That silent hill example sounds cool. They used anticipation and your own imagination to scare you. Amnesia is like 95% this.
That silent hill example sounds cool. They used anticipation and your own imagination to scare you. Amnesia is like 95% this.
Silent hill games (the good ones...) aren't action games btw. Most people consider the second one to be best psychological horror game ever made.
Horror's pretty dope these days. Next Resident Evil lookin slick https://www.youtube.com/watch?v=JSapXD9vxYA
If I remember right, one thing they said was close to what you said about "you do not want to show the monster" -- but changed to "you do not want to show what happens when the monster gets you".
If the player dies, you either have a gamey consequence (you are set back a long way, you lose resources), or nearly no consequence (you restart quite close to where you died with the same resources). Either way though, the player's fear of this monster is now based on that game mechanic, and could be better described as annoyance than fear. You've lost the visceral suspension of disbelief where on some lizard-brain level the player still thinks "this thing is going to GET me".
So it leads to kind of an ironic balance where the devs are trying to come up with things that are very effective at scaring the player while not really being that difficult to evade for a reasonably competent player. Their ideal is for the player to get through the whole game always feeling like they're in danger and just barely surviving, but never actually dying.
Again, wish I could actually find the source, because it's been years, but the idea stuck with me. I want to say they gave an example of some trick they pulled on the memorable "water monster" level, to amp up the terror while not actually increasing the player's chances of failing. Maybe something like the water monster moves slower while you're looking away from it, so when you hear it behind you while you're turning a crank you think it's about to get you but you actually have enough time to succeed. I don't remember.
Letting the world end in Majora's Mask comes to mind for me. As a kid I was terrified of the ever present timer and never let it hit 0, even once. There's probably something about agency there. I wouldn't ever choose to let the monster get me in Amnesia, but when I did it was because I misjudged something and got myself into an unwinnable situation. If you're going for the strategy they're describing, I think you need to reduce the tree of possible mistakes that leads the player without them realizing they're taking a risk...
The "you better survive until you find your corpse or you lose everything" mechanism worked really well when I was new at the games.
Also in the "not horrified but anxious as hell" gameplay was the original Bioshock and seeing the Big Daddy character... still remember hearing him before he came around the corner... so cool. :-)
Dark Souls did have some good creepy moments though. The first time entering the catacombs with the giant skeletons, the first time you face the ghosts of anor londo especially if you stumble in there early, seeing the guardian at the top of sen's fortress and knowing you're going to have to face him after you get by the archers and giants after getting through that hellish trap filled nightmare. Going back to the undead asylum and falling through the floor to face that demon. The giant rat before blight town. There's more, Dark Souls had a lot of those that worked well on the first playthrough. The did lose some of their impact on subsequent ones though.
But it still works pretty well in spite of that. The emotional harm of loss stings.
It worked great for Limbo, Inside and I loved those. Just different tastes.
At first I was disappointed, but then I also vividly remember feeling fully immersed during those few hours since I basically did not run into checkpoints.
I REALLY enjoyed RE7. I felt like it kept me on my toes and I played it way faster than any other single player game in recent times.
What is the best entry point and order for the silent hill series?
Silent Hill struggled to get out of the original playstation and hasn't had anything good in years. Remakes and remasters of the originals are generally perceived to be lower quality. I would try to grab an emulator and just play the first 4 in order then pretend the rest doesn't exist. Number 1 and 2 are the treasures of the series.
3 and the constant pressure of the big bad guy is great too, the pace contrasting massively with 1 and 2. Code Veronica is really nice too. I don't like 4.
But the "tank controls" really are some relic of the past.
It's creepy, weird, kind of funny, and ultimately an interesting game. Definitely recommend a play through.