SO WHAT ABOUT HORROR/SCARY GAMES?

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author=VerifyedRasta link=topic=2919.msg56745#msg56745 date=1232298687
author=Mitsuhide_The_Vagrant link=topic=2919.msg56689#msg56689 date=1232256231
What would it take to make an RM game scary?

Not using a DBS is one step in the right direction.
Seriously, all battles should not be Turn-based. The only real way to give someone a scare on an RM game, is to have Real Time battle systems, where things pop out of nowhere.

What about Sweet Home? That game is a turn-based horror RPG on the NES and still manages to be creepy. And The Longing Ribbon? That had a sweet turnbased CBS (not to mention used RTP graphics) and still scared the crap out of me.

Resident Evil isn't very "scary" by my definition, per se. Rather, it's sort of... stressful. Not to say actually stressful, but trying to keep yourself alive with limited supplies while a million zombies are trying to eat you alive. It's not fun, nor is it much scary. To quote H.P. Lovecraft (because I'm cool like that) "The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown..." Knowing what you're up against really does bog down on the scares.

Silent Hill isn't really scary for its monsters or combat, it's scary for its atmosphere. Take the school in the first game, for example. There was one point where you were in a locker room and one of the lockers is shaking. There's got to be something in there, right? Well, you open it, and there's nothing. You try walking out of the room and OGMAEPOGEOIGHA!!!!! a monster jumps out of another locker, completely unexpected. The other reason Silent Hill is so scary is due to its plotlines. I could go more in depth but I don't really want to spoil anything. And I'm not sure if I could do them justice by describing them here.

So there are two types of horror, "Resident Evil" HOLYSHITZOMBIESHEADSHOT horror, where stress is used as a tool to induce fear, or "Silent Hill" WTFISGOINGONSHIT horror, wherein ordinary people are thrown into extraordinary situations and their psychological well being is put to the test. In layman's terms, the former is gameplay and the latter is plot. I'm a fan of the Silent Hill category personally, but there are lots of other people out there who like the Resident Evil kind. Really, you just got to decide on your audience and go from there.

The only exception I can think of to these rules is Eternal Darkness: Sanity's Requiem, which excels (at least in my opinion, I'm more than sure others will disagree) in both gameplay and plot. If I may be so bold I'd also like to include Call of Cthulhu to this category.

(btw I didn't get any sleep last night so I'm not sure if this all makes sense. I think I know what I'm talking about, though. <_<)
Looks like some of you need to go play Dead Space. There are things that game does on purpose to build suspense. The camera placement on the character throughout the game, suspense, and even the controls add to the horror aspect of the game.

I've heard Call of Cthulhu is pretty scary, it seems like that game was overlooked.
Ya Dead Space is pretty good on attmosphere. A Scary Rm game is tottally possible.
You just need to keep the tention up. One trick is to Raise and lose the music to make things more intense hope that helps.
author=captainregal link=topic=2919.msg56771#msg56771 date=1232314854
One trick is to Raise and lose the music to make things more intense hope that helps.

but wouldn't that make the game seem annoying?
author=demondestiny link=topic=2919.msg56796#msg56796 date=1232328264
author=captainregal link=topic=2919.msg56771#msg56771 date=1232314854
One trick is to Raise and lose the music to make things more intense hope that helps.

but wouldn't that make the game seem annoying?

What exactly do you mean by that? If by that you mean a sudden change in music/sound (like the music suddenly stops or a wierd sound effect plays) then that's exactly what I said earlier. Both of those aspects help deliver it the sense of horror very well.
About 3/4 of the way through FEAR I stopped being scared and my mindset went from scared to hunter and I was just blasting through wondering where the little skank was. Although I still jumped when that freaking EVE mech busts through that one wall that one time near the end. Combat Shotgun and reflexes ftw.
Max McGee
with sorrow down past the fence
9159
author=VerifyedRasta link=topic=2919.msg56675#msg56675 date=1232252671
The Mirror Lied was the closest an RM game got to being scary, and it wasn't scary, just creepy.

Played Backstage?
author=Max McGee link=topic=2919.msg56819#msg56819 date=1232338149
author=VerifyedRasta link=topic=2919.msg56675#msg56675 date=1232252671
The Mirror Lied was the closest an RM game got to being scary, and it wasn't scary, just creepy.

Played Backstage?

Well I should have said the closest an RM game (That I've played) got to being scary.
No I haven't played Backstage, but I'll give it a try tomorrow to see if it's scarier than The Mirror Lied.

Chances are I might forget to play it though, my memory's bad ... I'll just download it now to remind myself
author=Max McGee link=topic=2919.msg56819#msg56819 date=1232338149
Played Backstage?

