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Scary RPGs?

20 Eyes

Liturgist
Joined
Nov 23, 2010
Messages
1,395
Bloodlines is the obvious recommendation, but unfortunately there is nothing else like it.

A great horror-themed game with a legitimate macabre atmosphere is Shadow Hearts. It's a PS2 JRPG so 75% of the Codex would dismiss it just on that, but it's really good. Like most JRPGs, it's more of an interactive adventure than a proper RPG but the atmosphere is really well done. Here is the intro movie:

http://www.youtube.com/watch?v=H7kJkG10ENM

It's in English too, but I couldn't find an English one on Youtube.

There was a sequel, but it dropped the heavy atmosphere and replaced it with anime derp.
 

Johannes

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Only game I remember being actually scary to was System Shock 2 when I first played it. I'm pretty sure a similar game wouldn't have such effect today though. A lot of things added to the effect - sound effects were important, both of because how well made they were and because of the gameplay implications of hearing different things. And the unknown, both uncoveringg the plot and exploring new levels with deadly stuff. It did get decidedly less scary even as a kid once you got further into the game and more familiar with the game.


What kind of RPG mechanics would be scary though... Getting wounded must be dangerous in the long term too, or give monsters stat-drain attacks or such. And restrict saving or go full permadeath. At least some stuff should be randomized so you cannot fully know what awaits you.
Well basically, make it difficult game where you rather than continually rise in power, try to avoid being turned into a total wretch too fast. Then add some fucked up backstory to it. And maybe add some sort of timer too, so you can be punished for being too cautious.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
"Paraplegic in the driveway"
The DLC for the award winning GTA 13 has finally arrived.
The award winning game, now with included electrodes to fully explore your body's horror forming stimuli.


"You'll wish you'd never bought it"
prestigious gaming magazine
"This is more fucked up than that time my father bought the car that ran over him"
prestigious horror author
"Fuck me man, those people are crazy"
University of Berkeley psychology college research assistant
 

20 Eyes

Liturgist
Joined
Nov 23, 2010
Messages
1,395
Johannes said:
What kind of RPG mechanics would be scary though... Getting wounded must be dangerous in the long term too, or give monsters stat-drain attacks or such. And restrict saving or go full permadeath. At least some stuff should be randomized so you cannot fully know what awaits you.
Well basically, make it difficult game where you rather than continually rise in power, try to avoid being turned into a total wretch too fast. Then add some fucked up backstory to it. And maybe add some sort of timer too, so you can be punished for being too cautious.

Sounds good to me.

You should be able to fight your way out of many situations, but any sort of damage should greatly hamper your abilities and you shouldn't be able to save often. Is combat worth it? Why should you engage in combat if you'll likely get a slight wound and be less effective for a while.

No magical healing potions, no save abuse, just fucking choices and consequences. You got bit in the shin fighting a pack of zombies? Good luck outrunning the hell-hound that's about to start chasing you.
 

angerpowered

Novice
Joined
Feb 15, 2011
Messages
27
Oh wow hey would you look at that my thread got to 2 pages.

*fistpump*

Thinking about it really makes me wish S.T.A.L.K.E.R and bioshock had lived up to the hype as RP/FPS/Horror games.
 
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Location: Location
20 Eyes said:
Johannes said:
What kind of RPG mechanics would be scary though... Getting wounded must be dangerous in the long term too, or give monsters stat-drain attacks or such. And restrict saving or go full permadeath. At least some stuff should be randomized so you cannot fully know what awaits you.
Well basically, make it difficult game where you rather than continually rise in power, try to avoid being turned into a total wretch too fast. Then add some fucked up backstory to it. And maybe add some sort of timer too, so you can be punished for being too cautious.

Sounds good to me.

You should be able to fight your way out of many situations, but any sort of damage should greatly hamper your abilities and you shouldn't be able to save often. Is combat worth it? Why should you engage in combat if you'll likely get a slight wound and be less effective for a while.

No magical healing potions, no save abuse, just fucking choices and consequences. You got bit in the shin fighting a pack of zombies? Good luck outrunning the hell-hound that's about to start chasing you.

That actually reminds me of "Call of Cthuhlu: Dark Corners of the Earth". Not an RPG, but it did have one of the most interesting locational damage and healing systems out there. The only problem is that you still could pretty easily patch yourself up. You could not do this in combat or dangerous situations though, because it took a lot of time with a lengthy animation.

