot."

    Now I know you didn't play Doom. You could actually see something.

    "This started to become agonizing beyond belief and I cheated my way through the last four levels or so."

    Or because the bosses were too hard.

    "Whenever a first person shooter makes you want to not bother and just use a melee weapon, it's just because their monsters are so pathetic they would be trivial if you had sufficient ammunition to kill them all. But that's another topic entirely."

    Not on Painkiller.

    Nice thing about F.E.A.R. is that they played with your mind, much like RE or Silent Hill.

  61. Only... by Anonymous Coward · · Score: 0

    ...Resident Evil on GameCube was much scarier than Resident Evil 4. The more recent one was action oriented, and because of the fully 3D environment, the graphics weren't as sharp as the pre-rendered scenes in the earlier version. The newer Resident Evil may be a greater technical achievement, and more fun for many people; but the first was all about atmosphere, and it was totally creepy.

    I think the earlier fixed camera system added to that, since often zombies could be heard moaning and shuffling before they could be seen.

  62. Re:Horror no, but fear YES! by vertinox · · Score: 5, Insightful

    Horror is not necessary to a video game and more than it's necessary to Chess.

    Horror as a genre is not needed unless you like that, but fear is.

    I could think of a high emotion chess champion game in which you fear loosing in front of thousands of people for example or perhaps a chess game where you have your house or family lives on the line or if you loose that atomic weapons will be unleashed on your nation. Ok... That is a bit extreme. Lets just say you play a game of virtual chess for 1,000,000 of your gold pieces in World of War craft.

    Well... Depending on how much you value your virtual gold, you will be sweating it and seriously thinking about each piece you move. Fear is the main reason behind gambling. It makes the game serious and ups the stakes.

    Take if like this... Back in the good old days of Ultima Online, I would be dungeon crawling and then a player killer shows up. Now I could run or fight or I could die and loose my things...

    Since I know dying will set me back a bit and make me try a frantic run for my gear and loot after I get rezzed, I have to weigh in my options to whether or not running or fighting will be fun.

    And if I do run how much of a chance of actually making it out of the dungeon alive?

    Of course throughout the years of playing UO there are plenty of times where I have fought and won, ran away, and sometimes died and had my things taken from me.

    But the heat of the battle and the knowledge all my loot was on the line was exciting much more so than say fighting an AI monster who I knew I could simply walk away from if I lost too much health.

    Also this applies to FPS games... Everyone was used to the Quake system in which you died and then you instantly respawned without much fear of dying.

    However, when Counter-Strike came along you actually got scared of dying because not only did you loose the weapons you saved up money for buying, but you had to sit the rest of the round out until one side one.

    That is the best formula for playing any game that is for those who want to fill that "gambler's buzz". The player must have some type of risk in where if they loose they will be punished and loose whatever they had previously worked on.

    Personally, as comforting as save games and not loosing your items in MMOGs, a player must face some type of punishment for loosing.

    There must be some fear of loosing otherwise we will get bored of a game like it had god mode turned on.

    But I would also like to point out if that punishment for loosing is too great, then the game gets pretty tedious pretty fast (otherwise known as loosing over 15 hours worth of leveling when you die at level 59 in EQ arrrrgh!!!!)

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  63. RE4? Redhat Enterprise 4 is a game? by Some+guy+named+Chris · · Score: 1

    I did not know that Redhat Enterprise 4 was a game.

    I can see it now, "Hey, dude, did you see that killer init script I just fragged?"

  64. 2 cents by Anonymous Coward · · Score: 0

    while I did like the viewpoint in re4 I hated the game mechanics.....it went from being a survival horror game to being a twitch horror game. It was too fast paced to build suspense.

  65. Uhmmmm... no. by Garse+Janacek · · Score: 1

    Wow, I thought that I'd really been enjoying playing through New Super Mario Bros and Mario Kart DS since getting my DS lite, finding all the secrets, unlocking all the karts, etc., but now I realize that since I wasn't scared I was actually bored the entire time, and not completely engrossed as I had thought.

    Come to think of it, this article rules out all of my favorite games, except the original Half Life.

    I guess I'd better go play a real entertaining game, like Doom 3... that's unfortunate, the last time I tried it I thought it was silly and gimmicky instead of fun :( I guess my tastes need to be corrected...

    --

    I am the man with no sig!

