In hindsight, how spooky was this?

In hindsight, how spooky was this?

Lots of jumpscare.

It was pretty spooky.
doesn't know what he's talking about.

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We'll never fully know because PS4.

I had a harder time watching it then I did going to see the first Paranormal Activity in theatre when I was a Freshman.

Best part is when its starts "glitching" and goes beyond 4th wall with hints at its development process.

Also, what I truly dislike from this game is how trippy everything looks. Even the ghost shakes it's head and jump on you to posses you. I hate horror games where nothing feels real and everything tries to scare you without subtlety. There's no unnerving paradox and idiosyncrasy in such scare. It's shit emotional manipulation for plebs who watch flavor of the week horror flicks and top 10 japanese horror joints.


Cant get more jumpscary than that.

Pretty spooky. The story/themes seemed really interesting too. I'm butthurt that we'll never get more of it.

Jumpscares is to horror what regenerating health and cover system are to fps.

It's not even that jumpscary, you fucking basketball. If you die, it's because you deliberately did shit that you know will kill you.

yeah, whatever

It's about the cinematography and editing you dumb fag.

What's not jumpscare is observing this pic.

I mean if the pic had no white border highlight.

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there are people in this thread defending jump scare trash.

They didn't just cancel it, they got Sony to remove it from the PlayStation store and delete all existing data of the game from every PS4 that downloaded it.

nope… I still have it.

THANK YOU

no

It's easy to make an FPS game without regenerating health and cover system, but to make a horror game without jumpscare would take a huge effort and skill.

dubtrips speek the truth

you're confusing game mechanics with story mechanics.

More like visual theme or mise en scene.

I think that ruse of an ARG after/around the demo was spookier. Nothing ever came of that, right?

goddamnit, she couldn't just stick to making retsupurae unfunny?

Jumpscares can work really effectively if done with a proper set up. If all you have is a jumpscare then it falls flat on its face, and is cheap as a consequence.

Just look at Scratches. That game has two scares, both jumpscares, but because both of them have good setups it works great. Nobody around here has ever talked shit about that game, and that's because it treats jumpscares with respect.

I'm pretty sure we'll be getting something like it with his not-silent hill spooky title.

There was one.

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What did she do this time?

At least two, and both of them appear frequently.

If it's still jumpscare, that's meaningless.

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Is there an inbetween for spooky atmosphere and jumpscares? Something that attempts to scare you but doesn't feel cheap?
Is there a game like this?

Horror games should be slower and subtler. The horror should come from observations of the weird things that looked small and meaningless at the first glance.

how do you even leave your home?

This. Jumpscares are cheap and the easiest thing to do. It takes skill to make everything around you get spookier and spookier without relying on jumpscares.

Is this video a good example of horror?

It's got one youtube fodder jumpscare. As a game it's an absolute piece of garbage. It's no wonder they canned it.

It's only meaningless when there isn't a good setup. Hell, some jumpscares drive a plot forward.

pic related. A combination of mood, atmosphere, setting, and music comes together.

I have to agree somewhat, it's hard to be scared of something when there's no actual danger.
The game was creepy, but not scary.

don't ask me user, the only thing that scares me is stuff that happens in real life.

Close, that video had a steady progression of tension and atmosphere. But then it cuts the immersion by turning the warning broadcasts into a diary, and loses all that tension by the end.
It's important to make the audience keep believing that it is real. Even if the story is about aliens in space, there has to be some consistency.

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That from scratches?
I love horror vidya but had to watch the rest of that shit on jewtube the moment i entered the basement
That one in cryostasis with the projector was breddy good too as far as jump scares go

2spooky4me

I seriously couldn't play it. Yes, I'm a giant pussy.

I think a good stealth game and a good horror game are both defined by the same core: vulnerability and the need to hide from / evade threats.

A good stealth game is one in which the player knows that combat is not a viable option, that they must sneak. Games like Dishonored or Crysis or EYE, these are not really compelling stealth as their stealth is an optional tool to aid in killing people. Effective stealth games like Thief do not allow for a viable combat path; you hide because you have to. So there is tension and a threat, because if you are spotted, you're in trouble. Not so in, say, Dishonored, where getting spotted is just a nuisance.

But this also applies equally well to horror games, because the tension and fear that make for good stealth gameplay also make make for good horror gameplay. In compelling stealth (ie, non-optional) the player is already experiencing tension and some level of fear of being caught, and from there you can just build up the environment and enemies to be more condusive to fear (eg, instead of a cozy manor filled with human guards, an abandoned factory filled with undead).

