Why do people prefer horror games where you can fight back? That isn’t scary. Games like these are scary. Fighting back is AAA retard pew pew shit.
Why do people prefer horror games where you can fight back? That isn’t scary. Games like these are scary...
Because people prefer an actual video game?
>falseflagging to get people to shit on an unreleased game
for what purpose?
Because these games are actually scary. Pew pew retard shit isn’t scary. Silent Hill and Resident Evil aren’t scary.
see
Penumbra was a lot scarier and you could fight back with an axe.
Nah the scariest thing about amnesia is that you can’t fight back.
In real life being unable to fight back is scarier. But in a game, the developer designed the game around you being unable to fight back. So it's not scary.
In a game where you have resource management like ammo or defense items, you could seriously fuck yourself in the early game and be unable to complete the game because of your own bad decisions. That makes it scarier.
Nope, once you die once or twice all scare is gone and it's just silly.
In real life you can fight back. That’s what makes it scarier is when you can’t fight back or do anything.
>The developer designed the game around you being unable to fight back so it’s not scary.
How? It’s no different from real life then.
>Nope you’ll just die once or twice and all the scare is gone.
Never once did this happen in Amnesia for me.
youre supposed to be able to fight back excpt the enemy hard
else its just a boring walking sim
Because I know that the enemy is going to walk a certain path that has enough of an opening to allow me to sneak past them. Or if I do get seen, I'll be able to outrun the enemy. I have the resources to deal with the situation regardless of my previous decisions.
Whereas in something like Resident Evil, I could've spent all my ammo on the first few enemies and then have nothing in the late game.
For me it's the opposite. If I can't find back, then it feels like a dumb game. What's the point of being scared when you can't even do anything anyway. It's like worrying over spilled milk.
If you can fight back, but you're fucked 99% even if you do, that's when it gets terrifying.
>Because I know that an enemy is going to walk a certain path or have enough of an opening for me to sneak past them.
Yeah, no shit. It’s a stealth game. Do you just not like stealth games in general?
Resident Evil and Silent Hill drown you in ammo. There’s no point in being scared when you can blow through most of the enemies.
games where you can't fight back are for cucks. Games where you can't fight back are boring af also.
>Yeah, no shit. It’s a stealth game. Do you just not like stealth games in general?
I do like stealth games. I just don't find them scary.
If you’re fucked 99% in a game even when you do fight back, then there’s no point in being able to fight back to begin with.
You're assuming that a horror game's quality is measured only by its ability to scare you. there's other stuff too. gameplay, atmosphere, monster design, level design, story.
Yeah what else should a horror game be? The only type of games that can get away with walking sims are horror. It’s all about what’s scary.
Amnesia isn't fucking scary when the fail state Is just waking back up in the same spot with zero penalties. After my third death something clicked in my head and ruined all of the immersion from me because I could just run straight to the end of the level with zero risk and all of the reward. Soma had the same problem and I think that those games (along with its devs) are overrated. I remember penumbra being good but I haven't played it in a while. A good horror game (regardless of if you can fight back or not) does a good job immersing you into it. A game like amnesia can do that really well until it becomes more gamified. Of course, different people have different tolerances and wouldn't be bothered by it and keep playing it while being scared. Once you start talking about good horror games it becomes more about personal preference.
>Frictional Games
>Overrated
A game not having super strict penalties is such a stupid reason to not be immersed in the game. Play Hard mode it’s way better and fixes every problem you’re talking about.
Games where you can't fight back are boring. At that point, the video game becomes a running simulator instead of an enjoyable video game.
>Durr hurr I don’t have patience for stealth games
there's many ways to be scary. it's not just about being able to fight back or not. I can fight back in RE7 but it's still scary.
>horror game allows you to fight back
>but there's also an enemy that slowly walks towards you, is invincible and kicks your ass in one hit
Amnesia has no replay value, and barely a quarter of the way in once you've "seen behind the curtain" as it were, you realise how much of a weak game it is.
The game relies far too much on scripted sounds and atmosphere. The enemies look ridiculous on closer inspection and have the worst AI imaginable. I've crouched right in front of something and it can't see me, then it carries on its scripted pathway.
The problem is Amnesia was built on a pile of over exaggerating Youtubers getting "scared" to get clicks. The actual game is really weak. It is a wait for sale, one play through type game. Half the reason the game kept saying "use headphones and play in a dark room" was because it relied on these things for atmosphere.
The game has amazing lore though. The gameplay just sucks.
Yeah the lore is alright, but without gameplay it is essentially a glorified walking simulator.
Resource management creates tension, it could be ammo and healing items in RE, it could be oil and matchs in Amnesia.
The game definitely hasn’t aged well I’ll give you that. But it was awesome back when it came out and people didn’t know the mechanics.
The game devs have even acknowledged the problems with the original and are now moving away from the walking sim aspect. I think you still can’t fight back but there’s more item management and mechanics.
you can fight back in Splinter cell, but when all the chinese "sprinter cerr" operatives storm the fucking building in the Bathhouse level in Chaos Theory, the anxiety was palpable.
not being able to fight back is just maddeningly annoying most of the time, especially when it's just endless "juke the big fat man who makes weird noises and ominously plods towards you"
Condemned Criminal Origins did it really well - you have to balance between attacking and not getting panicked by bums and mutants playing personal space invaders. Same with Dead Space, once something got inside your bubble, it became much harder to take them out without spamming the force gun
based, DS2 when you have to stasis him while trying to hack the fucking door was peak panic for me
This and his Giga nigga brother in DS2 were great moments
> You have to take your eyes off said enemy for a short period of time to solve a puzzle
> He closes up on you while you do it
Fuck that section
doorhackmind
>it was awesome back when it came out and people didn’t know the mechanics.
