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Scary PC Games

 
 
deja_vroom
11:49 / 25.06.08
So I just finished playing "Call of Cthulhu: Dark Corners of The Earth" (good, intense, scary fun), and I wanted to get some tips re: other games out there with a heavy horror atmosphere (I got "The Thing" - based on the Carpenter movie - but I'm having issues with the installation; the trailer I saw makes the game look very promising, though) So you got any recommendations, any particular favorite you got? Please tell.
 
 
The Ghost of Tom Winter
13:11 / 29.06.08
Eternal Darkness for the Gamecube. The more scary stuff you see the more "insane" you go. Monsters appear that aren't there, tiny lights travel through your vision, blood gushes from the walls, it's all wonderful.

The original Resident Evil, but remade for the Gamecube. Still freaky after all this time.

Fatal Frame II for Playstation 2 and Xbox. Your main objective is photographing ghosts. It's freaky.

If you're looking for a good scary PC game, Aliens vs. Predator 2 is chock full of intense scariness. Especially if you play as the humans. They have this tool that beeps when aliens are near by. Many intense moments because of that damn thing.
 
 
Baroness von Lenska
03:09 / 03.07.08
I've always been very fond of Sanitarium, a PC adventure title with minor (slightly awkward) action elements. It may not be exactly what you're looking for as there's very little violence or combat, but the atmosphere is incredibly successful in crafting a sort of Lynchian "vague subtle lurking menace" that permeates the whole game and directly affects the mostly point-and-click gameplay in some ways (i.e. how exactly would you fend off a malevolent, near-omnipotent, disembodied presence honing in on your jugular? not with kung-fu or firearms, certainly). The real draw of the game is the plot and the atmosphere, both of which manage to be creepy, fascinating and ultimately sort of human. It's a lovely game, in the sense that a game can be as much of a "page turner" as a well written novel.

Wikipedia's better at summarizing than I am. Frankly, I'm not even sure where to begin with this game. Doesn't help that it's collected dust for nearly a decade.

Sanitarium tells the story of a man, Dr. Max Laughton, stricken with amnesia, trying frantically to unveil the details of his institutionalization in a terrifying asylum. The search for his own identity - and the truth - takes place within the grounds of the sanitarium and in the main character's delusions and flashbacks, as he confronts the ghosts of his past.

Bit of advice, though. Don't read anything else in the link until you've completed the game. Needless to say there's quite a bit more going on than the blurb suggests, and Wikipedia summaries are not exactly regarded for subtlety.
 
 
Liger Null
04:03 / 03.07.08
Vampire, the Masquerade: Bloodlines scared the crap out of me, particularly the bits with the haunted hotel and the Tzmisce House.
 
 
deja_vroom
14:57 / 03.07.08
Soylent Sauce, I played Sanitarium back in the day, and it was one of the most memorable gaming experiences I ever had. Actually that's exactly the type of game I had in mind - more about atmosphere and tension that outright action (even though I appreciate some frantic action now and then). If you liked Sanitarium, I think you'd really dig CoC: DCotE

Thanks for the recommendations, I'm gonna check all these titles. Recently I tried to play "The Thing" (based on the fabulous Carpenter movie which I'm currently enamored with), but it seems my computer is not in speaking terms with the damn game, it just refuses to run it.

And, not to forget, Diablo III will be soon upon us...
 
 
Axolotl
18:35 / 03.07.08
I've not played Alien Vs Predator 2, so I can't vouch for it's scariness, but I know the original AvP was terrifying. I talked about it briefly in the licensed game thread where I said:
"(it was scary) at least when you played as a marine. This was due in no small part to the use of the motion detector and helped through using lots of darkness and not making it a run and gun shoot 'em up".
If you get "The Thing" working I seem to remember Stoatie had good things to say about it.
It wasn't exactly scary but UFO: Enemy Unknown was horribly tense, especially in the early levels when your half trained rookies were exploring the battlefield never knowing when the alien menace would strike.
 
 
Spatula Clarke
19:43 / 03.07.08
AvP2 isn't a patch on the first game, I'm afraid. It has its moments, but it's just not as tight an experience.
 