Thief has regularly taken little jaunts into the horror genre here and there (on a level by level basis) and it's always been able to do so effectively because (for the original series) it's a damned good stealth series, and a good stealth game is the foundation of a good horror game; all you really do is palette swap into a more creepy atmosphere and you're good to go.

I think this gets close to what defines horror, is the audience having a sense of vulnerability. What makes something scary is the thought that "oh this could happen to me" or "I'm not prepared for what's about to happen".
If the protagonist is seemingly flawless and/or equipped to match his opponents, than it won't seem like a scary experience.
A good horror game I can think of that puts the player in the shoes of an incapable fuckwit is Hide.

Fucking nailed it. All of the faggots who cry about jumpscares are the ones who can't handle being genuinely startled and made uncomfortable, but obviously that's beta as fuck and extremely embarrassing, so they go into damage control mode with smug shit like:
>i only like SUBTLE not scary horror

These are the same faggots that unironically use terms like "souls-like" and "feminine penis".

jump scares are a cheap tool when you don't actually know how to make something scary or fear enducing; they are to horror what the elder scrolls are to RPGs

There isn't a single horror movie or game that is genuinely scary that doesn't have at least one jumpscare.

so every single horror movie or game has atleast one cheap cop out

Heh

You just proved my point
It's a lazy cop out

it was great. This is a PC gaming board however, so you won't find good answers here.

So you prefer your horror movies and games to not be scary? Yes or no.

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I prefer them to not be lazy

That was a yes or no question user.

There's a scene in Halloween where there's no music, just a cop standing still in the dark. And then Micheal Myers just grabs his shoulder. Nothing else happens, but it's a very good jumpscare.
A jumpscare is like an orgasm, it's sudden, but it's the buildup that counts.

Give this one a try then.

That's fucking retarded.

Fuck jumpscares. You know what's actually scary in a video game?

Being chased. Especially when the one chasing you is a blood-thirsty, sanic speed giga-nigga that can fuck your shit up without even really trying. Bonus points if it's invisible or can become invisible.

Jumpscares < Spooky Atmosphere < Being hunted like a dog

then fnaf must be a masterpiece in your eyes

neither of those games are scary, and you posted one of stalkers shitty jumpscares.

Being chased is just a longer jumpscare, user.

cmon now user dont you love amnesia? Literally the best horror game EVER made.

source

I want to say its layers of fear but i could be wrong, i seem to vaguely remember brote streaming it

what about a game where you're constantly on guard and are endlessly bombarded by an assortment of indescribable terrors.

Thanks, I found it.

Are you saying all those games or movies that have jumpscares wouldn't be scary anymore if those jumpscares weren't in them?

Also, jumpscares don't scare people, they startle them. Which means fuck all in terms of competence as anyone with 20 braincells can make a video that startles the audience with a jumpscare. They are lazy, shit, and only annoying. Anybody that thinks jumpscares are elemental to horror is a moron.

I still remember how scared I was when I was watching Insidious where that one creepy guy appeared in the child's bedroom behind the curtain because it took me half a second to realize he was there. One second later the director thought it might be a good idea to amp up the volume and startle the audience with a shitty piano sound effect because they thought people wouldn't get it otherwise.

Biggest issue to me was that I wasn't even startled. Just annoyed as fuck that they broke the fourth wall and took a scary moment only to shit all over it.

Wouldn't work, people get used to it or learn to tune it out.

Oh, the actual vid, my bad

Good horror builds tension, and jump scares (or scenes which are in practice just drawn out jump scares) cash in on that tension, catching the audience off-guard while they're already tense for a massive payoff. Bad jump scares (cat scares, or those without adequate buildup of tension) momentarily startle the audience and leave them feeling cheated.

Pretty fucking spooky. Great use of peripheral vision for atmosphere.

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Stalker. The game is more of an adventure game. The horror kicks in when you go exploring/spelunking into places. It's genuinly unsettling. As far as I know, in Call of Pripyat, there is a completely empty town that manages to spook the fuck out of you while doing nothing at all. No jumpscares or anything of the sort. Just pure atmosphere.

I know you're a (1) and all but both of the "spooky" shorts from this guy have already been shown, posting one again, isn't going to change anyone's mind.

How something this primitive can run so poorly? Hell, Wolfstein 3D looks better.

They're an effective means to keeping the audience aware and on edge, as they won't know if or when another could happen. Citizen Kane is the first and oldest known use of it in this fashion, and it does so wonderfully in what would otherwise likely have been a mundane fade-to transition.

