It's Halloween, the day that St. Spooky was born for our sins. On this haunted occasion, I discuss what truly makes a horror game scary and decide that the worse a game looks, the better it is at frightening you.
With less impressive graphics, developers need to be a lot more inventive and work harder to create a creepy atmosphere. More importantly, low budgets and low-end visuals can create something that is both believable and thoroughly alien all at once.
The Jimquisition explains how!
Jim Sterling serves as reviews editor for Destructoid.com, head of the Podtoid podcast, and produces a number of news stories, original features, one-of-a-kind videos. With his passionate argumentative style, controversial opinions, harsh delivery, and dedication to brutal honesty Sterling is a name that you can't help but recognize.
Likes
PS2, iPod Touch, Silent Hill 2, Metal Gear Solid, Dynasty Warriors 3
Meet the rest of the team
| BBcode help |
| [b]Bold text[/b] |
Bold text |
| [i]Italic text[/i] |
Italic text |
| [url]http://www.dtoid.com/[/url] |
http://www.dtoid.com |
| [url=http://www.dtoid.com/]Web link[/url] |
Web link |
| [img]http://www.example.com/robot.jpg[/img] |
 |
Post a comment! You can also post a photo below:
Comment with Facebook
Click connect and comment instantly!
|
Comment with Dtoid
New? SIGN UP - it takes 5 seconds
|
59 comments | showing # 1 to 50
|
Comment with Facebook
Click connect and comment instantly!
|
Comment with Dtoid
New? SIGN UP - it takes 5 seconds
|
Comments policy
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?
Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!
Of course you could argue this for any type of game but the psychological nature of horror games gives these elements a very special way to work together when done right.
And while I did enjoy Amnesia my favorite scary game of this gen is still Siren: Bloodcurse. That game legitimately freaked me out with its atmosphere, controls and sight-jacking mechanic. I do remember there being a learning curve for it though. I still to this day can't make myself play it all the way through. Its just too tense. I was smoking a lot of weed back then so maybe thats what I need to relax my nerves.
Btw ever played Condemned? Man, I had to take breaks, because I couldn´t go on!
Resident Evil 4 and 5 were not scary whatsoever when compared to the original trilogy. Especially 5, which was basically Resident Evil: Michael Bay Edition.
Meanwhile, Amnesia makes my hair stand up on the back of my neck just from thinking about it.
Jesus, I remember when I watched a playthrough of that. Pretty fucked up. And the endings too. I think she killed herself.
Although seriously, I will say that I'm very disappointed in Silent Hill 2. The gameplay is shit, the graphics are shit, and it's not scary whatsoever. Apparently the story is good, but I stopped playing after spending 5 hours running around generic corridors filled with hundreds of locked doors.
However, I have to disagree Jim. Silent Hill 2 had state of the art graphics when it came out. It was a pretty game, and really, it still is. The original Resident Evil was also fairly impressive when it first came out. We were all used to SNES and then they come out with that, and it looked real. Also, in many ways Dark Souls shows that you can be terrified with a big budget game, and they're not even trying to go for true horror (if they were, I think they would succeed).
I don't think horror has to be low budget. Low budget horror is often great, for all the reasons you listed - but it's not the only way to go. I think your film examples were the most compelling - with stop motion animation and creature effects looking better than CG. But I don't think that automatically means that more budget means less scare. I think it just means that CG is less scary than something with texture and more personality and creepiness. If CG was cheaper, it would still be less scary in many situations.
Game designers can bring back the scares to big budget games, but I think it's going to come from Japan, or not at all. They're one of the only places that still even tries to make horror movies these days. Capcom clearly was trying to appeal to the booming co-op, online, FPS demographic more with RE5. Mikami wasn't there anymore. Team Silent isn't heading up Silent Hill anymore. If any of these people had access to a big budget, I would be pretty confident that they could make it scary if they really wanted to.
It is. Twisted and fucked up as hell.
I'd suggest you check it out, but I guess watching a playtrough has kind of spoiled the experience for you... It's kind of hard to explain how creepy that game can be if you don't know what to expect and you're lost.
http://www.youtube.com/watch?v=mclbVTIYG8E
I must also say that this is the best Jimquisition I have seen yet.
I Do think that Demon/Dark souls manages to create an atmosphere rivaling old school silent hill. Not necessarily from enemies but definitely locations. There's levels in those games I rush through and i just don't like them at all. Valley of defilement In Demons and Tomb of the giants, Blight town in Dark souls- and my god- i was lost in the sewer cursed for about 3 hours. I played Dark souls for 100 hours over my 2 week holiday, really too much.
I've played Dead Space 1, and Resident Evil 4 and 5 while being scared a total of one time. Playing the first hour of Silent Hill 2 scared me a solid two of three times, and it was all because of reasons Jim here listed. The audio felt very raw, and the monsters looked imperfect and worn-out in a sense. I felt like I was playing a horror game for once.
The problem with Doom 3, Dead Space, RE5 and whatever else is that they're shooters at heart, you are far too empowered, and they aren't doing anything special to freak you out and rely mostly on jump scares. RE5 doesn't do ANYTHING resembling horror design, it's a gory co-op shooter (which is still very fun).
The only time I was creeped out in Dead Space is when the invincible monster popped up.
RE4 at least TRIED to keep the horror vibe strong even with the great, improved combat.