Honestly, Max, I HAVE played Backstage. You set the mood quite nicely, I got freaked out a couple of times. Sorry to say though I haven't beaten it.
I think it would be pretty hard to make a scary 2D game although you could do surprising quick stuff that makes you jump. That crap always gets to me lol.
author=waytogo24 link=topic=2919.msg56918#msg56918 date=1232402919
I think it would be pretty hard to make a scary 2D game although you could do surprising quick stuff that makes you jump. That crap always gets to me lol.

That's probably as good as it's gonna get with RM2K/RM2K3. So, with that said, that's what I'm probably gonna be doing for my game.
If you want to make a game that really gets to someone, you have to be able to get your game to get inside their head.
Like in, you know, Wraith. The "danger" of the wraith was all in the mind games it was playing with you. You kept having to look all around this manor, and you never knew if the thing was going to pop out of nowhere and come careening down the hall at you.

The thing that was really bad about that was that the wraith did undisclosed amounts of damage to a health bar that you couldn't really understand too well, and there was no way to heal from a wraith attack. So it wasn't just a clean-cut insta-death sort of thing, you were flirting with the possibility of having to start all over again as the wraith was slowly wearing you down. Especially when you saw the "new game" option right in the save menu.

Not exactly "horror" in the traditional sense, but that's a pretty scary position for the player to be in. The zombies and tentacle monsters, though overtly scarier, were much easier to deal with because they would just kill you outright.
Horror games are highly possible in RM. I've been playing them for years and I've seen some truly scary ones, such as Lurking Under Life on RRR.

I even created one myself. Play it and judge. It scares ME and I created the damn thing.
Exactly things popping out randomly and coming after you extremely fast would definitely scare the hell out of me.
I recommend playing Dark Gaia's "One Night"
Definitely shows that RM horror games are possible
How about Siren?

I've never played it but have heard that it has obtuse gameplay and an awesome storyline.

http://www.insertcredit.com/reviews/siren/index.html
Hmmm. I have to say that this topic is really interesting, and most of the response I have read, especially by Shinan and Orig, really hit the nail on the head in so far as what makes a game scary. I'd like to toss my opinion into the fray as well.

First off, I have to agree with the idea that a game can be creepy and not scary. Of course, having said that, there is a widely varying degree on what is scary and what is not, for each individual person. In this day and age of horror movies like the SAW and Hostel series, some people are so completely desensitized to graphic violence that seeing a person dismembered on screen would hardly even phase them. In contrast, there are people so sheltered from graphic violence, that a Sam Peckinpah or Robert Rodriguez movie would have them hiding under their bedsheets for days.

Therefore, what makes a game scary is not its ability to bring you out of your comfort zone. That's a game's ability to make you feel anxious (or as one user put it, 'uneasy'). What makes a game scary is its ability to lull you make you think, and become apprehensive, about what MIGHT happen. The two elements that best reflect this idea is suspense and shock.

Any scene, or game, that hangs onto the false sense of security, and makes you dread what can happen next, is scaring you. To do that, the right atmosphere is needed. Lighting and camera angle, or field of vision, needs to give away only what the designer wants the player to see. Sound effects, in the distance, to the side, or right behind, especially ones that don't have a visible source (such as metal scraping upon metal, or a growl in the darkness), add to the tension mounted by being unable to see the sound's origins. Music can help add to the mood of tension, but there are times when no music at all is even more effective, letting players listen to only the footfalls of their character and the beating of their heart.

Shock is simply that, and relies more upon the talent of timing than anything else. Unfortunately, there is no way timing and pacing can be taught, you either have it, learn it on your own, or never get it. The mark of a true artist, especially in horror, is knowing when to dangle the player by a hook, and when to scare the pants off of them.

Having said all that, it is very possible to create a horror/scary game in RPG Maker. The key is not using the graphical chipsets to scare, but the create an atmosphere of tension through level design (that's maps and events), sound effects, and appropriate music. Then, at the appropriate time, using shock-value to jar the tension and produce the necessary scare. Someone cited 'Sweet Home', an old horror game for the NES. That game is freaking creepy and (at some points) down right scary, and its 8-bit. So in a 16-bit or higher engine, fear is only limited by the designer.
My brother has been making a horror RM2K game for atlest a year.

So in his game, you are trapped inside of an old mansion and can't get out.
You are all alone but there are notes written by someone who has been there
before you. Like: "We know we are not alone in this mansion", and "Everyone are scared but none admits it" and "I take this as my punishment, but what am I guilty for?"...

I think it is the best game ever, but it isn't ready yet.
author=GoldenYoshi link=topic=2919.msg58230#msg58230 date=1232875519
My brother has been making a horror RM2K game for atlest a year.

So in his game, you are trapped inside of an old mansion and can't get out.
You are all alone but there are notes written by someone who has been there
before you. Like: "We know we are not alone in this mansion", and "Everyone are scared but none admits it" and "I take this as my punishment, but what am I guilty for?"...

I think it is the best game ever, but it isn't ready yet.

Well that's not alot of info you got there. What tactics does he use to scare the player besides those notes?
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