  66. my favorite scary game... by element-o.p. · · Score: 1

    ...is started like this:

    $ make menuconfig && make dep && make clean && make bzImage && make modules && make modules_install

    Granted it's all ncurses based (no OpenGL gore in this game), but after carefully winding your way through a seemingly endless array of levels, "wait, is this OHCI or UHCI?", "do I really need SCCP support?", "should I try to build ALSA in the kernel, or install it afterwards?", etc, then you save the config, and wait breathlessly through the compile, "oh, good--no gcc errors this time!" until finally it's done and you reboot...."AAAAAAAHHHHHHH!!! I was this close and got a kernel panic!!!! @#$!!!"

    The horror!!!

    --
    MCSE? No, sir...I don't do Windows. Yes, I am an idealist. What's your point?
  67. Doom(ed) by Anonymous Coward · · Score: 0

    Just wait till Doom 5: The Nursing Home comes out.

  68. art imitates life? by devilsbrigade · · Score: 1

    or life imitates art. I am blessed to live in NJ whish has an abundance of abandonded building, schools, etc. While this is not unusual we happen to have a wed site and magizine celebrating it. Many a time i can remember being in some abandoned building, bunker, basement or tunnel system. Listening to...something...barely breathing..daring to only slowly peak around the corner because who know what vile creature might come running down the hall. The best games for me instill this feeling. You lose yourself. Silent hill, definatley creepy. It was made to not scare, but settle uneasily around your shoulder till the weight of it drives your shreaking towards open air and if available...sunlight. I remember the last trip we took saying " the only thing we need now is a zombie attack like in RE" while we trekked through an abandoned military bunker system....

  69. Why I love UO by VeeCee · · Score: 2, Funny

    I was so scared of PKs while playing Ultima in 98 that no other game has every provided me with as many thrills.

  70. F.E.A.R. by gknoy · · Score: 1

    I have not played Doom3 (more than the demo), but was disappointed. Walking into every room, and expecting an imp, and being right _every time_, got old.

    FEAR, on the other hand ... wow. I'm a timid gamer as is, but they did a good job of things. (I'm about 4 levels from the last, I think, having crash landed someplace urban looking.)

    The hallucinations really creep me out. I know they will happen, and am walking around, but they are always different, have that noise that accompanies them, and are VERY abrupt. Most importantly, they occur at the most unexpected places. Walking down a hallway? Looking out a window? climbing down a stepladder? Yikes! I once repeated the beginning of a level that had such a hallucination, and even EXPECTING it, I was still shocked. Pretty cool.

    At some points, things are scary not due to monsters, but due to LACK of enemies. Walking around, why is everything dark and broken? There's blood there ... and that thing's obviously broken. What the hell happened here?

    ok, didn't mean for this to turn into astream of consciousness review of FEAR. I'll just say that it's scared me more than anything since resident evil. (RE scares me more due to the power of the monsters, and extreme scarcity of resources with which to fight them off. Survival horror my ass, I want a big gun. :D I like that FEAR keeps the scary moments on, while also letting me not worry (too much) that I'm going to be short on ammo.)

    1. Re:F.E.A.R. by Eideewt · · Score: 1

      Yep, empty rooms can be scary. Thief 3 had some very unsettling moments. The mental hospital, with the bandaged whatever-they-weres rushing unexpectedly out of the darkness had me on edge, and I'm not the type to be easily freaked out.

    2. Re:F.E.A.R. by KDR_11k · · Score: 1

      At some points, things are scary not due to monsters, but due to LACK of enemies. Walking around, why is everything dark and broken? There's blood there ... and that thing's obviously broken. What the hell happened here?

      The level designer had a field day. I just don't find that scary, I'm not in a room wih blood everywhere, my avatar is. An avatar that slaughters enemies by the dozen and in this case has superhuman abilities. They could have added some "hail to the king, baby!" one liners and it wouldn't have distracted from my experience with the game (in fact I'd probably have appreciated it because I like it when the game characters are aware of how powerful they really are rather than freaking out when they see a goblin after having successfully torn a god to shreds).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  71. One word proves this guy wrong... by krunoce · · Score: 1

    Tetris.

  72. pricetag by El_Muerte_TDS · · Score: 1

    The pricetags of games are scary enough

  73. It's not horror, but immersion by Leo+Sasquatch · · Score: 1

    RE4 was a dreadful game. A colour palette of brown, beige and grey; a handgun that's less effective than a big stick would be; an inability to pick up a big stick, despite the fact you're walking through a *forest*; a targetting system that is *less* accurate the closer you are to something; villagers that take multiple headshots to kill, and then Mr Baghead shows up, takes ten rounds to the head, a grenade to the face and ignores all the damage while killing me with one chainsaw hit.