???
It's still on mine.

is cityzen kane good or just a meme

I don't know because I'm not huge on movies, and as such never bothered to watch it.

This user is correct.

Also I like jumpscares that do quiet droning noise after a long period of silence or just no sound at all, but the object suddenly cuts into a closeup, rather than ear rape. The japanese seem to get this right, hard to find example though, but imagine that startup sound of this one TV that everyone gets triggered over.

Oy yeah I really like nana825763. he makes really cute and spoopy stuff mate.

I liked cityzen kane but its no cityzen kane.

There's no need to pay off tension in horror with a jumpscare, that would be extremely cheap and cliche. Oh yes, it startles you, but it doesn't allow the horror to continue beyond the events on the screen, the horror ends there. It would be an insult to both the horror and the tension that you have created, and the player's own emotional intelligence, you're just toying with it. Why kill the image so quickly? We need to preserve the image.

Here's what I tell you, tension and horror should become one and the same. I'm not saying that there should be only tension and nothing happening beyond that at all. Tension shouldn't just lead to horror, and horror shouldn't just become the end of a tension. The player should feel horror and tension at the same time, a suspenseful horror.

For example, imagine a scenario where you entered a large bedroom, or a hallway. The room or hallway would be completely lifeless and quiet, if it wasn't for a faint sound of creaking rocking chair positioned in the middle of it. The moving rocking chair iss really out of place, and there was a figure sitting on it. As you walked closer to it to inspect it, an eerie monotonic synth music would play from complete silence and gradually becomes louder. Upon closer inspection, it was a morbidly decayed old woman sitting on the chair, somehow she was able to move the chair like if she was still alive. She held a key item that the player needs. No, she doesn't to jump and scream on your face, or even stand up and walk off from the chair. She would keep rocking the chair unless you attack her or try to leave the room with the item. And when she stands up, it shouldn't be in an exaggerated manner, but instead in an elegant, ghastly movement, like a how a rotten corpse dug up from the grave is supposed to walk.

Another example of a scenario would be a figure dressed in white, sitting on one of the branches of an elm tree at midnight. She wouldn't shriek, she would just make a faint calling voice to make a player with some sense of awareness to notice. As the player looked above and zoomed at her, she wouldn't jump down to attack the player unless the player shoots her, she would greet him with a never ending dreadful smile or grin.

Lucio Fulci's Zombi 2 is an example of a horror movie without the cliched buildup-tension-payoff method. The zombies didn't need to appear in all of sudden in a peekaboo sequence to become scary. You're scared of the zombie because you're scared of how the zombie looks. They're disgustingly rotten corpses that slowly rise from the ground soil and slog their way to eat the living breathing characters, there's no meaning beyond how they appear on the screen. Instead of payoff, you get the climax of a suspenseful scare. It's when the zombies ate auretta gay's neck and accidentally pierced professor's wife's eye with a sharp wood. You expected them to escape, you didn't expect the violence to be actually shown, but Fulci actually shown everything in all it's glorious details, the absolute madman.

Of course my examples aren't perfect, but it should give you the image. I find observation based horror to be legitimate and sophisticated. The game should let the player question, discover, define the horror by themselves, therefore making the horror feel a lot more personal and enigmatic. It doesn't feel scripted, it doesn't feel like an insult to the player's intelligence. Such style of horror would benefit greatly from the interactivity of a video game. Sadly, I think I've never seen it being used by anyone, or at least effectively. Maybe I've seen it in Silent Hill, I don't know, it still felt too quick.

All of that is extremely tame and not at all scary, which is why nobody does it.

My examples aren't perfect as I've said before, but I think they would work a lot better in visual form than just being described. And why do you consider it tame, because it doesn't give you heart attack? What is not tame according to you? Sudden jumpscare?

Pretty much, yeah. That's your fight or flight instinct being activated, and that's what true Fear is. The situations you described were purely in the "Oh that's a bit creepy" territory.

I don't know if you've ever been in a situation where your adrenaline is pumping and it feels like your entire body is being electrified and you're amped to the fucking moon because this is a real KILL OR BE KILLED moment, but that's what horror tries to replicate in a safe manner.

Speaking of horror and stuff, what's someone's opinion on Resident Evil 7 standalone on only spooky stuff of course? Demo was pretty horrific, and it had little jumpscares in it.

If you don't find the revelation of someone hiding in your basement scary then you need help. That is primal fucking fear.

