One thing most (especially horror) games fail to utilize are chances to fuck with the player's mind in one way or another. Take the insanity effects in Eternal Darkness or Amnesia. Or that one infinitely looping tunnel passage in Stalker:COP. Or even just the unending stairs in Super Mario 64.
Are the any other good mindfuck moments? Especially one outside of horror games?
Aaron Williams
Fran Bow was great but there's this huge chunk in the middle of it entirely devoted to exploring a world of plant people and using time travel as the main mechanic. Plus all those little sections with alternate gameplay (that you can skip, thankfully).
I mean i understand they wanted to break up the overall theme and prevent player fatigue from the entire game just being American McGee Alice: the point and click, but maybe those part could've been executed a little better.
Like imagine you play a monkey island game and in the middle of it there's a cyberpunk noire detective story and then it goes back to monkey island. It's kinda cool, but at the same time it's not the plot and setting you set out for when you started playing.
Joshua Taylor
You should play the Penumbra games. They were made by the same team that made Amnesia, and are more proper games since death doesn't just respawn you, you have to load your last save.The second one has the good mindfuck stuff though there's really no reason to not play them all.
Julian Walker
Anticube 2
Gabriel Martin
I've never liked these surreal games, I'd appreciate them if they had a little background or story. Not pretentious garbage, just something simple to explain the setting
Logan Martinez
It's just some guy's map for a weird freetard game engine, not a full game.
Joshua Roberts
Fran survived in the end… r-right? she was taken by an ambulance in her delirious state and she was saved by the cops.
Bentley Ramirez
Anti-chamber. But the novelty gets old, but the game doesn't actually last long enough for the novelty to get old.
Jeremiah Evans
My favorite part was in the beginning where you are asked to go down the blue stairs or up the red stairs, and each time you do you end up in the same room with the blue or red stairs. The only way forward is to go back the way you came which takes you somewhere completely different from where you came from.
Tyler Harris
Yes
Nathaniel Jackson
The hospital elevator in Silent Hill 1, such a simple and underrated moment IMO.
You enter an elevator with 3 floors, you search the floors one by one which don't have anything useful, and when you come back disappointed and thinking where you'll go next, the button for a 4th floor appears
Jose Cox
Seconding Penumbra. Fantastic soundtrack, atmospheric horror, and the storyline evolves throughout the games so you definitely won't figure out everything about it at the beginning of the first. They try a lot of different horror themes, then tie them all together pretty nicely. The puzzles are fun, too.
Luke Reyes
Oh, that's a japanese thing. Tetraphobia.
It's because in their language "four" sounds like "death". So they don't count the fourth floor, they think it's bad luck.
Basically in SH you're going into "death" in that instance, that's why it appears, it's to add a sense of dread for the original, asian audience.
Thomas Jackson
Interesting. Thanks, user.
Dominic Thomas
Americans have the greatest culture
Mason Wright
No nineteenth story in schools either
Nathaniel Miller
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Mason Taylor
I thought this was a Chinese thing.
Nathan Morgan
iirc japan took a chunk of china's alphabet at some point in history
Angel Edwards
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Ryan Murphy
I thought the Japanese language just branched off of Chinese.
Dominic Allen
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Brody Morales
i dont know i'm not deep enough in japan history
Luis Gutierrez
I study Japanese and I can certainly confirm that it exists in Japan, both four and death are pronounced "shi" (し)
A quick jewgle translate shows that it is somewhat consistent in Chinese (pronounced "soo") but the way they are said is very different. Four sounds upbeat and death (dead) sounds dry and drawn out. In Chinese the way you say a word changes its definition dramatically which is why the language is infamous for its huge amount of tongue twisters and puns. Listen to embed related for an example of a poem that consists entirely of "shu" but the context and the way it is spoken each time makes it into a bunch of different words.
Josiah Cook
This is correct, but dont forget that it also applies to 7 to a lesser extent. They actually have alternate words for both four and seven because of this; four "shi" is replaced with "yon", and seven "shichi" is replaced with "nana".
Christopher Bailey
That section was very charming and had some very clever puzzles. It really made me take the rest of the world more seriously.
James Ross
It was fun for a while, but it got really obnoxious with the super-fiddly controls and inability to save in the middle of a puzzle. Like, I'm playing it to challenge my mind, not my ability to draw a perfectly straight line for five minutes or whatever.
Ayden Wilson
They're not alternate words, rather different readings for the same word according to the chinese (on yomi) and japanese (kun yomi) reading.
Dylan Reyes
That's what I meant, sorry.
Connor Campbell
That's pretty cool
Parker Jones
Well i didn't say it wasn't good, just that it was kinda thematically different from the main game. I do agree that it has some really challenging puzzles.
Joshua Gray
TBH I prefer them without story.
Brody Kelly
She's in a better place now
Brandon Johnson
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Jayden Perez
Americans pull the exact same shit, tons of buildings for companies and hotels don't have a 13th floor due to superstition, since it's generally regarded as an unlucky and 'dangerous' floor
Matthew Reed
What was that puzzle game of the girl with bunny ears trying to keep her sanity and slipping into yandere territory with glowing red eyes if you fail?
It has that ending where when you play windowed, she walks in from the side of the monitor and into the game.