    The only horror was the sickening feeling that I'd just paid £40 for this sh1t.

    The last time I experienced a genuine scare in a video game was Dungeon Master on the ST. Low on health, out of food, depleted mana, but it seemed as if everything in the vicinity was dead, so I just took my eyes off the screen for a second to make a couple of notes on the map. Suddenly,from behind the party, a shriek from one of the Pain Rats From Hell, and the remaining health of my two fighters dropped by half. In a frenzy of clicking, I raced halfway across the map, and only stopped when I ran the party into a wall, then noticed how hard my heart was pounding. Because I was totally immersed in the game, I was genuinely scared for my characters/self and reacted viscerally, rather than logically.

  74. Looser by Anonymous Coward · · Score: 2, Informative
    if I lost too much health.

    There must be some fear of loosing


    Where'd that extra O come from? The word is lose. Past tense is lost. Current tense is losing. One O. Loosing is not a word.
    1. Re:Looser by lonasindi · · Score: 2, Informative

      v. loosed, loosing, looses v.tr. 1. To let loose; release: loosed the dogs. 2. To make loose; undo: loosed his belt. 3. To cast loose; detach: hikers loosing their packs at camp. 4. To let fly; discharge: loosed an arrow. 5. To release pressure or obligation from; absolve: loosed her from the responsibility. 6. To make less strict; relax: a leader's strong authority that was loosed by easy times.

    2. Re:Looser by whiskeyOnIce · · Score: 1

      I could think of a high emotion chess champion game in which you fear loosing in front of thousands of people for example

      I would be terribly afraid of loosing in front of thousands of people. Imagine, not only would your pants be stained, but depending on what you'd eaten, you may inflict the terrible pain of your stench upon all those innocent onlookers. Oh, the horror!

      Just don't eat garlic the night before such an event if you're at all prone to loosing. Or, if you didn't like all those people, you could do it on purpose.

      Loose the garlic!

  75. And for those that had a TI-99, there was by CYDVicious · · Score: 1

    "Hunt the Wumpus". Simple graphics, simple puzzle solving, but for some reason the combination of the music, and the flashing of Red on the screen when you were taken out by the Wumpus, was enough to scare the freaking crap out of me. Still to this day, if I play the game, the same level of fear creeps over me, from being instilled with that fear from day 1... ~CYD

    --
    //Nothing to see here, please move along.
  76. Re:I don't think that means what you think it mean by BenjyD · · Score: 1

    I think a Gamecube to play it on would cost less than a copy of RE4 at the moment. I saw Mario Kart+Gamecube for around $60 the other day.

  77. I don't know about you guys... by Tadrith · · Score: 1

    ... but when I first played the 7th Guest, I was downright scared. Between the creepy and moody atmosphere to some of the unexpected and sometimes disturbing imagery, it was one of the best games I've ever played. I still remember the shortened version of the little song...there was a longer one, but I don't remember that.

    Old man Stauf built a house,
    and filled it with his toys.
    Six guests came one night,
    their screams the only noise.

    No one knows what happened next,
    there's no one left to say.
    But if you should see old man Stauf,
    get on your knees and pray.

    Good times!

  78. Re:Games that have an actual 'scare factor' to the by Digital+Vomit · · Score: 1

    (Don't mod down, its just my opinion.)

    You think you can get out of being modded down just by asking? Just for that, I'm gonna mod y--...aw, crap.

    --
    Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
  79. five classes of dramatic narrative, fear optional by m0llusk · · Score: 1

    There are lots of ways of sorting activity, but there are usually five things that players are seen to do in games: Explore, Compete, Socialize, Create, and Grief. Fear or fear generation can be well integrated with any of these, but is by no means necessary. What matters is that there is some dramatic narrative. That usually means some kind of foe, but that could be completely abstract. Gaming is entirely subjective as well. Did Starcraft really do so well for so long because of the fear, or was it all the rest?

  80. Re:Games that have an actual 'scare factor' to the by laszlo462 · · Score: 1

    I thought that F.E.A.R. had a great scare factor to it. The storyline was very intreging (sp?), at least it was to me. And the things that would pop into his head as you wandered down a hallway were just amazing. There is something about little girls in scary movies or games that scare the begeezus outta me. Am I the only person who though that the game was great and scary?

