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Ularg
Mar 2, 2010

Just tell me I'm exotic.

Lets! Get! Weird! posted:

This is the scariest bit in this entire thread.

Quit being a baby. :v:

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al-azad
May 28, 2009



Is that Freddy game time-based or turn-based? Is it like Night Trap where the timer is always ticking and things move in real time or does time go on every time you switch your camera or something?

Poulpe
Nov 11, 2006
Canadian Santa Extraordinaire

al-azad posted:

Is that Freddy game time-based or turn-based? Is it like Night Trap where the timer is always ticking and things move in real time or does time go on every time you switch your camera or something?

It's not quite like Night Trap where the story/scenes go on whether you're watching or not- the animals will never actually move at all if you're watching them. Having that said, each "night" is timed, so it's a matter of staving them off long enough to survive the time limit.

Brackhar
Aug 26, 2006

I'll give you a definite maybe.

Morpheus posted:

Man. I really need to play that demo. My friends play horror games whenever we can, and that's right up our alley.

It's honestly quite, quite good. With the exception of a few interactions being to obtuse (one of which unfortunately being the one you need to complete the demo), I thought it was one of the best horror experience I've had in quite a long time.

atal
Aug 13, 2006

burning down the house
I don't know why I bought Five Nights at Freddy's because I am completely incapable of playing it.

At £1.50 it probably worked out to a penny per second of gameplay because it took that long until the first animatronic moved and then I was out. I was so out.

Cowman
Feb 14, 2006

Beware the Cow





Anna is a loving terrible game that consists of obvious jump scares and extremely terrible controls. Nothing changes in it even though the whole premise of it is that it's a changing and evolving horror game. It's boring and slow and completely obtuse. Don't waste your money on it.

al-azad
May 28, 2009



Cowman posted:

Anna is a loving terrible game that consists of obvious jump scares and extremely terrible controls. Nothing changes in it even though the whole premise of it is that it's a changing and evolving horror game. It's boring and slow and completely obtuse. Don't waste your money on it.

What version did you play?

Cowman
Feb 14, 2006

Beware the Cow





al-azad posted:

What version did you play?

The latest version. I also tried the original and it was even worse. Speaking of terrible things, are there any videos of Five Nights at Freddy's that aren't lovely scarecams? The game looks neat but I tried the demo and nothing really happened so I don't really know what I'm doing.

Justin_Brett
Oct 23, 2012

GAMERDOME put down LOSER

Cowman posted:

The latest version. I also tried the original and it was even worse. Speaking of terrible things, are there any videos of Five Nights at Freddy's that aren't lovely scarecams? The game looks neat but I tried the demo and nothing really happened so I don't really know what I'm doing.

http://www.hitbox.tv/Vlascenko

This guy has videos saved up to him beating day 6.

al-azad
May 28, 2009



Cowman posted:

The latest version. I also tried the original and it was even worse. Speaking of terrible things, are there any videos of Five Nights at Freddy's that aren't lovely scarecams? The game looks neat but I tried the demo and nothing really happened so I don't really know what I'm doing.

It's a deeply flawed game, I can't deny that, but I disagree about the controls and "jump scares" because there are none unless we're stretching the definition of a jump scare to the extreme. That Freddy game is literally jump scare, things instantly popping in your face with no build up. And things change, the levels literally warp as you complete them or look through the tablet but whatever, it's not a game for everyone.

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!

al-azad posted:

That Freddy game is literally jump scare, things instantly popping in your face with no build up. And things change, the levels literally warp as you complete them or look through the tablet but whatever, it's not a game for everyone.

Except the jump scares are telegraphed and preventable. If you get a jump scare in that game it's because you let it happen, and the tension comes from being completely and utterly defenseless in a tiny room with only doors and cameras to stop incoming danger.

Also because those fuckers are creepy. I mean just look at the duck, look at it.

King Vidiot fucked around with this message at 04:30 on Aug 16, 2014

al-azad
May 28, 2009



Right but my point is that a jump scare, at least from my point of view, is anything that instantly fills the entire screen and makes an awful noise.

Butt Ghost
Nov 23, 2013

I don't feel like jump scares are inherently evil or anything. I mean, it doesn't beat something that is disturbing all on its own, since that kind of thing stays with you. But jump scares can sometimes compliment a game's atmosphere, because they create a fear of the inevitable. You know something is going to pop out at you, and the tension just keeps building and building, causing paranoia. That isn't to say you can't have bad jump scares. Look at some Newgrounds horror games for example. Those games don't usually don't have a good atmosphere, and the jump scares are poorly made and have poor timing.

