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报告翻译问题
https://store.steampowered.com/app/661790/Witch_Hunt
Idk its like you´re playing a paranormal hunting sim, and those two are the only good games I know, so its really a niche.
The second thing I think is scary is the randomized nature of events. With more linear games you can often predict what will likely happen next. Just finished a tense chase sequence? Well chances are you can relax for the next couple of minutes. Do you see a bunch of closets/beds/lockers in the room you're currently exploring? Well get ready for a "hide from the monster" sequence in the near future. Skinhunter is unpredictable. You might walk through the forest without seing the monster for 15 minutes straight after inital contact in one playtrhough or it might loop back to you and kick your butt a minute later. You never know what will happen next and that keeps you on edge.
Thirdly the consequences of death are relatively severe in Skinhunt compared to other horror games. Many modern horror titles will only set you back a minute or so when messing up a chase sequence or hide and seek sequence. Once you know that dying will only set to back to where you were mere seconds ago failure is no longer scary but frustrating. In Skinhunt not only can you lose a lot of playtime when dying but you might also permanently lose progress due to the random nature of the game. You might not be able to repeat a succesful streak of creature encounters or find that healing plant or shotgun shells you happened to come across before you died. Personally I would love to see even more drastic conseuquences to dying without having to move to hardcore mode. Such as having to pay blood to save at totems or a hunt failing after X reloads depending on difficulty.
And last but not least even though it may sound paradoxical but the fact that you have a weapon makes this game more creepy. The reason for this is that games with weapons allow for more agressive enemy design which would otherwise be considered "unfair" in a "simply run and hide from enemies" type of game. The fact that the player gets more agency means that the gameplay can be designed to be more punishing. If done well the balance of player agency vs player responsibility allows for a more rutheless gamedesign that really makes the player feel like they are on their own if they mess up.
Left 4 Dead has proven years ago that randomization is the way to go for horror games (even though i don't really consider L4D to be horror, not in the traditional sense at least). I still dunno why most horror games are still made in a linear, heavily-scripted fashion