  81. Re:Games that have an actual 'scare factor' to the by Anonymous Coward · · Score: 0

    I've really gotta disagree with you on HL2. Ravenholm was a little scary, but mostly in a "when am I gonna find some more ammo, where the heck is the trap I'm supposed to use" way. Nova Prospekt however was frightening on a whole different level. Just thinking about the abuses that occurred in that place before AND after the combine arrived was quite creepy.

    But maybe it's just me. I'm more scared by the things that aren't there than the zombies that are.

  82. Re:Horror no, but fear YES! by AKAImBatman · · Score: 1

    I could think of a high emotion chess champion game in which you fear loosing in front of thousands of people for example

    Tone that back to two guys in a park, and the game can still be just as much fun. There's uncertainty (and perhaps a bit of anxiety) over the outcome, elation from making excellent moves, disappointment when things are going poorly, and intellectual stimulation when your opponent is an even match. Yet none of those emotional and physical stresses are fear. For a game like Chess, you actually have to concoct a situation under which fear will be felt. (Like someone with weak nerves at a national championship.)

    Even in video games, the same holds true. I don't feel any fear when I play Pole Position. Why should I? My only enemy is the clock! But I do feel focused, elated, disappointed, frustrated, anxious, happy, angry, annoyed, and a whole gamut of other emotions, depending on how the game is going for me.

    Tell you what. You find me the fear in crossword puzzles, and I'll agree with you that fear is necessary to gaming. Otherwise, can we agree that it's merely one of many stresses that can be used to make the challenge of a game interesting?

  83. Condemned: Criminal Origins by Bot+Jockey · · Score: 1

    Condemned freaked the crap out of me, especially playing it in surround sound. The levels looked like something out of the movie Seven, and the audio really helped immerse you into the game. There are a few parts where I would jump out of my seat because I'd hear the floorboards creaking or see a shadow move only to realize it was my own character creating those effects.

  84. horror == horrible by amigabill · · Score: 1

    If this theory is true, then why don't I enjoy horror movies? Sometimes they're gross, they're often boring, and I rarely enjoy the things. The only time I've been actually "arfraid" in a videogame was crawling under the bridge in HalfLife2 (I'm afraid of heights and that genuinly made me uncomfortable), but did I experience joy because of it? I liked playing Mario Kart more than I liked being uncomfortable under that bridge.

  85. Zork by Skraut · · Score: 1

    The first game that ever really had me on the edge of my seat was Zork I. I still remember getting lost in the twisty passages (yes they did all look alike) and turning on all the lights in my house, because I didn't want to get eaten by a Grue. Yeah I was 8 but it proves how powerful the imagination is.

    --
    Introducing Microsoft Vacuum 1.0 The first Microsoft product that doesn't suck.
  86. Re:Horror no, but fear YES! by ZedarSlash · · Score: 1
    That is the best formula for playing any game that is for those who want to fill that "gambler's buzz". The player must have some type of risk in where if they loose they will be punished and loose whatever they had previously worked on.
    Yes.. but with this fear and excitement, comes frustration. It rewards the veterans and penalises the newbies. Lets take a look at your second example, counterstrike. Your average veteran player will get excited when seeing a group of people as they'll need to duck and weave and kill with pinpoint accuracy to avoid death,loss of equipment and sitting out for the rest of the round. When they survive, they will feel a lot more satisfaction. For those new to the game, they will die straight up, lose all their equipment and spend 90% of their time watching... is this exciting to them? Unlikely.
  87. System Shock 2... by antdude · · Score: 1

    Nah, System Shock 2 really scared me. Listening to SHODAN, droids, zombies, monkeys, etc.

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  88. Actually, there IS fear in Super Mario Brothers by Ogemaniac · · Score: 3, Insightful

    Fear of falling in a pit, getting hit by a fireball, stomped, fried, or otherwise getting killed.

    One thing that has turned me off to modern games (as opposed to the old-school ones) is that "dying" has no meaning. With virtually continual savepoints and infinite lives, "dying" usually means nothing more than a 30-second setback nowadays. Therefore, I don't feel any excitement, because it really doesn't matter - completely the opposite to the experience of having one life left as you enter level 8-4.

    1. Re:Actually, there IS fear in Super Mario Brothers by StikyPad · · Score: 1

      Maybe I'm just spoiled now, but going back and playing games with "lives" -- they're more irritating than anything else. Even more irritating was things like the minigames in Madden '06 where you get one shot and no do-overs. I just want to play the game -- whatever game -- based on its own challenges rather than trying to do it without screwing up X times. I no longer have either the time, patience, or inclination to play a game over and over until I can do it perfectly, and I just don't think it's fun to start over -- if I did, I could just do it on my own without the game forcing me to.