It has good atmosphere, but it's not scary. Same with P.T. They know how to build an interesting environment that can keep the player engaged, and that's great, but there's very little horror. Both demos throw jumpscares at you and call it a day. Sorry, I just don't find jumpscares worthwhile. The monster in the basement is yet another oroboros/infected monstrosity, and the only time I felt scared when facing it is when I learned that I had to acquire the key without being hit in order to get the good ending. Silent Hills used its environment to convey insanity, and I feel it does a pretty good job. The change from "normal" to "hellscape" is a gradual one, which has the potential to truly fuck with the player from start to finish.

Great environments and atmosphere, but horror is merely jumpscares. How boring. I saw it coming a mile away. I will say that it's good that RE has finally learned the meaning of subtlety LOL IT ONLY TOOK 25 YEARS I just hope RE7 gives me a decent shotgun, and I hope it gets modded so I can play it like Doom.

How is this supposed to refute what he said?

dude that shit wasn't scary, it just was trashy murder porn.

Could you give a good example of a game with good horror then?

But then it cuts the immersion by turning the warning broadcasts into a diary
So the "it's in the light" line?

maybe one day there will be a good VR game for horror, but video games is just not a good medium for spoopy.

Game?

Could you give anything that gets horror right then?

Penumbra (Overture and Black Plague, especially Black Plague) are what I would consider "good horror".


Real life can be pretty scary, fam.

Oh, so you're just a jumpscare fan who seeks for simple entertainment rather than emotional investment. PT is just the game for you. Don't worry, there are more being made by indie devs, prolly with extra heart attack.

That's how ghost sightings would happen in real life. I feel that they would be more true to life. They're only a bit creepy if you don't try to immerse yourself.

That's why it's unsuccessful. You can't fear death in digital media. And also, the fear of supernatural occurrences is much more than just fear of mere death. It's quite unexplainable by human logic, we fear contradictions more than death in those moments, we're scared of things that defy logic. We don't fear death in sleeping paralysis, or at least me who has experienced it a lot don't. We're scared of the noises and weird shadows around us, and the fact that not being able to move our body defies physics. Just a bunch of paradoxes.


I don't know, I'm just scared of gore and pain I guess. The gore effects are amazingly realistic and gruesome there, unlike what you see in most flicks. It's a climax of horror for me.

Because startle and scary are pretty much the same thing in horror when it's done right. Take the Citizen Kane bird transition… what about that is scary. It's startling, but a squawking bird isn't inherently scary. Finding out about said person in your basement is not just startling, because there's someone there that you didn't think actually was, but is also scary because there's someone else hiding in my home that shouldn't be here. That is a genuinely scary scenario that is accentuated with a jumpscare with a building crescendo for maximum payoff.

If you're talking about something other than classic tropes, like when he mentioned being taken out of the moment because music and stuff, then I'd argue Marble Hornets (early Marble Hornets, anyway) does what he's talking about really, really well.

You're just now figuring that out? Come on.
This line right here tells me that you aren't really a horror fan. You don't appreciate things that are genuinely scary.
But ghosts have never been sighted in real life.
I would say that Horror is an astoundingly successful genre.
You can if you're fully immersed.
You might be, but human nature is to be curious when something defies logic, not instantly fear it unless you're rolling with a

There aren't really any good examples of entire games that do horror well, instead just specific elements from a number of games. For example, in MGS1, the bloody hallway filled with the bodies of dead soldiers, which leads up to the Gray Fox fight, had potential to be horrific if it were executed differently.
Snake is an elite, genetically enhanced super soldier with years of experience. More importantly, this game gives the PLAYER a lot of agency. Snake can roll, dodge, use a variety of weapons, etc. He's not helpless or weak. On top of this, there's too much gore. The gore is too overt, but the simple fact that we don't know how these enemies were slaughtered is enough to give it potential to be truly horrific.

Imagine being lost in a forest in the middle of nowhere. There's a thick fog emanating the entire area, so you can't see but a few feet in front of you. Imagine that you're lost, for whatever reason, and you've been separated from your group. Imagine that as you search for any sign of your party or a way to get to the highway, you hear breathing, leaves snapping, footsteps and other subtle sounds. You brush it off at first, but when these sounds become more abundant, you come to the conclusion that someone or something is following you. You keep walking and you find claw marks on the trees. You find bloodstained leaves on a spot on the ground, and bits of flesh that look as though they've been ripped from some freshly slaughtered carcass. You follow the blood trail and it leads to an open area; a campsite. You find tents, a snuffed out fire, and other supplies. You also find blood leading to one of the tents. You're cold, alone, without any means by which you can save yourself, and now you've come across the mutilated corpse of what looks to be a young woman around your age. You don't recognize the girl, but the sight of her mutilated corpse is enough to send chills down your spine. That's horror. Why is it horror? Because the implication is that this girl
Your chances of survival were already dim to begin with, but they've just dropped significantly.

