Do you agree that horror games are much less scary when you have some means of defending yourself or fighting back?
Do you agree that horror games are much less scary when you have some means of defending yourself or fighting back?
Look at how much soul they put into that. The acting is on point because everything had to be communicated through visuals.
They become less scary if you take it to either extreme.
>no means of defense
Eventually I get tired of being stalked by the enemies and dying. Scares mean nothing when it eventually becomes rote memorization of stage layouts and enemy placements
>Means of defense are too good
The game becomes a shooting gallery and I don't have to worry about much of anything.
My ideal option is the middle ground. You can defend yourself but the means to do so are restricted by scarcity and lowered effectiveness. Enemies might be stopped or killed but areas are never completely safe and if they are it comes at a sharp cost to resources.
So that's how La Parka died...
They're more scary when you do. Running and hiding just boils down to the same rinse and repeat chase after the first few encounters. When you can actually defend yourself and you have to choose how to do so without 100% being certain that it'll work it gets more intense than just skedaddling out of there and waiting it out.
It's no Foxy Grampa
Also note this was done in one recording take since they couldn't waste film back in the day.
they are much less scary when the horror is something that you could potentially defend yourself from.
don't bother, Yas Forums is full of fucking Boybros
u a funni user, i kill u last
I know what you mean and I do agree with you in regards to the middle ground that part is almost impossible to balance properly
You either get too many resources and it turns into a "shooting gallery" or you just get caught or RNG fucked and waste resources for nothing
>weaker enemies through out the game
>you find a weapon that can put them down with effort
>then a much stronger enemy comes to stalk you
I’m surprised more games haven't expanded on the silent hill/resident evil, “fight or flight” style. Like, make bullets and guns rare as fuck but op as fuck. melee is high risk, high reward. And stealth mode is an option, but if you fuck up you have some serious problems.
Horror games become less scary when you realise it's just a game and the only scary part is doing all that shit again.
If there is no way to defend yourself then the game just becomes about running away and it becomes incredibly linear and simple to understand. "Bad guy = run"
The same can be said if you have a machine gun and 10,000 rounds. "Bad guy = shoot"
You need to give the player an honest choice between fighting or running and it has to be made on the spot without any sort of planning or thinking. A guy jumps out and you have to decide in a moment if you think you can take him or you need to get the hell out of there. When you have to make a choice, that is when it gets scary.
>that part is almost impossible to balance properly
It is, and with the way things are now between dynamic difficulty and action horror being more profitable I don't expect to see devs put in the time to adujst things.
The middle ground works when the game considers enemy placement, expected player actions, weapon damage. And all of this is contained within a limited inventory space system to keep players from carrying too much of anything without trading off other advantages.
Reminder that Buster Keaton is miles better than Chaplin
I wish skeletons were real.
By far and I don't understand why he doesn't get the credit for it
Oh, user...
user DON'T FALL FOR THEIR LIES THERE'S ONE INS
Is there more of these?
Love me some mute cinematography.
it's called youtube
>you never actually see the eldritch monsters directly
>if you do the screen goes black before you get a look and its an instant game over
Autists like this are the reason why horror is dead as a genre. The autist is immunized to fear, unable to immerse himself in a scary situation, instead always simplifying it to being just a game.
Hey, I had an idea for a survival horror mechanic. Some games, when you reload, you drop the whole magazine, others you save the ammo. Why haven't devs allowed you to choose? You're up against the wall? quick reload. Just strolling along? slow reload. Just make sure you really exaggerate the slow reload. Maybe you can mash R to trigger the quick reload, emphasize the panic.
Didn't Orson Welles call Chaplin a creep like Woody Allen?
He called it the Chaplain Disease. Where a man acts meek and self-deprecating out of arrogance.
>unable to immerse himself in a scary situation
I am, that's why I care about whether or not the game is going to just be sending whatever nemesis analogue up my ass every 10 minutes and I have to hide in a closet. Or if I am carrying enough bullets to stock a small liberian child army. Because I am in fact playing a game and mechanics impact player experiences.
Haha, just like me.
Potentially, but a lot of what makes ‘horror’ games work is when they’re actually scary. If there’s next to no gameplay and it’s not scary I get fairly bored. RE2 was a lot “scarier” than both Outlast games I’ve tried lately.
Me being so desensitized is an entirely different matter, but I really do like a good horrific atmosphere even if it’s not scaring me.
No, its still scary when Laurie manages to fight off Micheal Myers in Halloween, Micheal Myers is still threatening, the real issue is when it becomes a certainty you can fight off a monster.
what anime is this
I prefer action games with horror themes. Also the problem is oversaturation of defenseless horror games started by Amnesia.
Welles also called Keaton the most handsome man in Hollywood. I realized this watching The Cameraman the other day how you don’t notice it because Keaton was so good at playing the hapless simp. But if you pay attention during the changing room scene you can see he’s got a very toned body.
There's only so many times you can reload a checkpoint because of dying defenseless, it gets old at some point.
Contrast that to Resident Evil where you can fight back but have to pick your fights and conserve resources, at least in the early stages.
no shit do you see his physicality and coordination in these movies? It's no wonder that both Jackie Chan and Tom Cruise make their stunt men watch this shit to get themselves in the right mindset.
somebody post the webm of Keats and the hat girl
Literally timeless
No, it's even better when the decisions you make in every fight carry over to future encounters. That's why survival horror works so well.