    2. Re:Actually, there IS fear in Super Mario Brothers by DohnJoe · · Score: 2, Informative

      Try some games from the Rainbow Six series like Ravenshield where you'll be dead in one or two shots. Especially in Lone Wolf mode where it's you alone against 30 terrorists, maybe in a big noisy environment like an oil refinery...

      believe me, you'll be scared :)

      just don't forget to have good audio setup or headphones to make it more immersive

    3. Re:Actually, there IS fear in Super Mario Brothers by pklinken · · Score: 0

      Wrong.

  89. Resident Evil 4 by satoshi1 · · Score: 1

    RE4 didn't really scare me until the point where I was controlling Ashley and had to avoid the suits of armor. Jesus were those things fast! And since Ashley can't use any weapons... well... My breathing went shallow =P

    That's the only part in the game that has truly scared me. Resident Evil 1, however, had quite a few moments that scared me. I plan on trying a few of the Silent Hill games, I have SH2 sitting on my PS2 harddrive right now, just haven't had the motivation to pick it up just yet... I played maybe ten minutes of it, and it feels exactly like Resident Evil. The controls, then look, even the way they present letters and other readables. It screams Resident Evil.

    Doom 3 has startled me too many times to count, but it did get predictable. I haven't played through all of Resident Evil 2, but that game had it's moments as well.

  90. F.E.A.R-Fast. by Anonymous Coward · · Score: 0

    "FEAR, on the other hand ... wow. I'm a timid gamer as is, but they did a good job of things. (I'm about 4 levels from the last, I think, having crash landed someplace urban looking.)"

    *tip* When dealing with souls, use a pistol. When dealing with a lot of souls, use two. *tip* The other is to go for head shots. And last. Use slo-mo often (I made it a middle-mouse button).

  91. Re:Horror no, but fear YES! by Irish_Samurai · · Score: 1

    I think that perhaps what the author was trying to get at was that if games are going to take future steps towards maturing as a storytelling vehicle, they are going to have to deal with fear.

    Books, television, and movies can all convey fear. Games have a little harder time with it.

  92. Horror no, but fear YES!-Training wheels. by Anonymous Coward · · Score: 0

    "For those new to the game, they will die straight up, lose all their equipment and spend 90% of their time watching... is this exciting to them? Unlikely."

    That's what SP mode is for.

  93. call of cthulhu by Anonymous Coward · · Score: 0

    I'm posting AC so I'm sure no one will ever see this, but:

    Check out Call of Cthulhu. It is far from a perfect game, don't get me wrong, but as far as horror goes, it's very Lovecraftian. Better horror than about 98% of the other games out there. Play at night with the lights out :D

  94. Actually, there IS fear in FPSs by Anonymous Coward · · Score: 0

    "With virtually continual savepoints and infinite lives, "dying" usually means nothing more than a 30-second setback nowadays."

    From someone who's never experienced the frustration of FarCry's checkpoint system.

  95. Off-topic much? by Anonymous Coward · · Score: 0

    Wow, nice trolling there, Mr. Adhominem Coward!

  96. Obl PA comic by Anonymous Coward · · Score: 0

    It's amazing: PA already covered this.
    Clicky.

  97. Re:Games that have an actual 'scare factor' to the by Eideewt · · Score: 1

    Have you tried the Thief games? They've got some pretty anxious moments. Thief 3 has some of the scariest moments, like an abandoned mental hospital with things in it. I'm not really sure what they are, but I know it's dark and they show up quick.

  98. I'll tell you what by Private.Tucker · · Score: 1

    Nothing really scares me when it comes to artificial horror like movies and TV shows, but the game F.E.A.R. scared the shiat out of me, and I hype the game to all my friends!

  99. Re:Horror no, but fear YES! by Tired_Blood · · Score: 3, Funny
    But I would also like to point out if that punishment for loosing is too great, then the game gets pretty tedious pretty fast (otherwise known as loosing over 15 hours worth of leveling when you die at level 59 in EQ arrrrgh!!!!)
    Perhaps you don't realize that some people actually enjoy such punishment.
    --
    This is not my sig.
  100. Truly scary games == scared character by Gulthek · · Score: 1

    Resident Evil 4 wasn't scary, it wasn't even close to being scary. It was a fun adventure game!

    Why wasn't it scary? Because the character wasn't scared! If I was a bit nervous about going into the dark cellar with loud noises of gruesomeness emitting from within I was always reassured by Leon's causal "I'll wipe the floor with you, your friends, your boss, and your minions, and then I'll get going!" attitude.

