The Atmosphere, People who played S.T.A.L.K.E.R would understand.
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Jumpscares (this ruined Slender for me - it pretty atmospheric until he appeared behind a corner, fully visible, with a scary chord played. Yes, I "jumped". But the mood was totally ruined after that second and I didn't want to play anymore, even if it was only the second page. While Silent Hill or Corpse Party were scary/creepy, but there weren't things like that, making me not want to play because the atmosphere is ruined)
lack of storyline (this is probably another thing that made me not try to replay Slender. I don't think it's fun for me to play it just to get scared. I need to be interested in what will happen. I don't really like getting scared, but Silent Hill or The Exorcist made me want to go further regardless of it)
action, or at least unnecessary action (Silent Hill: Shattered Memories would be better just as an adventure game, without those annoying chases. While the city streets were atmospheric as hell, the monsters from the fog in the first SH weren't really scary - more annoying. The indoor levels were far better paced if you ask me)
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+1.
Horror games need pacing, 'build up' and a decently well built story. Without that, it's just mindless jump scares and annoying loud sounds.
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Jump scares, they just startle you, they are not scary
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When, in games like Dead Space, you immediately know what you're up against, meaning you are able to see the creatures in full light and there's hardly any ambiguity to them. This just makes the game less scary and therefore less of a horror game.
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Dead Space 3 was tremendous disappointment for me
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Any constant cheap scares. Without a good build-up i HATE those things. You know, body dropped from the ceiling, monster appearing right in your face, something like that.
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I hate lack of innovation. Seeing things done over and over to the point they stop being scary. Like the Slender game types etc. I absolutely love scary surprises though. Things you'd least expect. That said, Weeping Angel analogues are always fun to encounter.
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I've never seen it as a bar that can be raised. Rather a set of trends and a new way of doing things. I feel so, cause I think if you want to really beat Amnesia, you need to go in a completely different direction. Though, allowing custom content really has done wonders to Frictional as it does with most games.
Would love to see what they cook up next. Hope it has the same "I don't want to play this anymore"(in a good way) vibe, hah.
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The best horror game series that I ever played is the entire Fatal Frame (Project Zero) collection. It have all things needed to create the best horror experience:
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Jump scares - games like Dead Space are littered with them. A strategically placed jump scare CAN be effective, but if you're just putting them everywhere it becomes predicable, and becomes annoying instead of scary.
Providing you with huge guns full of ammo - how scary can a game be if you're armed to the teeth and can take down an entire army by yourself?
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Whaaaaat, are yoe serious? Dead Space rarely uses same trick twice. For example in DS 1 and 2 i was constantly scared of elevators, there is gonna be something! And only when i relax after about 1000 elevators without anything in them THIS BITCH JUST SITS THERE AND SCARES THE FUCK OUT of you.
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Every time you see this one type of vent you can be sure a monster's gonna jump out at you. Every time you go into a large room you can be sure a horde is on its way, probably popping out from said vents.
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I don't like to be in constant fear while playing a game.
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Some of the decisions the characters make, it's like they have no common sense. I guess you can call it "horror logic."
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for me, long corridors and photos that appear suddenly
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