Clever Spambot
Sep 16, 2009

You've lost that lovin' feeling,
Now it's gone...gone...
GONE....
At least a couple of jump scares are good to have in a game, if for no other reason than because a game establishing it is willing to do them makes people tense because they are anticipating them and (more often than not) even more tense when they don't happen.

edit: it should never ever be used as a replacement for good atmosphere though

Clever Spambot fucked around with this message at 07:43 on Aug 16, 2014

Ularg
Mar 2, 2010

Just tell me I'm exotic.
So I remember a lot of the jump scare talk starting with P.T. saying that the Ghostly neck snap is a cheap jump scare.

After playing through it, holy hell it is not, not in the loving least. It's a scare that is telegraphed as clear as day. It is practically the players fault if they got a jump scare in that game.

You can hear the ghost's footsteps, they're louder than the soundtrack and you can hear her get close and then walk away. There's also audio cues depending on where she spawns.

al-azad
May 28, 2009



Ularg posted:

So I remember a lot of the jump scare talk starting with P.T. saying that the Ghostly neck snap is a cheap jump scare.

After playing through it, holy hell it is not, not in the loving least. It's a scare that is telegraphed as clear as day. It is practically the players fault if they got a jump scare in that game.

You can hear the ghost's footsteps, they're louder than the soundtrack and you can hear her get close and then walk away. There's also audio cues depending on where she spawns.

I still don't understand this demo or how it works and I don't think anyone truly does. Every 60 seconds or so you can hear her croaking and wet footsteps but that doesn't mean she's actually there. There's the puzzle where you have to turn around and she appears but that's part of them. Sometimes she appears on the balcony or floats near the ceiling. Then there's a random chance in the third segment where she appears in the hallway or the bathroom, which I triggered both time, but never did she snap my neck. She even clipped through the character in the bathroom.

The teaser is largely arbitrary and strangely that's why I liked it so much. The best way I can describe it is a game where you're fumbling in the dark, literally and figuratively, hoping that something will happen to trigger the next sequence.

AllisonByProxy
Feb 24, 2006

FUCK TERFS/BLM/ACAB
Gonna be streaming P.T. from the beginning in a few if anyone cares to watch.

http://www.twitch.tv/allisonbyproxy

Tunahead
Mar 26, 2010

Re: Jump scares

I don't really consider Five Nights at Freddy's as having jump scares. You can get attacked, yes, and those attacks are aesthetically extremely similar to jump scares, but the crucial difference here is that each of them is heavily telegraphed so you know they're coming, and entirely preventable. It's not impossible that you could get surprise attacked, but that's only because you haven't grasped the gameplay mechanics yet. One of the characters has a difficult pattern to work out, but other than that you should be fine. Even if you run out of power, you don't really get jump scares, because your death is even more obviously telegraphed in that situation.

Poulpe posted:

the animals will never actually move at all if you're watching them

This isn't actually strictly true for all of them. Hope you've got quick reflexes.

Tunahead fucked around with this message at 10:41 on Aug 16, 2014

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
I had a sort of emergent jump scare the other day while playing Fallout: New Vegas. I decided to try and sneak north from Goodsprings through deathclaw territory in order to get to New Vegas faster. I spent several minutes slowly inching my way through the hills, nothing in sight at all. Then, out of nowhere, my stealth is broken and [DANGER] is flashing at the top of the screen. I start to look around and suddenly my entire vision is obscured by a weird shape. My brain didn't instantly register what it was. It turned out to be the bottom half of a massive deathclaw because I wasn't looking up enough to see the head. Scared the heck out of me one split-second later when I realized what was happening.

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!
I don't know, I think this is all stretching the definition of a jump scare. A jump scare is typically just a startling event followed by a loud noise that isn't earned, and may have absolutely no relevance to anything that preceded it. An example would be a game or a movie where someone is just walking down a boring, empty hallway with nothing to indicate danger is coming, and then something pops up and you hear a loud noise on the soundtrack.

If you encounter something startling that's entirely your own fault, like allowing the animals to get in in Freddy's or a Deathclaw to attack you in the Designated Deathclaw Area in New Vegas, then that's not a jump scare. That's just a startling event. In those cases, you're more afraid because you "died" and/or failed the game. Something happened which you'd actively hoped would not happen because it means a game over (animals killed you) or a failure to complete some goal (getting to New Vegas). The suddenness of it doesn't really make it a jump scare.