Here's where most games/movies will throw some monstrosity at you to break the tension and reveal the monster responsible for destroying this woman. This is a grave error because doing so will allow the player/audience to size up their foe. Some will say, "pfft, I could handle this" or "it's just a mutant werewolf/zombie/whatever". Instead, you want to give players/the audience clues that allow them to put the pieces together themselves. Maybe the girl's mutilated body shows traces of fur. Maybe you can find strange footprints. The point is that you've got to give the audience a reason to be afraid, and then let them imagine the object of terror for themselves.

If you reveal it, the tension is broken, no matter how grotesque your monster design is. More importantly, though, the horror in this context is in the realization that you can die/are in danger, and not anything else. Not the body, not the spoopy forest, not the claw marks. It's merely the thought, "I'm alone and something's out there murdering people. Am I next?"

pixelation filter and lack of code optimization. and "artist" type probably made it on his own.

I'm the same type of guy, I need serious help on optimization.

My nigga.

Did you know they re-released those books and completely neutered the awesome art to be less "offensive" for today's little tumblrspawn?

I just wanna say that I really enjoy these threads. Holla Forums usually has a Silent Hill or general horror thread once a week and every time there's always really great discussions on different topics. You guys are alright.

I can't play horror games.

I think in order for something to be truly scary, it has to feel genuine first. I want my scare to be true to life. Jumpscares and trippy stuff aren't true to life, they're exaggerations that I can't take seriously and emotionally.

By you, maybe. I think I've seen one while staying on my dusty attic connecting LAN wires. It was really dark so I can't really tell if the face I saw was real or not though. But yes, ghosts scare you in a subtle way.

You can't be immersed in such thing. Fearing death is silly anyway, whether in real life or fictional media.

>human nature is to be curious when something defies logic, not instantly fear it unless you're rolling with a

the Japaneses film called Audition was good, so was the 2009 file The House of the Devil and reading" the Scary Stories to tell in the Dark" series at ten years old was sorta spoopy because their was this one story about a nice old woman giving a patchwork monkey doll to a kid that ended up being a demon that hunted children down and dragged them into another dimension to enslave them for eternity. The patches that the doll was made out of was the clothing of it's victims.

Oh and I used to go for hikes in the forest with my friends. We would tell each other stories to intentionally freak ourselves out (like irl Blair witch project shit before that movie ever existed). I latter got involved into the occult and have been to some strange parties (similar to the Podesta spirit cooking parties and a few like the Baphomet Cult orgies you might see Conan like in movies). Reality is scarier then fiction. I mean I've had guns and knives pulled on me in real life living in the city. You know like being out with a friend after going to a rave and then having that person start talking about how they want to fuck you and pulls out a knife, so you have to run for you life and duck down alleyways hoping to lose them. Or hitchhiking and some hick thinks they can rob you because they assume you are some aimless drifter. It kinda desensitizes you to "fictional" horror. I guess it's all a bit subjective based on what you've had to deal with IRL.

As for vidya I could say Silent Hill 2 was the closest thing to video games doing horror right but even that was sorta hamfisted.


its just disgusting


I deleted the original post because I didn't spell check

As a guy who has been to occult parties, what do you fear in them? Isn't it how everyone acts abnormally? For me, the suspense of having a gun pointed at you is very different from the fear of witnessing occult festivals.

Yeah, and I'm quite repulsed to blood.

at the time I enjoyed myself, I thought the aesthetic was cool. It was the darker stuff that I would find out about the people latter that freaked me out and also knowing more about the occult and realizing it wasn't all just LARPing (even thought 99% of it is LARPers). Also its not to necessarily illustrate horror but more to explain why video game horror seems tame in comparison.
where you on halfchan before the exodus (around 2013) when that necrophiliac freak on Holla Forums was posing his murder victims? Dude was fucking the corpse. most disgusting shit I ever saw.

In a horror game or film would the ghost be in direct focus or in the corner of the screen so only some would notice it?

what if it was a "horror" game where you take pictures of cute Yūrei in bikinis and lingerie?

