Love it! I was talking with a buddy about something similar some time ago. Secretly updated games with additional levels you didn't experience during your former playthroughs. I was thinking about Portal 2 the whole time but in a horror game it could be much more effective.
I think there don't even need to be rare scares. It would suffice that other things happen than what you expect. Imagine failing at a certain passage during your second playthrough (a passage you also failed during the first playthrough with nothing out of the ordinary happening; but the game remembers) and the game continues with a complete other outcome. A game that would be make you distrust yourself would be so awesome!
I think there don't even need to be rare scares. It would suffice that other things happen than what you expect. Imagine failing at a certain passage during your second playthrough (a passage you also failed during the first playthrough with nothing out of the ordinary happening; but the game remembers) and the game continues with a complete other outcome. A game that would be make you distrust yourself would be so awesome!
"Now name five truly scary games that were released after 2006."
Sure thing.
1. Amnesia: The Dark Descent
2. Dementium: The Ward + Dementium II
3. Penumbra: Overture + Penumbra Black Plague + Penumba: Requiem
4. Project Zero 4: Mask of the Lunar Eclipse
5. Silent Hill: Downpour
---
Now, the blog itself. I like your idea for a game, I've had a similar concept myself (which I refuse to share since I'm trying to make it). I would definitely like to play a game like it, to at least give it a try. To me, the scariest thing in a game is when I'm not sure what I'm doing, I'm gonna give the latest example I can think of, from Silent Hill: Downpour.
(SPOILER WARNING!!!)
When you get to the actual 'town' part of Silent Hill you've lost your flashlight, thankfully you still have your lighter though to light up minimal areas. I start walking around the great free-roaming environment and come across a house with a lit-up cellar. Interested I approach the cellar and go inside. It's dark, it's messy and I hear the faint sound of a woman crying, I bring up my lighter and walk further in.
I make my way into a kitchen and see that there's a milk-carton with a missing girl on the side of it, her face has been made indistinguishable thanks to a marker pen, so I guess the person sobbing is her mother or at least a relative. I walk on and the crying grows stronger, I get to a gate-door which is locked, the sobbing is obviously coming from the other side. I realize I can't keep going that way and turn around, walking up a couple of stairs.
Up here it's quiet, I fiddle around with some stuff and come to the conclusion that nothing of value is here, disappointed I walk back down and... The crying has stopped. Not only that, but the gate is open now. I bring up my lighter again and slowly walk in, very carefully making my way forward. I'm starting to feel really weak and confused as to what the game is presenting to me.
The lighter has now become my only source of light, everything else is pitch-black and the room I'm in is pretty large. I find a chair sitting in the corner, it's empty, except for a handgun lying on top of it. I look around before making the decision to pick it up, and the screen goes black with a screaming sound. I can not see anything because I'm holding the gun.
I try to bring up the lighter and is greeted with a weird doll-like woman trying to kill me, in panic I bring the gun up which forces the lighter away once again, I can't see and I need to aim. In panic I start firing randomly with the gun, using the brief light from the muzzle-flash to find out where I'm aiming, my hands are shaking but after a few seconds I've got my sight set straight and I bring down the source of the enemy, everything goes quiet, I've got no bullets left in my new gun, and I had to stop playing for a while.
(END OF SPOILERS!!!)
That's the kind of thing I want more in horror-games, forcing the player to not see, forcing the player to now know what he's doing, because as soon as you are in control, you stop being scared.
Sure thing.
1. Amnesia: The Dark Descent
2. Dementium: The Ward + Dementium II
3. Penumbra: Overture + Penumbra Black Plague + Penumba: Requiem
4. Project Zero 4: Mask of the Lunar Eclipse
5. Silent Hill: Downpour
---
Now, the blog itself. I like your idea for a game, I've had a similar concept myself (which I refuse to share since I'm trying to make it). I would definitely like to play a game like it, to at least give it a try. To me, the scariest thing in a game is when I'm not sure what I'm doing, I'm gonna give the latest example I can think of, from Silent Hill: Downpour.
(SPOILER WARNING!!!)
When you get to the actual 'town' part of Silent Hill you've lost your flashlight, thankfully you still have your lighter though to light up minimal areas. I start walking around the great free-roaming environment and come across a house with a lit-up cellar. Interested I approach the cellar and go inside. It's dark, it's messy and I hear the faint sound of a woman crying, I bring up my lighter and walk further in.
I make my way into a kitchen and see that there's a milk-carton with a missing girl on the side of it, her face has been made indistinguishable thanks to a marker pen, so I guess the person sobbing is her mother or at least a relative. I walk on and the crying grows stronger, I get to a gate-door which is locked, the sobbing is obviously coming from the other side. I realize I can't keep going that way and turn around, walking up a couple of stairs.
Up here it's quiet, I fiddle around with some stuff and come to the conclusion that nothing of value is here, disappointed I walk back down and... The crying has stopped. Not only that, but the gate is open now. I bring up my lighter again and slowly walk in, very carefully making my way forward. I'm starting to feel really weak and confused as to what the game is presenting to me.
The lighter has now become my only source of light, everything else is pitch-black and the room I'm in is pretty large. I find a chair sitting in the corner, it's empty, except for a handgun lying on top of it. I look around before making the decision to pick it up, and the screen goes black with a screaming sound. I can not see anything because I'm holding the gun.
I try to bring up the lighter and is greeted with a weird doll-like woman trying to kill me, in panic I bring the gun up which forces the lighter away once again, I can't see and I need to aim. In panic I start firing randomly with the gun, using the brief light from the muzzle-flash to find out where I'm aiming, my hands are shaking but after a few seconds I've got my sight set straight and I bring down the source of the enemy, everything goes quiet, I've got no bullets left in my new gun, and I had to stop playing for a while.
(END OF SPOILERS!!!)
That's the kind of thing I want more in horror-games, forcing the player to not see, forcing the player to now know what he's doing, because as soon as you are in control, you stop being scared.
@Sir Tobbii, I was thinking Dementium and Penumbra but I'd never played Dementium so I couldn't comment, and I was unsure of Penumbra's release date. Also, if Downpour offers scares like that I need to get my hands on a copy.
@therealdanhill, That's the post I was referring to. Some fantastic ideas on there.
@therealdanhill, That's the post I was referring to. Some fantastic ideas on there.

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