RightClickSaveAs
Mar 1, 2001

Tiny animals under glass... Smaller than sand...


Outlast had a bunch of what I considered jump scares that worked for the game. Especially the first couple, going into the library and having the body swing in front of your face while a super loud noise plays. That one was definitely a jump scare, although you knew something was going to happen, the suddenness of it and the fact that there's no actual danger (yet) puts it in that category. And then right after that, as you squeeze through the narrow opening in the hallway, you get grabbed by the big Sergeant whats his name guy and thrown down to the bottom floor. That one is also unexpected and suddenly thrusts you into a whole new, unknown area of the hospital, which I found really terrifying. The jump scares in general worked really well on me, there's tons of scripting but it's well orchestrated and spaced out pretty well too.

the gulper caper
Feb 22, 2004
tastes like candy

RightClickSaveAs posted:

Outlast had a bunch of what I considered jump scares that worked for the game. Especially the first couple, going into the library and having the body swing in front of your face while a super loud noise plays. That one was definitely a jump scare, although you knew something was going to happen, the suddenness of it and the fact that there's no actual danger (yet) puts it in that category. And then right after that, as you squeeze through the narrow opening in the hallway, you get grabbed by the big Sergeant whats his name guy and thrown down to the bottom floor. That one is also unexpected and suddenly thrusts you into a whole new, unknown area of the hospital, which I found really terrifying. The jump scares in general worked really well on me, there's tons of scripting but it's well orchestrated and spaced out pretty well too.

This was the most unbearable part of the game for me. I waited in the lobby for a minute or two until I realized I couldn't handle any more and had to quit. It took me watching someone playing through to the Cell Block before I was confident enough to go back and finish the game. I ended up breezing through the rest because nothing else came close to matching that sequence for me.

RightClickSaveAs
Mar 1, 2001

Tiny animals under glass... Smaller than sand...


The lobby is so tense. You're in a big, exposed part of a completely unfamiliar area, you don't know exactly what's going on yet, and the whole place is just full of shadowy corners that could be hiding anything. It took me a while to get up the nerve to start finding my way around there.

woodenchicken
Aug 19, 2007

Nap Ghost
I remember the exact moment when I realized I probably wasn't going to like Outlast: I had passed by a creepy but harmless guy in a wheelchair, but then I was required to go pass him again and OF COURSE he had to jump out at me and shove his face into mine. If that wasn't bad enough, I died and had to reload soon afterwards, and was forced to sit through the same "scare" again. I dunno, they just seemed to do exactly what I would expect every single time. A horror game (or film) either works for you, or it really doesn't. I finally uninstalled after that time when I had to throw some important switch, and knew with a 100% certainty that someone would get in my grill again, so I checked everywhere for any sign of monsters, made sure nobody was on the horizon, crawled quietly to the switch, click... yep.

Alain Perdrix
Dec 19, 2007

Howdy!
I know what you mean about Outlast. I wanted to like it more than I did, especially since it was a gift from a friend. It was pretty predictable in those ways.

Also, I cannot overstate how incredibly sick I am of mental hospitals in horror games. It feels like they're an even more pervasive backdrop in the horror genre than World War 2 was/is in FPSes. :psyduck:

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->

King Vidiot posted:

It's basically Night Trap, except instead of trapping whatever you find on the camera feeds you just use the cameras to figure out where the animatronic animals are. They seem to wander around randomly until they get right outside your room, at which point they'll probably be trying to get in eminently. And when that moment comes, you need to start using the light switches to check if they're right outside and if they are, you just use the security lockdown doors to keep them out. Then they wander off aimlessly, rinse, repeat.

I heard that later on the game starts throwing wrenches into the works to trip you up, like doors that don't work and a fourth animal who will sprint straight for the security room if you ignore him too long.

I've been looking into this game (not playing it though because I'm a massive pussy but still have a morbid fascination with horror games) and the doors not working is actually a precursor to you being hosed. Specifically, if the duck gets into your room she won't immediately kill you, she'll just disable the door on the right and wait for you to check your camera again. The next time you lower the camera she will then kill you.

Basically if you find that your right door suddenly isn't working you're hosed unless you're close enough to 6 AM that you can wait it out and not look at the cameras again.

The final level also has a special version of the bear who will appear in front of you in your office if you lower the camera while the camera is looking at an altered version of a poster (which has a small chance of appearing every time you switch to that character) in one of the hallways. He will kill you after a second, but not if you immediately look back into the cameras and look somewhere else, after which he will simply not be there the next time you lower the camera.