So in short, you feared it because things got legitimately weird. That's all I wanted to know.

I think I've seen a pic of someone fucking a severed torso. I ain't very scared of corpses, I fear pain more. Good cinematography helps too.


In focus, but subtle at first. Just don't become too blunt and exaggerated with the horror, it would destroy the credibility value.

Jesus fucking Christ this thread.
Horror movies have always been a joke and always will be a joke. I have had to sit through countless fucking horror movies cause all dumb fucking cunts who think they are special snowflakes like them. Lovecraft literature isn't scary, it is fucking interesting to extent of world building and atmosphere. Horror movies are either shit gore porn made by Rob Zombie fan #551153253 or JumpScare I want to cash in on Paranormal Activity movie 5 fucking hundred. Now there is a legion of faggots who thinks this shit is "cool" and actually scary.

You want to make a scary game? Build a fucking world that you can not leave, that makes you want to look away but you can't. Gore is for faggots, Jump scares is for faggots, and the whole "horror" genre is a fucking meme and needs to die. You want demons? ghost? spooky shit? Just take ANYTHING FROM THE FUCKING MODERN WORLD and put into a game. We have faggots, pedos, cultist, extremist, psychos, and every other degenerate under the fucking sun running the world. You know why these games aren't made featuring these things? Because your average retard "gamer" is so desensitized by the media and corporations making a game about a underground pedo ring that eats children wouldn't be scary cause MUH GUNS can solve problems.

I don't even know why I am writing this, rant over. Go watch In The Mouth Of Madness or The Thing from John Carpenter. That shit is awesome, it isn't scary by modern standards but fucking nails the point on the head.

user that video is shit. You call that horror?

If you want horror then watch this.

I'd argue we're talking about two sub-genres within horror.

Jumpscares fall into the "terror" sub-category. You're spooked out because its taking advantage of your reptilian brain. Often these movies/games will feature creatures with large eyes and mouths because, again, activates our reptilian brain to get the fuck out of dodge.

True horror, as in horrifying, doesn't have to "scare" you, just horrify you.

Like what? That shit scared the fuck out of me in 2nd grade, but I can't remember anything that was "offensive". Of course, I'm not a massive fucking faggot so…

We liked FNAF for a bit

Ow, the edge. But really, how do you even enjoy anything, m8?

That's why you have quite time.

How would such a scene progress?
Define: "credibility value".

There are many different ways to execute a jumpscare. You faggots cant dismiss jumpscares when effectively and sparsely used then can enhance the horror tenfold depending on what circumstance and what type of scare you use

e.g.
A sudden loud banging behind a closed door is a jumpscare, would you say that was completely shit? if you couple it with the fact that the room on the other side is empty it is an effective use of jumpscare

I think jumpscares are an important element of horror. It's the overuse and over reliance on it that makes terrible horror.

Of course not, it's simply a matter of how it's executed, how often it occurs, and whether or not the game/movie has other horror elements to utilize and expand upon to give the game/movie some flair.
A good jump scare is like the punchline to a joke. There's a set up and a release, and timing and subtlety are important parts of that. On the other hand, if jump scares are all you've got, then your presentation is about as barebones as it can get, which is sad. As an analogy, knock knock jokes are perfectly fine, but you wouldn't go to a live venue to watch someone, a presumably professional comedian, recite them at you for two or three hours.

Take this video from RE7 demo. These jump scares are subtle, and it's good. When the demo starts, before you exit the room, you'll always hear the sound of footsteps just outside. Obvious implication that someone else maybe be in the house with you. You move down the hallway and up the stairs. You check out the mannequins. When you first encounter them, they're facing the wall; when you approach them enough, a script will trigger so that they'll change position the moment they're out of your field of view. I think the fourth mannequin will trigger when you press the button for the stairs and examine the area just beneath where they come out. I was legitimately startled when I saw this mannequin that spawns behind you, I really wasn't expecting it.

However, it's a cheap thrill. I know it's there now, so every time I play the game, that initial fear is rendered impotent and replaced with nothing.

Then again, can't expect a movie wannabee hack to do anything right.

Yes

This one is good up to the point when it becomes a journal.
OG War of the world broadcast was also a good example of the path horrors should take.

It was moderately spooky.

That first controller encounter though.

Yup, it is.


Scratches

( Q U A D S )
(U)
(A)
(D)
(S)

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Its called being a fucking pussy you fucking pussy
Let me guess, you find pomegranate unsettling too right>