    Games that truly freak me out are the games like Fatal Frame 2 where you are going up against horrific creatures from beyond the grave and you are a terrified teenage girl who's only weapon is a flashlight and a camera. Did I mention that you can only fully see the ghosts from behind the camera's constricting lens? You'll be walking around a room and get attacked by a wispy grey blur and then whip out the camera to see the freakish armless kimono wearing woman wriggling on the floor towards you!

    I swear, if I played that game at night with no lights on I wouldn't sleep until the sun cast away all demons and I had spent half the night reading Penny Arcade to cheer myself out of horror and jumping at every shadow.

    Aaaaa! Invincible room size ghost sitting on the skulls of the people's he's killed! Waahhhaaaaa!

  101. What game really scared me by Dwedit · · Score: 1

    You know what game really scared me? Super Solvers Midnight Rescue. From the creepy music that played through the 4-channel tandy music card, to the spontaneously appearing monsters. Home Alone for the PC also scared me.

    Only Kings Quest 5 could also do it to me, during that scene where you have to stand still for a while to trigger a loud event.

  102. Old Ideas, New Concepts by Gryle · · Score: 1

    It's a reincarnation or a variant (depending on your viewpoing) of the ancient Greek idea of catharsis, using video games instead of theatre.

    --
    Only two things are infinite, the universe and human stupidity, and I'm not entirely sure about the universe - Einstein
  103. Pioneer by devnull17 · · Score: 1

    If manipulating people through fear is an integral part of video games, then Jack Thompson is way ahead of the curve.

  104. Meh. Give me Eternal Darkness: Sanity's Requiem by tm2b · · Score: 3, Informative

    The Resident Evil games just don't work for me - to me, they're too "arcadish" in that I find the story flimsy, an excuse for the gameplay. The gameplay should serve the story, not vice versa.

    On the other end of things, there's Eternal Darkness: Sanity's Requiem . The Gamecube was an odd choice of platforms for this grown-up title, but this game alone is nearly enough to justify picking up an old used 'cube. The gameplay was solid and fun, but it was always in service to the story: even your most basic actions were affected by a choice that you make in the first few minutes (which God you're aligned with affects how you interact with different monsters).

    On top of that, they had a brilliant sanity system - as you lost sanity, they'd introduce subtle audio effects (using the surround sound to do so), and introduce visual distortions and hallucinations (like blood dripping and statues' heads turning to follow you). As you truly lost it, they'd gradually escalate to doing things like playing tricks where you'd hallucinate walking on the ceiling of a room you've just entered - or even alarm you by simulating a system crash, or pretending that you've just reached the end of the game, without resolution (showing you an add for the fictional sequel). There's another one where they simulate someone playing with the volume control on your TV's remote - first you think, "Hey! Where's the remote?" before thinking a split second later, "Hey, that's not what the volume control feedback looks like on my TV!" There are dozens more, they're truly inspired and some of them will get you.

    If you have not played this game and you want a truly scary experience, give it a look. It's the best game I've played since Deus Ex (for a different genre game with a brilliant, driving story line). It's one of maybe 5 reasonably modern games that I'd say are truly don't-miss masterworks.

    --
    "It is our blasphemy which has made us great, and will sustain us, and which the gods secretly admire in us." - Zelazny
  105. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  106. Re:Horror no, but fear YES! by KDR_11k · · Score: 1

    YOu didn't play Project Zero, did you?

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  107. Re:DOOM WAS HORRIFYING!!!! by KDR_11k · · Score: 1

    What did you need the torch AND the gun for? Just turn up the brightness, most places have slight fogging so you see the enemies as black silhouettes on slightly less black background. There were two places where I needed the torch and neither required the gun.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  108. Re:Meh. Give me Eternal Darkness: Sanity's Requiem by BenjyD · · Score: 1

    IMHO, that's the best way for games to be: the story serving the gameplay. If I want a really good story, I'll read a book or watch a film.

  109. The music made Silent Hill really scary by Supersonic1425 · · Score: 1

    Let me just get one thing off my chest: I am obsessed with Silent Hill. And more specifically, Silent Hill composer, sound designer and now producer: Akira Yamaoka. I have been in love with the games for years, ever since I first played the original on the PS1. The main reason — but I stress, not the only reason — for that is the music and sound. Akira Yamaoka has made four truly wonderful soundtracks that make Silent Hill what it is. Try playing Silent Hill with no sound, I guarantee you that it will be much less scary.

