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报告翻译问题
I will give you two suggestions to stat with as the gold standards.
First Project Zero (or Fatal Frame, in the US). There's two of the most recent here on Steam, but better examples are the first two games for the PS2 or Xbox. These games are in the mould of the film "The Ring" - very Japanese horror.
But it's more than that. Mechanically they're much like the older Resident Evil games, where you gradually investigate an area, mansion or whatever, unlokcing bits by bit, and solving mild puzzles.
But what you should focus on is HOW they paint the horror.
You have a camera as your weapon to "catch" ghosts. As the enemies are ghosts, this means they can turn up at any time and it leaves you with the unease of not knowing when this is. The graphics are grainy (like an old camera almost) so it adds a certain level of obscurity to not quite knowing what you can see.
The sound design is bleak and often very bare so all this adds up to you using your mind to fill in the blanks - that's the ROOT of good horror. It's not what you show, but what you DO NOT show. It's why Hp Lovecraft is so effective.
So focus on learning from how they do this, when the audio cues hit, how they pace the game, and when the ghosts come out, and so on. Misdirection of getting you to focus on a puzzle is a great time to catch you off guard.
Next, Dead Space - the original.
This is a well known game of course much in the same vein mechanically, but that's not what makes this so good. Dead Space has THE BEST audio design bar none. Get yourself some good headphones (I recommend something like Samson SR850s - you can get from Amazon from around £30 and they punch WAY above their weight). Turn the lights off and focus on listening to all that's going on as you play Dead Space.
The audio paints the atmosphere of a derelict spaceship perfectly. The ambience is spot on. But more than that the stereo imaging of everything is precise - you can hear EXACTLY where an enemy is without seeing it.
So start with those two and learn the beats from them.
Great one crunchyfrog
Limit the filler puzzles and linear crap. Dying repeatedly and replaying the same scripted set piece over and over or looking up a walkthrough to find the solution to a convoluted puzzle is not scary. It numbs the player to the horror. Those sorts of things ruined Amnesia and Outlast for me. When you have more intuitive level design and logical obstacles like Condemned:Criminal Origins, the game feels less artificial and video-gamey.
Most horror tends to focus on backtracking, but I always found this game design insanely boring. Again, this isn't scary. Venturing into the unknown is scary, not checking stuff off a list, or wandering around in circles looking for a fuse.
Take a cue from the Thief series. Use sound cues, allow some exploration, creative platforming or stealth.
And Fatal Frame and Dead Space give the two things that are most important for gettnig it down before you can move onto others.
Namely the parts of obscuring, lighting, audio cues, misidrection through diverted attention, atmosphere and so on. Story beats and pacing. Dead Space for the precise audio.
You get that framework down, and note how it works then we can move onto the finer points of other games like STALKER which does indeed have great stuff in it. But it's NOT a good starting point because STALKER is a lot of different genres in one. So it's confusing to start with as an example.
EDIT: As an addendum, I would also add the first Silent Hill on the PS1 to this too. It has very similar obfuscation and the fog teaches you that point about what you DON'T see and you imagine being the most scary. If you've ever druiven in foggy weather you tend to be tense as you think you're seeing things in the swirling fog. It's how our brains work.
But on top of that, the enemy designs are good examples in Silent Hill as they';re deliberately vague too - the nurses are faceless, the small creaures (or kids depending on your region) are ill-defined as they're meant to be burned and disfigured. It all leaves your mind to fill in the gaps.