How do we fix the horror genre?

How do we fix the horror genre?

british settings

By purchasing Outlast, and preordering it's sequel and Resident Evil 7 ;^)

The only scary thing about british settings are their teeth.

Stop putting "2spooky suspense music pewdiepoop'dmypants jumpscare" shit out, and start putting some actual psychological horror and gore in.

VR game where you wake up during operation and look down when?

ESRB and investors aren't gonna allow anything that isn't zombies or amnesia anyways.

It was never good

Less focus on jumpscares and more on atmosphere.

Tfw british and they wouldn't give me braces on health service because my teeth weren't causing me physical pain every day.

I was too young to realise I should have just lied to get free braces.

Atmosphere is rarely scary without sudden jolts because we are adults and nothing that isn't real shouldn't scare you.

The Suffering was scary

So was Alien: Isolation and Dead Space

There's a strong difference between your brother jumping out from behind the door to freak you out, and walking into a room to see your brother dead with a man in a lab coat knelt over him

The first one will get a reaction, but the second one is actually scary

The second one is scary in real life, not in a video game.

>not being afraid of grungy plymouth shores

We don't. There are plenty of good horror games f this generation out there.

skimpier clothing

You're not wrong.

Every time I go outside in bongland a see a Polish person their teeth makes me want to vomit.

But that's an extra costume. The ones you're suppossed to play with (I mean, the ones the game has for the characters by default) are normal clothes.

>the suffering was scary
Occasional tense music just put me on edge thinking there would be a jumpscare
the excessive blood and retarded creatures were comedy if anything.

>psychological horror
What do you mean by this?

Yeah and that's why the game sucked.

Things that aren't jumpscares but rather make you think "oh shit what if this happened to me".

Waking up in the middle of an operation for example and looking down and seeing yourself split open.

is the original siren worth playing? I burned it on a disc recently, but I haven't played past the intro yet

Resident Evil 7 is doing a fine job.
>mfw dad walks past the doorway for the first time

The early medical bay section where you have your first real encounter with the alien is honestly the most tense experience I've ever had in a game.

>tfw playing Timesplitters 2 again
>Play the virus challenge in abandoned hospital
>Play the zombie survival challenges

That shit is more horror inducing than any of this crap today.

the puzzles are cryptic
2 is easier for someone new to the games

is it good though?

also does 2 play well in an emulator? cause i don't have a European ps2

Plymouth is a horror game...

Make a new Siren in which sightjacking actually allows a playable framerate.

I tried and it was boring

A better question to ask is how do we make niche, b level games economically viable in the eyes of developers. The biggest problem with the games industry is the death of A-AA games.

Horror and sex appeal go together like gin and tonic.

Nintendo just takes all the gin out.

>haunting ground sequel
>Fiona has missed the last train and must walk home through a bad neighborhood

both are good imo, but the first one is harder
it's not for everyone though, so you should maybe check out some gameplay videos
both emulate well for me

Subtlety. Little things changing here and there is terrifying. That was the best part about PT, but that did have jumpscares, unfortunately.

The limited amount of Haunting Ground porn is criminal.

Make a good Silent Hill game again, or something similar to it at least.

Fear can be invoked by many things and immediate danger is the cheapest and most boring of them.

use the fear of getting raped, like SH3 and Haunting Ground.

>unfortunately
Jumpscares can be used well, its ridiculous to think horror titles shouldn't have any jumpscares at all.

Also the most effective.

Lazy too. My dog barking is a great horror element, pop-tart jumps to.

Fuck those shitty movies.

Bring him back to Silent Hill. Konami are fucking idiots and really ham-stringed his creative talent.

What gaym

>we
Other than being incredibly entitled and yelling on the internet
>we
Arent going to do anything

A movie 100% relying on one particular element is bad, yes, but dismissing such a core part of human fear so offhandedly is shortsighted.

For one fucking thing start putting combat back into horror games. I'm sick of this Outlast Amnesia closet horror bullshit where there's no consequence and no sense of danger to anything you do.

For another thing, stop making realistic graphics. the Cyborg Midwife from System Shock 2 is still the scariest video game enemy to date and that had subpar graphics.
The first Silent Hill is still the scariest game in the series. LSD Dream Emulator's violence district is terrifying to most people.
Bad graphics make a game scarier, dead serious that's my honest opinion. I don't need to be able to count the creases in an enemy's asshole to be scared by it.

Its very simple. Since players no longer feel a snes of consequence when their player is harmed or killed, you must remove their agency, destroy it, and force them to feel consequences.

This would be ideal in a story and character driven game where the player is directly responsible for the well being of other characters to which they are ideally attached and every mistake has a price, either to the player's ability to succeed or to the well being of other characters. There is no room for error, with gameplay which is truly difficult bordering on grueling and players are not allowed to simply load a save and fix their mistakes with new understanding.

To this end an adaptable environment and branching paths would be key. Make the player uncomfortable and remove their control. Punish them severely for mistakes, but do not simply kill them.

Something like that.

>no consequence
>no sense of danger
>amnesia
The monsters can kill you if you you're not in a good position to escape, and your non regenerating health will be lowered. Your insanity meter is also a constant worry.

The Suffering was inspired by Hellraiser, it was never meant to be scary, it was meant to show suffering.

A horror game needs the correct balance of difficulty to induce stress on the player.

I thought Alien: Isolation and The Evil Within did this pretty much perfectly, constantly throwing different stressful scenarios at you that are easy to lose if you're not careful.

A popular game I felt did this poorly was REmake. The beginning Mansion area is ridiculously grueling to the point where I was no longer stressed out or scared while playing it, but actively pissed off at the game. Then (much like the original) once you get to the spider cabin the game becomes piss easy and never stops being easy again.

>The Evil Within did this pretty much perfectly

Shame that game gets exponentially worse the further into it you get

It started super strong, I was really disappointed with how shitty the later chapters were, and good god, that final boss fight was retarded

I think difficulty can actually be counter productive after a certain point. Dying over and over again numbs players to danger, and death, and it puts them into a bad mindset for horror. They start to see a section as simply a difficult challenge like in any other game, instead of something that should be scary. It's a difficult balance to strike.

Name 1 actually spooky game

cont. Playing isolation on nightmare was a mistake . Certain sections with the alien were so difficult that I viewed them simply as annoying stealth sections instead of an intense life or death struggle. I would have been more scared on a lower difficulty. All of this was my own fault obviously.

Slenderman

Hard is the recommended setting and it's what the game was balanced for.

much like DOOM, Nightmare was literally added as a joke difficulty

How do you add combat to an horror game anyway? people say that Dead Space is an horror game, but honestly I see it more like an action game with an spoopy ambient, just like the FEAR franchise.
The only thing I can think is making a survival horror, but it has its limits too.