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File: e549ecef3057335⋯.jpg (50.58 KB, 640x451, 640:451, Foto Forbidden Siren 2.jpg)

d29817 No.13769045

Is a good Horror game designed as a puzzle?

>Play a forbidden siren.

>Opening spawns you in a small stretch of road with a Shibito Cop shambling after you, cackling in broken Japanese and taking potshots with a handgun

>The goal is to explore the small area while the torch can lure in the enemy but in the dark you cant interact with shit to find a way out

>Go into small building

>Find key to Truck outside

>Get in

>Use key before the shots hit you through the windshield

>Drive away

>End of 'scene'

>Save

>move onto next 'puzzle'

Its even more Apparent in the Siren Blood Curse remake where its almost a total stealth game where the goal is to set up events to favour you almost in the vein of Hitman.

Looking back a lot of the great horror games are some form of resource management, path finding and logic puzzles. All the bad ones are action shooters.

Is there a good Horror game that doesn't involve puzzle solving in some capacity?

6f7b1c No.13769076

I think it is likely because combat ruins a horror game if it is good. Making it a clunky piece of shit means you have to be more careful and adds some extra threat to the enemies. You could just fight the ghost and kill it or have to explore and survive the area until you can truly escape. Which one sounds more interesting?


277708 No.13769091

>>13769045

Neither stealth nor puzzle are good mechanics for a horror. An interactive movie with consequences of your decisions would be better. So whenever or not you succeed - you still get a spook.


d29817 No.13769127

>>13769076

I think the only game to balance the two was the original Fatal Frame/Project Zero. I'm desensitised as fuck but that game was genuinely chilling and when you first discover leaving a room doesnt mean shit as the ghosts go through walls, floors and any door you are never safe so those RE style safe room moments do not really exist and even though its effectively a FPS in disguise this lack of any breather moments means its constantly keeping the tension high.

-also the marketing for both it and siren having fake blogs and shit that alluded to them being based on real stories added a nice mystique even if you didnt fall for it.


1dc7d8 No.13769129

>>13769091

>Is a good Horror game designed as a puzzle?

>An interactive movie

anon, /tv/ is two blocks down.


f6714c No.13769248

File: 59e989061f73ca4⋯.jpg (164.86 KB, 647x810, 647:810, byah.jpg)

>This extremely specific thread means we won't have a horror thread this weekend or it will be locked

Man.


d29817 No.13769262

>>13769248

Sorry volunteer mod, we wont talk about things until the specific one time we are allowed. G-gomene


d29817 No.13769404

Fun fact: Watching some retrospectives about Forbidden Siren informed me 2 never came to the US at all, lots of Americans actually think Blood Curse is "Siren 2". Talk about a game lost to time.


0718a1 No.13769455

File: 21ddc30330e25ab⋯.jpg (77.03 KB, 1024x575, 1024:575, outlast-screen-01-ps4-us-1….jpg)

>>13769248

Unless we hijack it for our own purposes.

I think there should be a new category of Horror game by the name of "Panic Horror" where it's designed in order for you to not think straight. The Outlast games fit under that umbrella as well as some jump scare games.


d29817 No.13769503

>>13769455

Technically survival panic exists in japan and its used for what we call the 'disaster genre' with stuff like Disaster Report.


bdd99b No.13769539

YouTube embed. Click thumbnail to play.

S P O O K Y

SKELLINGTONS!!?


6f1043 No.13769667

A good horror game is a good stealth game. See Thief: The Dark Project.


d29817 No.13769670

>>13769667

>"i don't want the thing to see me"

Promote that man!


00e3b5 No.13769675

File: 66bc4b2ffe33028⋯.png (506.85 KB, 1028x1023, 1028:1023, Capture _2016-10-18-20-40-….png)

>>13769045

A horror game without combat for a good reason isn't scary, just frustrating. It's fine if my attacks are ineffective, but it breaks my immersion when all I can do is run and hide when in real life I might try to throw a chair and run past if I'm desperate.

The best example I can think of is Haunting Ground. Combat was difficult, avoidable, and often a bad idea, but still a viable option.

I think the reasons puzzle elements resonante with horror fans is because an action oriented game will lessen fear when you know you can resolve conflicts with conventional combat, but overcoming adversity through indirect means hightens the tension when you know you're in a threatening situation.


40a99f No.13769700

>>13769675

well it was avoidable except for the boss fights. Those were dumb




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