Amnesia is a visually great looking indie game, the reason it succeeds in being scary is that it is DESIGNED to be.
It's dark, you glimpse a twisted creature out of the corner of your eye, it hisses, it sees you, you can't fight back at all, you run, it chases, you hide, the music is headache inducing, your dude is freaking out, the monster gets closer...
The game is DESIGNED to be scary.
Crappy visuals DO make things seem more alien, and thus more scary as it's so hard to figure things out, however it is still the DESIGN that matters most. Your typical retro game isn't scary.
For example, Pokemon isn't scary.
And yet as a kid I got FREAKED OUT at Lavender Town in Pokemon Red, the change in atmosphere was so different, the threats you faced were so different, the music was creepy. The game shifted gears and it was unnerving.
Good episode, by the way. :)
However, I believe the original Dead Space did that plenty fine. Stranded on a ship in the middle of space nowhere near communications and there's only two other people on the ship and you are nowhere near them? That's pretty scary in my opinion. The possibilities with that scenario are endless. The helplessness you feel as Isaac when you have nothing but a mining tool to take out these once-human creatures that are completely mutilated, almost beyond recognition...That's pretty terrifying to me. Not to mention the PC version had a slight mouse delay which made you feel even more helpless and disconnected. (Try playing it on hard mode where the ammo needs to be conserved and the enemies are tougher...then it really makes you sweat.)
I've also played Silent Hill 2, which seems to be the end all of horror games for most people. I ran around for the first 30 minutes of the game going "huh there's things on the ground and they try to run at me that's kinda cool," but for the most part I was only really nervous because the game sent me to a town pretty much by myself with little visibility. Most of the other tricks seemed a bit forced. It didn't feel very life-threatening. It seemed like the game was dropping me in a box with some blood and fog and saying "here, be scared! ooooo!" without giving me any reason to be. I say that, however, not having beat the game or played the original, so it may just be that I'm missing a piece of the puzzle.
TL;DR: developers focus less on atmosphere and more on things jumping out at you.
I agree with the most part of this, when I was a kid for xample, I was scared shitless of Wolfenstein-3D with those awful nazi bosses and mutants that yell at you when they saw you, when DOOM came out I wasn't scared anymore, despite I was killing satanic demons, I was too impressed by the graphics in that time to be scared.
Just because a lot of modern games get it wrong, doesn't mean it's not possible.
I'd say condemned certainly isn't an indie game, it's controls don't suck and it's not graphically ugly all that much, it just uses nice graphics (for its time anyway) to make thing realistically ugly.
I found condemned more scary than amnesia because it didn't rely on cheap camera effects for a lot of its tension, and it didn't wrestle control away from you as often. Due to control issues (moving shit in amnesia is clunky and imprecise) I found it not as immersive and so not as scary. Also knowing not being able to fight back meant you didn't have to, you never really had to face you fears/demons, it's takes more bravery to stand and fight than to run and hide. It like silent hill shattered memories, you knew there was no combat so you never feared it.
Not saying amnesia isn't scary btw.
As for games, I disagree on one title, Red Dead Redemption's Undead Nightmare managed to scare and unnerve me so bad I put off trying to finish it until the last two weeks. I think what stomped on me was the sense of hopelessness that title had. The world was big, but the world was full of zombies.
You see, after you've played a game, you know what to expect... You know where things are and you know what's in the room. You've been given a hunter's edge and it's as if a character in the horror movie is told that the killer's weakness is fire. It just removes every last bit of "oh my god, he's coming to kill me!" from the situation.
It is in this vein that games of today just aren't scary to us. Let our 5-year-old selves play them and see the reactions. Dead Space would make our child selves cringe. But many of us pick up games with the expectation that we will win and kill things. That these games put us in the roles of the likes of Secret Service Agents, International Arms Police who seem to have a pump that constantly supplies steroids to his body or former military, blah blah...
These people know how to fight outright or they hide some secret weapon or trait. There's always something special about them, and that makes them a little inhuman and more trustworthy to survive threats.
In games like Resident Evil and Demon's/Dark Souls you'll find yourself carefully checking corners before running around them because death is probably awaiting... with big, sharp, pointy teeth. It's games that fundamentally change the way you play them that are actually instilling fear. But, as in pretty much every game, your character gets stronger or you find better guns that waste the zombies with one shot and even kill the big-claw f*ckers pretty quick too. You know, assuming they don't insta-decapitate you... should have been more careful.
But as you play more games, you make a shift. This shift is very much like the shift from Alien, where a single, dangerous threat causes paranoia, death and even uses peoples' bodies against them to make more. Alien took advantage of feelings of isolation, desperation and helplessness. Aliens changes this formula a lot- now we have hardened soldiers going against the enemy. This is much like how Chris Redfield is a head-shattering beefcake battle veteran instead of a relatively inexperienced close-quarters fighter. Put Redfield of RE5 in RE1 and you wouldn't need ammo, just a power punch to the head of any zombie within 3 feet. While we're at it, we can forget the rocket launcher at the end. We're just going to use our bare hands... C'mere you pale, externally hearted bastard...
See how much a change of character can change how you look at a game? (or movie for that matter)
Secondly, you make a damn good point about stop-motion feeling scarier than CGI.
Fianlly, I really must play Amnesia.