 
ONLY NICE THINGS
21:31 / 03.07.08
Alien versus predator is very tense indeed - in fact,. the scariest Alien game since the Spectrum (Electric Dreams) Aliens, rebadged as an open-source port as LV246, I believe.

The Thing is... atmospheric, and very faithful - the only problem being that, even for the time, it wasn't a very good game as much as a collection of good ideas. The trust system is a really nice idea - your colleagues might stop trusting you, might think you are infected, might be infected themselves, and you can make them trust you more (by giving them guns, by testing your own blood) or less (by forcing them to do things at gunpoint). However, in practice it just doesn't work. The only reason people will stop trusting you is if you hold a gun on them, and the only reason to hold a gun on them is because they have stopped trusting you. Also, the cinematics make a mockery of the fear of infection - someone you tested a minute before might suddenly turn out to be a thing.

An unkind reviewer, because of the preponderance of one kind of problem-solving puzzle, said the game should be renamed "puking and fuses", not entirely without justice.

The zombie crack house in Bloodlines is terrifying, especially first run and especially if you have stayed up too late playing and are unable to navigate the similar-looking corridors. In general, although most of the game is not as scary as that, Bloodlines is a flawed masterpiece. You can get it cheap on Steam now, although if they aren't distributing the patched version make sure you install the latest fan patch - the game as it was shipped is bugged to the point of unplayability, in true Troika style.

For some reason, I am more easily scared by first person games than any other kind, and would say that the original Half-Life can be really terrifying - and, for that matter, Half-Life 2. Ravenholm is designed to be spooky, obviously, but by God it succeeds. I found the greasels in Deus Ex to be frightening, because they were so hard to draw a bead on - frustrating enemies I find more frightening.

Is there a distinction between scary and tense here? Doom 3 is, in terms of story and direction, hackneyed balls, but it is also basically a machine designed to make you piss yourself...
 
 
kowalski
03:40 / 04.07.08
X-Com: UFO Defense (wiki), beyond being one of the greatest computer games of all time, can be incredibly scary. The squad-level tactical combat portions of the game frequently produce a terrifyingly bloody and frantic experience as your hand-picked men and women confront and get cut down by often unseen aliens, or worse, by their fellow, zombified squadmates.

Better still, it's turn-based, so you get plenty of time to dwell on each untimely death or rue the immediate future as one of your veterans gets stranded in a room with an alien soldier and no action units remaining. The "Terror" missions, when you land a squad to repulse an alien landing in a human suburb, are particularly horrific, especially the first time you confront the Cryssalids.

It really is a one-of-a-kind achievement (despite -- or perhaps proven by -- the inferior sequels), and anyone who hasn't played it needs to find a way to do so. I pull it out every couple years and spend a week of unexpectedly late nights playing through it.
 
 
ONLY NICE THINGS
05:18 / 04.07.08
Which makes me again wonder, is there a difference between a tense game and a frightening game? I'd certainly say that UFO is very tense, as you would expect of the best game ever written, and often very atmospheric and emotionally engaging, but is it jump-out-of-your-seat frightening?
 
 
Axolotl
15:52 / 04.07.08
Not really. Which makes me wonder is it possible to have a "jump out your seat" scary moment in a squad based game? Does the remove that the game style creates between the player and the actors lessen its ability to scare you? Or is it to do with the turn based format?

Oh, and if any one wants an XP compatible version of UFO you can download it here.
 
 
EvskiG
16:36 / 04.07.08
The zombie/undead bits of the Thief games scared the crap out of me. Like, so badly I barely got through them.

Especially "Return to the Cathedral."

It was something about the moans. And the jerky movement.

Also, System Shock II.
 
 
deja_vroom
19:20 / 04.07.08
My rushed take would be that "frightening/scary" might be more about the moments when the menace shows up for you to see. The scare depending on how inventively repellent/unnatural the thing looks, and its perceived viciousness/hostility towards your character. Whereas "tense" (from my experience playing "Dark Corners of the Earth", at least) is more about the expectation of something going very wrong very soon, which is more about atmosphere and sound design. "Dark Corners..." combined both approaches very well. An example of the latter:

There's a bit where you have to prepare your bed to spend the night in a decayed hotel room in Innsmouth (see entry 9. in that link), and the production design hit the perfect note of menace, it was just so amazing, I kept thinking not even horror movies usually get it that right. An example of the former:



When Dagon starts shaking the boat and ripping its prow with its claws, and your character gets tossed all over the place, breaking bones and spilling blood on the HUD-less screen... it's just one of those moments.

