15 seconds ago
DAMN NINJAS !!!!
Anyway, do a game without jumpscares, they're always the best !
EDIT: Baby noises, little kids crying, dont go for a game like slenderman or most horror games out there, "collect this and this, bla bla".
EDIT2: You should play Dungeon Nightmares, so you can get some creepy ideas.
EDIT3: If you're going to do a game like Erie stop the project.
EDIT4: MAKE A GAME MODE THAT REQUIRES A MIC, SO YOU HAVE TO SUFFER IN SILENCE, IF YOU TALK YOU'RE HUNTED BY A CREEPY MONSTER.
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Unreal 4 is looking lovely: https://www.youtube.com/watch?v=0zjPiGVSnfI
Hope it has got better then older versions though as they were horrible to use.
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sounds, little disturbances like some cracking, crying or screaming in the distance, dragging sounds, and all other creepy sounds but always just out of sight
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An intelligent game. It follows your actions and determines what you do predictably. It then messes with item drops or random spawns / scares depending on this. Maybe you have to go back to an area you have searched already and will find stuff you 'missed' before.
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Also, 'hallucinations both real and imagined. Those 'real' hallucinations could actually hurt you. Imagined ones, depending on how the player acts. Also, each item the pick up or event the player's stats change some go up and another might go down.
Assign the player random health, strength, speed, perception and sanity scores at the start of the game. IE: the board game Betrayal at House on the Hill.
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Personally I would say that Children can be the most disturbing and scary things you can have in a video game, just because we aren't used to seeing it, Maybe with puzzles scattered throughout t keep up suspense, like mazes, in which the whole time you are being chased by this child, maybe the child crawls through a vent system which is how it follows you through rooms, all the time having maniacal laughter and creepy hands appearing from shadows etc. Going through different Maps, maybe an outside chase map to change things up. With the children hanging from the trees and falling down on you, the final boss could be the parents of these children that are chasing you through these demonic settings, while also having a sanity system. Not sure what you could use for the sanity system yet
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A theater stage with nothing on it. A crowd sits and watches the empty stage. Every now and again they burst into applause as if something amazing just happened, then just as suddenly stop and go back to staring. They do not react to the player in any way save perhaps shushing them if they make any noise. A very slow, deliberate shushing with excessive eye contact. If the player steps up on the stage, they start to stumble and then fall as the screen goes crazy, swaying back and forth and crawling with symbols written in blood. The crowd, flashing back and forth between living people and horrific decaying monsters, give inhuman screams and rush the stage to tear the player apart in a gore-soaked frenzy.
Then they come to somewhere worse.
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I like this though even better just the fist half
Just leave you wondering and making up all kind of stuff in your own head instead of the gore
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I disagree.
Co-op to me breaks the scariness of a game.
If one of you gets scared and the other doesn't (as much) they tend to laugh, make fun of the scared person and break the tension.
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now showing the monster, just keep us guessing n building up the suspense and unexpected monsters at the end.
not jumpscares..just creepy monster who is invincible till you shoot specific part of body.
Scrath that. not in the end. he can come at any time in the level or may never come atall.
No change in music to alert players of the monster
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Male birth, kids,
If its psychological horror i'm bound to be scared by it,
Dont show the enemies to much or often so players dont know what to expect or how to react,to it and don't make the story to obvious
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Depends on what sort of horror.
You have the type that relies mainly on blood, gore and a shock factor and you have the sort that builds up a feeling of tension and fear within the players mind.
To me the gore filled horrors don't tend to work as whilst they can be shocking, that feeling passes and you tend to get numb to the gore. Without anything else going for them, they end up ramping up the gore more, which actually ends up being OTT and crosses into silliness rather than horror.
A good psychological horror can tap into a players own fears and get their brain working against them without the need to really show much on screen. Linking visual, audio or pacing cues to moments of fear is a great way of controlling a players mind later as you can then trigger these cues whenever you like to trigger those emotions in the player even if nothing scary actually happens.
For instance, if a player is moving towards a dark area and the audio changes slightly prior to something occurring, later on when the player is moving towards a dark doorway (for instance), you could re-trigger the audio cue and have the camera pull focus slightly towards the door. The player starts to get anxious thinking something will happen.... it doesn't. They got scared without you actually doing anything. If you really want to scare them, drop off the audio cue, they will start to relax and then throw something at them.
I think subtlety is key for the most part though. Audio cues can be as simple as having bird song in the woods stopping.
Things that generally scare / disturb me are; Nursery rhymes. Things that are out of place or hint at past events (i.e. old child's toy in an industrial freezer full of meat !?!); Seeing things that I'm not sure if I saw (when playing Fatal Frame there was a room full of dolls that I had been in loads. I swear one time I went in a dolls head turned. It was so quick, yet subtle that I still don't know if it happened and I have never heard anyone else mention it. That sticks in my mind)
Mess with their minds. Make them weep!
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Oh and a quick addition.
Audio.
Do not underestimate the power of audio.
If you haven't seen it, there is a great remixed trailer for The Shining that shows how audio and good editing can alter the feel of something.
The Shining - Original Trailer: https://www.youtube.com/watch?v=dNk-Tu1xNsU
The Shinning - Happy Mix: https://www.youtube.com/watch?v=Os6raCCmAFk
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Hmm, I don't really go for horror, but what I like in that sort of area is more of a sense of increasingly surreal world building in a creepy manner. Only the subtlest of implications of actual danger, intermingled with environments that are close to reality, but 'off' in some way. Take a trip to the uncanny valley.
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Atmosphere is everything in a horror game. For example Silent hill 2 or dead space 1, when there's no enemies around, you're just exploring, but the game is still keeps the tension, you're expecting to see monsters in any second now, but nope, suspense.
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One word.
In a horror game, atmosphere is literally EVERYTHING. You don't need monsters, jumpscares and all that crap, if you focus on a good, creepy atmosphere.
Do not, I repeat, DO NOT make this another "jumpscare fest" so-called horror games. One, perhaps two. It's unnecessary, really. Stick to scaring without pointless surprises. It's easy to surprise someone with some jumpscares, but scaring someone without them is what truly makes a horror game good.
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Backstory over anything, for me. Also, I find babies and mannequins/dolls super creepy.
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Random noise and things. Falling objects behind you, something looking through window and then running away/disappearing.
Soundtrack and sounds.
Creepy story (also better when it's hidden like in BOI or you can get some special ending or secret room with book that contains story, secretly referring to something in game - why monsters, that thing was once a man etc.)
Also said above, but I'll say it once more: creepy secrets.
Do not forget horrific twist!
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a lot of strange noises from every sides, but there is no monsters and nobody trying to attack you. And after the hour or more of such scary and nervous atmosphere the game ends) Also, it is very scary when monster chase you and it so close that you even can hear its breath...
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