The problem is, a quarter of the way through the game, you understand the gimmick. The issue isn't that people know the gimmick and tell others, it is that the game itself relies on things to disguise its problem.
And what exactly is the problem?
Bad AI, rather simple scripting, glorified walking simulator with no real puzzles, too easy and reliant on an atmosphere that isn't that scary.
What about a game where the more you fight back, the scarier it gets?
Song of Horror has no actual combat but is still scary since the enemy you fight is invincible no matter what you do to it. Plenty of games where you can’t fight back are filled with uncertainty and scariness.
Resident Evil 2 isn't scary and you CAN fight back
walking simulators were, are not and will never be horror or survival horror. they the product of onions filled scared rejects who hid under the blankets when they were little
Silent Hill is very tense, atmospheric, and a lot more scary than Amnesia generally speaking. Resident Evil is not scary, but it is a perfectly designed puzzle game so it doesn’t need to be.
To me Penumbra was dying multiple times trying to kill the dogs so you could solve puzzles in peace and that really took me out of it.
Because defenseless horror games are boring glorified failed movies that only appeal to hipster trash.
This. Dying once or twice is scary. After getting killed multiple times because the game literally only has "you're safe" and "you're dead" settings, it just becomes frustrating and annoying.
This. Very much this. That's why Resident Evils 7 and 2make aren't as great as the rabid fanboys claim. One fails on monster design, and the other fails on story.
>Real horror
No such thing. A game either is horror or it isnt. Separating them underneath the logic of “lul needs weapons” is just retard talk.
What about Song of Horror and SCP Containmeny Breach?
i've never used the word "Real" and for good reason. you argued with a non existing premise.
>Song of Horror
never heard of it, how is it?
Amnesia, Outlast and Alien Isolation are horror no matter how hard you try to claim that they aren’t. Please use your brain tard boy.
alien isolation has weapons and/or allows you to fight back. amnesia and outlast are walking simulations with absolutely nothing scary in them let alone horror. hear noises, run and hide in a closet for 5 seconds. rinse and repeat.
in a game that lets you fight back? you can try to run past risking it, you can try to fight back, you can try to stealth your way and you can innovate from a conceptual POV - see the camera in fatal frame series for example (something you can't do in walking simulators because that's the only premise the genre allows - run and hide like a faggot)
It’s sort of like silent Hill with a third person view but there’s not that many ways to fight back. I’ll tell you why unless you don’t want it spoiled.
>Asked how are they not horror games
>Spergs out
Retards like you are why I keep coming back here for entertainment.
I get both sides. If you can’t fight back there should be a mode/code when you can. After playing outlast 2 I was hoping for something like a shotgun to blast away stupid fucking religious hicks.
shoot me, I aint got 50 bucks to spare for a telltale like game
>x is horror
>no it's not here's why
OMFG LULZ STOP SPERGING OUT LIKE 4 REALZ HAHAHA THAT'S WHY I COME BACK HERE HURR DURR
keep being deluded faggot - running like a faggot is not horror, is peak su0y and it seems that it suits you like a glove
I dunno man, the molded freaked me out.
I’m sorry that your goldfish attention span and pea brain won’t let you get into horror.
don't get me wrong, game looks fine but but that episode formating.
Oh, as an individual monster type, the Molded were perfectly fine. But literally the only enemies in the game were "Baker bosses" and "mold men". It got repetitive really quick.
Literally nothing that you’ve said so far doesn’t make the game not horror. There’s a shitton of horror games where you can’t fight back and a lot of them are regarded as great. SCP Containment Breach is one example. A lot of the earliest horror games had no combat at all.
How does the episode formatting prevent you from getting into it?
>SCP Containment Breach
nice b8 m8
>a lot of the earliest horror games had no combat at all
which ones come to your mind? the earliest one I've played I remember was the 1st alone in the dark
fighting back is good when your resource is limited as fuck, so every bullet you waste is one less occasion to get out of a bad situation.
I think the best way to make a horror game is making death fair but punishing, with a save system that's also not safe.
Alien isolation had an amazing save system and it's a shame not many horror gams pick it.
But really, horror in game is hard, cause you always have a modicum of control and dying is not the end, so after a bit you stop being afraid since you know you can always load up the latest checkpoint
episodes is a great way to inflate a game's price and I'm against it. Come one, 8 greens for one hours of gameplay?
The best horror games give you the ability to fight back but fighting is ineffective. Bonus points if the controls are really shitty.
>It is a wait for sale, one play through type game.
this is every "can't fight back" horror game. they basically have the same effect as horror movies. first contact can be amazing but then when you know what to expect it's not effective. at least with guns you can replay for the fun of the shooty tooty.
>List examples
>N-no!
Alone in the Dark, the first Resident Evil you could barely fight back, etc etc
so your problem is with enemy variety, not design.