*

Anyone tried this one game called "Penumbra: Overture"? It was supposed to improve on "Dark Corners..." weak points (the physics were clunky and awkward), which it did by leaps and bounds: in "DCotE" the most interactive thing you could do other than opening and closing doors was to push heavy furniture around - and only certain furniture, on specific occasions; in "Penumbra" you can pick I think some 80% of what you're seeing and throw it around, or use it somehow. Unfortunately they wasted it with a game that's ultimately just boring. You wander around darkened areas, occasionally killing the lame zombie dog/bloated spider of which there are really only a handful. I mean, really, dogs and spiders? There's a sequel, but I don't really feel like giving it a try. I'm gonna check F.E.A.R. and Deus Ex instead.
 
 
Happy Dave Has Left
12:02 / 07.07.08
Never played it, but here's a fantastic bit of journalism about the Shalebridge Cradle, allegedly one of the most frightening experiences ever made in games. From the description it has all the tenseness of Ravenholm with extra hallucinatory evil chucked in.

I've played about ten minutes each of Condemned and Condemned 2, and had to stop because it was too much for me, like proper palm-sweats. Derelict crack houses, muck and fear. Proper scary.
 
 
Axolotl
16:25 / 07.07.08
Happy Dave, your link doesn't work.
A couple of friends of mine have raved about Condemned and its pant-wettingly scariness.
I've only played the first couple of levels of F.E.A.R but that was very good at ramping up the terror. I think throwing in weird scenes where shooting doesn't work and keeping things half-seen made it really creepy.
 
 
Axolotl
16:30 / 07.07.08
Oh, and there's a good post here on Thief 3. There's also some decent comments underneath on horror in gaming in general.
 
 
ONLY NICE THINGS
20:31 / 07.07.08
I have a thought...

Speaking for myself, I find zombies, done well, can often be scary in games. Admittedly, I find zombies scary generally - in fact, they are the only thing I regularly _do_ find scary. However, I think they work well in games because the things that often break scene in games - jerky animation, poor AI, distorted facial features - are actually pretty par for the course with zombies. This doesn't mean they have to have poor AI, of course - watching the mawmen in Half Life 2 interact with objects shows that - but it doesn't shatter the illusion if they move towards you in a relatively straight line, not making use of cover, as it would if they were meant to be special ops troopers.

See Half-Life 2, Bloodlines... of course, it doesn't work out totally - for example, the zombies/vampires in Judge Dredd: Dredd versus Death are an embarrassment, but so is the game as a whole. Also, I may be a soft touch, as I found the demo of the game of Dawn of the Dead scary and it really wasn't very good.

I think ghost stories also work well, because the game world is often not physical to start with, and because, since ghost stories are rarely told through a first person narrative - I mean, the ghost doesn't turn up and narrate the story, or if it does it tends to do so elliptically and allusively - like Lauryn in Deadly Shadows, by the sound of it. Which was, on reflection, a pants-wetting bit of Bloodlines - particularly impressive given that it is almost impossible to die during the episode. You are sent to exorcise a ghost from derelict hotel in order to allow the property to be developed. The ghost throws things at you and makes things explode, but you can generally just wait for a bit to heal at worst. However, by newspaper clippings, children's drawings and glimpses of ghostly figures the story unfolds (essentially, an homage to The Shining and the way it does so is tremendously atmospheric. There is a bit near the start where you find an article in the laundry in the basement about a child's head being found in a washing machine, and shortly thereafter you hear a click and one of the washing machine doors opens of its own accord - there is no explosion, no physical threat, not even a gory payoff, but it was very successful in occasioning a sense of trepidation - the sense that, this being an adventure game, you _had_ to look in there, but you really didn't want to.