The game overs are obviously the scare crescendoes but the game does a very good job observing "the terror is not in the bang but in the anticipation of it."

ovaries
Nov 20, 2004

I just tried Freddy's, and I'm a bit lost on the mechanics after dying on the first night. Why do you need to bother looking at the cameras at all as opposed to just switching the doors' lights on every once in a while?

Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?

ovaries posted:

I just tried Freddy's, and I'm a bit lost on the mechanics after dying on the first night. Why do you need to bother looking at the cameras at all as opposed to just switching the doors' lights on every once in a while?

Starting on about Night 3, not ever looking at the camera turns into a pretty bad idea, past that it turns even worse when Freddy himself starts roaming.

ovaries
Nov 20, 2004

But until then you don't need to monitor the cameras? Or at the very least, you only have to pay attention to the ones directly outside your room?

Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?

ovaries posted:

But until then you don't need to monitor the cameras? Or at the very least, you only have to pay attention to the ones directly outside your room?

Yeah, the first night or two you don't need to keep as much of an eye on the extra rooms and junk. Really just watch those connecting hallways and the rooms just outside your office, then fiddle with the lights every so often.

PrinnySquadron
Dec 8, 2009

Yardbomb posted:

Starting on about Night 3, not ever looking at the camera turns into a pretty bad idea, past that it turns even worse when Freddy himself starts roaming.

No, you def. need to watch them Night 2. I've watched Rooster Teeth play it and they didn't observe the cameras at all while the phone rambled on: it ended...poorly for them.

A Spooky Skeleton
Aug 28, 2012

i'm a princess of trash
You always need to check on Pirate Cove from time to time. When you don't keep looking at him, Foxy the Pirate Fox will RUN for the booth. He doesn't care if you see him move after that. Even if you close the door in time, he rams it and drains some power from you.
So yeah, don't neglect checking the cameras.

ovaries
Nov 20, 2004

Yeah, I don't think this game is for me. Having tried it a few more times I still feel like I have no real idea what I'm doing. I really like the concept and the prerendered visuals but the gameplay mechanics are pretty inscrutable to me.

DoctorOfLawls
Mar 2, 2001

SA's Brazilian Diplomat
I am trying to get more friends to play horror games and one of them asked an interesting question: which games are "less traumatic" to start with, so that a newcomer does not pick something so scary they give up on the genre altogether?

Lets! Get! Weird!
Aug 18, 2012

Black King Bazinga
There are maybe five legitimately scary horror games in history so you're safe suggesting most any.

poptart_fairy
Apr 8, 2009

by R. Guyovich
Five Nights is one of the few games where the cheap, crappy nature of the models works in its favour. :v:

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
Smart-assedness aside, it kind of depends on what kind of game you're looking for. Horror is more of a theme than a genre, whether you're looking for a shooter or a point-and-click adventure will probably make more of a practical difference.

Clever Spambot
Sep 16, 2009

You've lost that lovin' feeling,
Now it's gone...gone...
GONE....
Something like Resident Evil 4 that is mostly an action game with a decent horror atmosphere and a couple of scares would probably be a good jumping on point.

Ularg
Mar 2, 2010

Just tell me I'm exotic.

poptart_fairy posted:

Five Nights is one of the few games where the cheap, crappy nature of the models works in its favour. :v:

It's like the fear of clowns punched up to 11.


Clever Spambot posted:

Something like Resident Evil 4 that is mostly an action game with a decent horror atmosphere and a couple of scares would probably be a good jumping on point.

Dead Space was my gateway drug.

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King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!

Fojar38 posted:

I've been looking into this game (not playing it though because I'm a massive pussy but still have a morbid fascination with horror games) and the doors not working is actually a precursor to you being hosed. Specifically, if the duck gets into your room she won't immediately kill you, she'll just disable the door on the right and wait for you to check your camera again. The next time you lower the camera she will then kill you.

I think that's just a new technique that both the bunny and duck acquire around the second night. I watched a playthrough where a guy had the bunny do that to him, and he fiddled with the lights/door for the longest time not knowing what-the-gently caress. Then when he cycled the cameras and lowered the screen the bunny came in right after. But the guy doing the playthrough said the bunny "must've got him while the camera was up" so I just assumed the door and light malfunctioning was unrelated.

Kind of neat that they thought of a way to give you a fail state where you're not told that you're already dead until you inevitably check the cameras again. I wonder if that's normally preventable though, like if the bunny's about to pull that trick on you if you can catch him with the light outside your door and close it so he can't disable it open.

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