  110. Two Words: by TitusC3v5 · · Score: 1

    The Cradle.

    --
    And the masses cried out, "09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0!"
    1. Re:Two Words: by Eideewt · · Score: 1

      Eek! Don't scare me like that.

  111. I'm a grown man! by SupremoMan · · Score: 1

    If a game scares me, I probably won't play it! Where's my blankey...

  112. Re:Horror no, but fear YES! by SupremoMan · · Score: 1

    I must say Ultima Online was a frightening experience at first. No other game made me feel the way it did. It was just so tense. You would battle your opponents with sweat dripping down your forehead into your eyes. But after years and years spent mastering every aspect of the game, I no longer had the tense rush. I became so battle hardened every situation was looked upon and all options weighed without a single emotion. I became cold calculating machine. It got to a point where there could be 15 people standing outside my little house waiting for me, I walked onto my tarrece and yelled "Be right down guys, just have to refil my potions," and I was off to battle these seemingly unbeatable odds. Of course I couldn't win per se, I could only kill at most 3 of the 15 assailants at one time, they keept being resurected, but they could not kill me. Walking them between my houses, I would make short stops in each to refil my provisions. I was supremely confident of my abilites. Never did another game put so much on the line in terms of loss, and never did another game reward a player's skill so much. The risk was great, but that is what made it more rewarding. Today's games are sugar-coated candylands by comparison. Even UO itself was bought out and turned into a candyland with a non-candyland attachement. Articles like "Players don't want grief" just make me disgusted. Gone are the days of Player Justice, and with them any semblance of real gameplay.

  113. I have an idea. by Anonymous Coward · · Score: 0

    I have an idea.

    Getting the shit scared out of me does not give me pleasure.

    Sex does.

    Make games about sex. Fuck horror.

  114. Re:Games that have an actual 'scare factor' to the by DaSenator · · Score: 1

    True, true. I did leave out Nova Prospekt. Honestly, I'm not trying to say that Ravenholm was the only scary part, just that being a huge zombie fan, I found it one of the most entertaining due to its usage of the different types of zombies, and the atmosphere as a whole. Don't get me wrong, the game had a whole 'creepy' bent to it in a "whoah, this could happen in the future" type of way, but I just don't find it to be enough to keep me up at night. Worrying about the government coming to take me away while I'm sleeping keeps me up at night.

    On a related note, can anyone think of a good zombie game that actually follows proper Romero zombie form? Last I checked, in any FPS, or most videogames for that matter, the zombies are either headcrabs, posessed people (Doom 3), or are a result of a disease (Resident Evil). There are no FPS's (to the best of my knowledge) who's entire premise is the survival of a zombie outbreak. Sure, there's Urban Dead, but it's not an acceptable substitute. There's Stubbs, but thats more of a humorous game. I want a good FPS (or a third person; Max Payne would be good) that has a zombie survival aspect to it. Make it as realistic as possible, but also as close to the good zombie movies as possible (Original Dawn of the Dead, Shaun of the Dead, etc). Any ideas?

    --
    Entia non sunt multiplicanda praeter necessitatem.
  115. Re:Meh. Give me Eternal Darkness: Sanity's Requiem by grumbel · · Score: 1

    ### The Resident Evil games just don't work for me - to me, they're too "arcadish" in that I find the story flimsy, an excuse for the gameplay.

    The story of RE is certainly very B-movie like, but I still found the story extremly fun and enjoyable, nice characters, interesting places and best of all, all RE parts actually connect to each other quite well, some however better then other, RE0 and RE4 where pretty dissapointing in terms of story continuity.

    ### The gameplay was solid and fun, but it was always in service to the story: even your most basic actions were affected by a choice that you make in the first few minutes (which God you're aligned with affects how you interact with different monsters).

    I found that choice in the beginning terrible, since it was a meaningless choice, if I remember correctly you are presented with a blue, green and red thingy and have to pick one, neither of which has any meaning at that point in the game, very annoying. Another thing that I found awful in Eternal Darkness was the character switching, nothing wrong with a few more characters to play, but Eternal Darkness switched between so many that it was extremly hard to keep track or fell anything for them, was just yet another random person to switch to.

    ### On top of that, they had a brilliant sanity system - as you lost sanity,

    The sanity system was fun, but only for like the first three hours of the game, then it simply was annoying, since it had no influence on the gameplay at all, it was simply yet-another-sanity-sequence which one had to wait to get over. It certainly was a nifty idea, but the implementation was very non-impressive.