I guess I am thinking about ways that a scenario can be induced to work with rather than against the "box" that it is put in by the hardware around it. What scenarios lend themselves to scary gaming?
 
 
Liger Null
01:52 / 08.07.08
I agree, that scene in Bloodlines was incredible. Zombies don't scare me at all, but show me pretty much anything involving ghosts and I'm a blubbering mess for days.

Days, I tells ya.

However, by newspaper clippings, children's drawings and glimpses of ghostly figures the story unfolds (essentially, an homage to The Shining and the way it does so is tremendously atmospheric.

I think the same elements that make a game truly scary are the same as in any other media. A creepy atmosphere, ambiguity, the good old-fashioned surprise attack...I would suppose the right combination of factors work equally well in games, movies, comics, etc.
 
 
Happy Dave Has Left
09:37 / 09.07.08
Sorry, try this one.
 
 
ONLY NICE THINGS
12:13 / 09.07.08
A creepy atmosphere, ambiguity, the good old-fashioned surprise attack...I would suppose the right combination of factors work equally well in games, movies, comics, etc.

I think my agreement with that is qualified, because games, books, movies and comics operate in quite varied ways. Take, for example, the experimental ward in Quake 2, or indeed the Mad Hatter's asylum in American McGee's Disney's Lewis Carroll's Alice. The cues that this is scary - medical equipment, screaming or madly laughing patients, children with their brains exposed - you could find in a book, or a film, or a comic. However, in none of those would you then spend the next half hour running around repeatedly bumping into the same things - partly because the other media don't have sprite limits but also because you are running through them on rails. This has other consequences, as well. If you listen to the commentary tracks on the Half-Life 2 episodes, there is some really interesting discussion on the difficulties of having a "camera" that can, effectively, be pointing anywhere at any given time, and therefore the steps that have to be taken to direct the user's eyes to a key event. Many games, of course, get around this with cutscenes - you walk into the room, and then lose control of your character. The camera angle shifts, your character, uncontrolled by you, takes three steps forward and then a zombie dog crashes through the window, sort of thing - but this approach kills the continuous interaction with the environment that characterises the experience of playing a game, rather than watching a film, which I think has its own effect - also, as soon as a cutscene starts, you are cued to expect something to happen.

I think the Gillen article distinguishes between shock and dread - it's easy to occasion the first just by creeping up behind them and shouting "boo!". So, a game like House of the Dead, although it is certainly startling, is not really frightening. Is that a meaningful distinction? Or is frightening in those terms just the heightened expectation that something is about to jump out and go "boo!"?
 
 
Liger Null
22:49 / 27.07.08
However, in none of those would you then spend the next half hour running around repeatedly bumping into the same things - partly because the other media don't have sprite limits but also because you are running through them on rails.

Good point. Games do have that added element of responsibility: As in other media, you have a character in which you have a certain level of emotional attachment. But in a game, whether the character succeeds or fails, lives or dies, depends on the decisions that you make. Cut scenes are thus less scary (or at least less stressful) because your control is taken away and you can relax for a bit.
 
 
ONLY NICE THINGS
00:27 / 28.07.08
That's a very good point - you basically know that no game is going to be so bastardy that it would kill you during a cut scene - if you have just missed a jump and the disc spins up to play a cut scene, then you know that you are going to see a cinematic of your death, but you've already died, so the tension is again off. The cut scene tells you that you are safe for now, but that you probably will need to take decisive action when it finishes - so, perhaps it is a way to heighten tension, if used well, but without the kind of twitch-gaming shock that is often identified as scary in a game.

Did anyone else play Doom 3? That was very scary, mainly because of very well-done twitch gameplay; I have yet to work out if it would have been more or less frightening if it had made any sense - if the zombies had not suddenly appeared when you reached the middle of the room and the like. However, the use of darkness and of sound created a near-constant tension, which the irrational way bad guys could spawn around you contributed to. It was also a case for me of graphics really making a difference - you can have very atmospheric games without great graphics, like Syste, Shock 2, but for my money the realism of a Doom 3, in particular in terms of human skin textures and faces, makes a real difference to how emotionally affected one can be by the death of non-player characters, or by human-like monsters.
 
  
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