Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It is especially hard if the protagonist/player is a capable and strong character.
So they just fall back on jumpscares and the "I'm a helpless wussy and have to run away" mechanic.
lulz.
I hate this mechanic, I actually feel more fear in games where I can actually defend myself somehow with weapons or your enviroment instead of just running away like a pu$$y the only way to "succeed"
Hell yeah.
I want a game done in the style of Predator where your character is some highly trained bad@$$ with all kinds of back-up and weapons, and yet still pull off being scary by using traps and psychological ploys and such, while still having antagonists that can be killed along with you.
I would have to agree, as you can kill everything, but there is still stuff like the gargoyles that will knock you down a few pegs on the bad@$$ scale.
*pow pow pow* Oh crap! Not them! *runs away*
+1
Pokemon on your phone, best game ever! I got a glowie pokemon!
The original R.E., F.E.A.R, some of the Silent Hill "series", Dead Space and to an extent, Amneisa are extremely well crafted in creating and projecting an undsettling atmosphere to the player which lends itself to the capacity of horror.
Other games, as mentioned generally above, rely on jumpscares, excessive (or simply bad) gore/effects, trite plot and do not (even attempt to) generate atmosphere.
The reason for the failings of the latter cases, I suspect, are mainly due to inexperience but also a considerable skill/talent (including other resources of time/money) gap and sometimes lacking devotion to the project - that is, not caring enough to flesh out the details or polish the porduct. A key indicator with startups and inexperienced developers on their first few attempts to rush products to market.
To make a horror game that doesn't actually suck, it needs to be made by intelligent people. Most intelligent people don't make horror.
There you go.