>No longer scared of vidya horror because all the "unknown" has just become silly deformed monsters
that's why psychological horror is true horror
>play horror game
>the only thing I'm actually tense about is getting jumpscared
>get jumpscared a few times
>tension releases, stop caring, game becomes boring
alternatively
>play survival horror game
>it's theoretically possible to softlock your game by running out of healing items / ammo
>become paralysed and stop playing
Horror games just ain't for me.
transistors, they're not talking about troonhoo
Fuck the backrooms
fuck lethal company
fuck FNAF
fuck Poppy Playtime
fuck all of it
>>714363856the scariest part of lethal company is not the creatures in the dark but the fact that if you die you might lose your paycheck
>>714362718 (OP)/v/hu thread
anyways, i want a good horror thread, so give me some horror games that have scared you. please and thank you.
horror died when they stopped putting cute girls in them.
>>714362718 (OP)>talking about horror games>posts remiliathis reminds me that there's that SDM h-game where you play as futa remi and get raped by the staff but I never found a free download for it
>Modern horror
>all Anal-log mascot backrooms slop
>>714362914For me, horror mainly comes from the fear of the unknown. But once I understand the monster, I'm no longer afraid, I'm just on the task of avoiding it. In a good horror game, both sides of this are fun.
whaaaaaat you dont find huggy wuggy scary and jumbo josh doesnt frighten you why arent you scared glory to the CCP
>>714362718 (OP)fuck your /v/hu thread.
the trick for horror games is to keep the unknown, unknown.
and to keep it this way for as long as you feasibly can.
the problem is that fnaf threw this concept away by revealing the horror right out the gate, and keeping the horror as the front and center the whole time.
this works for a bit of cheap tension in the first hour or so but it quickly loses its potency.
What makes a monster design good?
>>714362718 (OP)I dont know why i find the backrooms really really scary, it could happen at any moment, i could just noclip right now, i think thats the reason why i find it so scary its completely random and i have no control over it.
>>714380954doesn't look stupid, plasticy, goofy, or low quality.
>>714381041You can replace the backrooms with shitting your pants and it's actually more accurate to your brain damaged existence.
>>714380954>Fits within the context and tone of the story>Has consistency in it's strength and "rules" that the plot establishes for it>Leaves enough space in it's design for your mind to fill up with what you think is scaryAnd then obvious shit like
>>714381060 and make sure it actually does things and plays a part in whatever the fuck is going on.
God I want to scare Remi into shitting her cute diapey
>>714362718 (OP)https://www.youtube.com/watch?v=4kHMmsyMBcc
Welcome to the diaper stealth general
>>714362718 (OP)Scariest videogames i ever played were Thief 1 and Thief 2.
*gurgle* oof the diaper has c-catched up to me guys and Im trapped and betrayed so I guess the concious Meira doll will do for now *BRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAP*
Aaaaaaah that feels better, tee hee the Meirda doll is covered in poopy!
Koisneed's SUCK and FUCK
LAUGH
BRRRRRRRRRRRRRRRRPPPPPPPPPPPPPAAAAAAAAA
>>714362718 (OP)The unknown is not Video Games.
>>714362718 (OP)>horror game where its literally impossible to actually see the monster that's hunting you>whenever the monster would come into your line of sight your character will automatically turn in the other direction, giving you only a vague idea of what's chasing you>have to rely on sound and environmental clues to determine where it is>death comes almost instantly before cutting to silent blackWould such a game be possible to make and have actually be scary?
circus2
md5: eaa27557c7e857bd9ead29e10c3e4265
🔍
Honestly the main issue I have with horror games in general is that there's too much emphasis on making the enemies presence as well known as possible. They've always got to announce their presence with a loud roar, there's loud musical cues when they show up, and their entrance is made as grandiose as possible with them crashing through something whether it be a door, window, or even a wall. The last time I was genuinely spooked was probably playing Happy Time Circus 2 and that's mostly because of how quiet enemies generally were. For most of the enemies their alert noises were relatively quiet and they were generally designed to sneak up on you (for example, the possessed balloons moved slowly and were generally accompanied by regular balloons, clown ghosts could noclip through walls and would periodically turn completely black except for their eyes, and bouncing skulls are pretty small and can sometimes be hard to spot until they're nibbling on your ankles).
Shit like that is what I'd like to see more of in horror games, enemies that constantly have you on edge looking over your shoulder for shit sneaking up on you instead of just waiting for something to pop out loudly at you.
>>714394573Clownpiss celebrating the 4th of July
>>714362718 (OP)Personally, VTMB's Oceanview hotel remains the most effective horror I've experienced in a video game. Anyone have any experiences which topped that?