    ### If you have not played this game and you want a truly scary experience, give it a look.

    Never found Eternal Darkness much scarry at all, just to much bones and blood and stuff, all just looked fake and uninteresting in terms of story, since there was nothing happening to care about. That said I never played through the game, only the first 8h or so, simply got bored of it.

  116. Re:Horror no, but fear YES! by esper · · Score: 1

    ...you fear loosing... if you loose... I could die and loose my things... not only did you loose the weapons... if they loose they will be punished and loose whatever... not loosing your items... punishment for loosing... There must be some fear of loosing... punishment for loosing is too great... loosing over 15 hours worth...

    Where is your fear of not knowing how to spell "lose"?

    (Just to be on-topic for a moment, I completely disagree with you. Some gamers enjoy fear of "loosing" or being punished for doing so, but not all. I suspect not even close to all; neither I nor any of my friends are that competitive in our gaming.)

  117. Ugh the escapist by Some_Llama · · Score: 1

    I personally hate reading the escapist, I don't find it particularly entertaining and the way the articles are laid out is makes me feel like I am reading a gaming magazine, do I need 15 pages for an article that could be fit in one? oooh text on top and next to pictures, am I 3 years old and need to be placated with 3 lines of text and a 640x480 bitmap?

    anyway, that's why I don't read articles by them submitted in slashdot, maybe this should have been a journal entry but i'm sure i'm not the only one who feels this way.

  118. What about comedy? by Freetime000 · · Score: 1

    2 words.. Al Lowe

  119. Scary story. by Anonymous Coward · · Score: 0

    My kid asked for santa to bring him a PS3 and I shit my pants.

  120. No, neither is NEEDED by Moraelin · · Score: 1

    No, you've just told me that _you_ need stress in a game. (And another post down the line apparently needs fear of losing.) But from there to extrapolating that all humans need stress, it's a big blanket generalization.

    E.g., some of the most fun games I've played were Lucas Arts adventures like Secret Of Monkey Island or Day Of The Tentacle. There was nothing stressful about them. They were just funny. In fact, if anyone played DOTT in a way that made them get stressed, I'd seriously worry about them.

    The fact is, not all humans are the same and not all humans play for the same purpose.

    E.g., in the MUD/MMO arena we've known for years that there are, for example, Bartle's 4 player types, and they have fundamentally different goals and reasons for playing a game. A Socializer for example is there mainly to socialize or otherwise peacefully interact with other people, and they actually _resent_ being stressed by those they interact with. (Which makes them the favourite prey for griefers: a victim which takes it personally is the sweetest kind of victim for a griefer.) An Explorer for example is mainly interested in discovering things and plays in a thoroughly non-competitive manner: they're really _not_ trying to compete either with other players or with the environment. They're _not_ there (mainly) to either be the greatest in PvP, nor to achieve tangible material goals like gaining more xp or gold or epic equipment, nor to prove that they can overcome some challenge. I.e., there's very little reason to get stressed when playing as an Explorer.

    And you can see it the best in MMOs if you look not at the Real Man (TM) die-hard willy-waver gang grinding up their PvP rank, but at crafters and the occasional social class like SWG's Entertainers. Some people genuinely play those classes because they prefer doing something peaceful and non-stressing, and not just for gold for a bigger sword or as part of the hologrind to Jedi. Some people genuinely like to just, you know, get together and chat while hacking at an ore vein with a pickaxe, in a thoroughly non-challengin place. Some people genuinely like to get together and RP, or have a party in the Mos Eisley cantina, and forget the stress, not look for more of it.

    E.g., take movies or books, which are another popular passtime. The genres don't include just action and horror flicks, they also include comedies, romance flicks, documentaries, and generally a ton of stuff which causes exactly zero stress in the viewers. And in a sense you can see shades of Bartle's player interests again. E.g., an "Explorer" kinda personality might just watch a documentary on the Discovery Channel instead of getting all pumped up on adrenaline with an action flick.

    Basically, just because most games so far have followed the model of porn movies, where all they ever try to do is appeal to your base instincts and hormones, doesn't mean that that's the only model or possible audience. Yes, there are people who need stress and pressure, and you can see that at work too: some people don't seem to be happy unless they're stressed, and will actively seek or create reasons to be stressed. But then some (most?) don't.

    Basically, the sooner we get out of blanket generalizations like "all games need a challenge" or "all gamers need stress", the better off we'll all be.

    --
    A polar bear is a cartesian bear after a coordinate transform.