For example if your leg is injured you have to splint your leg. This means you have to sit down on the ground, break out some wood and bandages, and wrap your leg up. If you were bleeding you also would have to take out the sewing kit and stitch up the wound. This takes a bit of time to do.

So... if you got injured in a fight you had to try and survive long enough to get time to heal. You had to suffer through the rest of the fight/escape unless you manage to hide somewhere.

It worked pretty well, and it's too bad I haven't seen a system like this since, in any genre.

If anything I would have liked to see this taken a step further, and had it take time to fully recover. This kind of healing would make you able to do things again, but not as well until some time has passed... or maybe even not until the game has ended (as a difficulty option).

So you could run until you break a leg, then you cant walk. Use a splint and now you can hobble along at a good pace, instead of instantly being able to run again. Maybe have you need to decide if you want to be able to use two handed rifles, or to use one hand for a crutch or cane to move along. Then you could walk and shoot a pistol, or drop down to the floor to use that more powerful rifle for a while, trading mobility for stopping power.

To balance that out a bit... between chapters you could always have a "two years later!" type transition, so you can start out healthy once in a while.

That, for me, would place more emphasis on "survival" in a "survival horror" game.

Back on topic, I can't think of a good horror RPG that actually feels like a horror. I have been enjoying "Amnesia: The Dark Decent" though, since it's the only game I have played where there is no combat system and your only option when monsters appear is to barricade the doors, hide in the closet, and cry until they go away.

There is no hud, because everything in on your inventory screen. There is no real point to the health meter, because everything will kill you in one or two hits. There is a Sanity meter though, which is effected by a few things. Also the main resource is light. You need to light lanterns and candles with consumable tinderboxes, as well as conserve lamp oil for a portable lantern. Too little light and you go mad, too much and the monsters can see you. There is the usual light-based sneaking thing you'd expect in a game like this, but it's not reliable so running is a good idea. Screaming like a little girl is optional.

Don't watch any videos for it before hand though. A lot of people did that then say the game is not scary. Well, of course not if you know what you are up against and exactly what will happen! It works better when you don't know what is going to happen or what the monsters are. If you let your imagination run wild, you will get a lot more out of it.
 

angerpowered

Novice
Joined
Feb 15, 2011
Messages
27
The Gentleman Loser said:
That actually reminds me of "Call of Cthuhlu: Dark Corners of the Earth". Not an RPG, but it did have one of the most interesting locational damage and healing systems out there. The only problem is that you still could pretty easily patch yourself up
Sounds like the rest system from RPGs. Bad for Horror. I mean, in NWN2 I just squat down and ta-fucking-da I'm at full health. With regards to the actual wound treatment system, it kind of reminds me of FarCry 2. Funny game (shit though). If you get shot your character brings out some pliers and fucking rips out the bullet or digs it out with a knife. Mainly because it's MANLY and GRIMDARK and HUGE OPEN WOUNDS IN AFRICA (OH LAWD) IS COOL.

The Gentleman Loser said:
I have been enjoying "Amnesia: The Dark Decent" though, since it's the only game I have played where there is no combat system and your only option when monsters appear is to barricade the doors, hide in the closet, and cry until they go away.

I'm a Penumbra fan and played the demo. Only reason I'm not playing Amnesia is because I will probably get too scared and stop playing, thus wasting my money (which the studio deserves but meh). In most horror games I just run through and I have a gun so it's not a fucking problem if I get in some trouble. Amnesia is really fucking scary.

jancobblepot said:
Sweet Home on FamiCom. Not that great, but it's a horror one.

WOW that's actually pretty cool. A nice bit of gaming history. Thanks for sharing!

I think it would be cool if someone made a proper Arkham Asylum game. Sure, the recent one was probably the best super hero game to come out in a while. But it's still heavily rooted in an action-hero cartoon world. The actual graphic novel is something else. Seriously. Yeah, it's grimdark, but the art is breathtaking and the story involves very little fighting. would make a great adventure game. Just throw on a realism-oriented graphics engine and a huge emphasis on storytelling and sounds like a go.
 

Jaz

Educated
Joined
Feb 4, 2011
Messages
96
parasite eve was pretty good in that regard. set in the modern day world, dark atmosphere, a cool story and real time combat (similar to vagrant story). wiki calls it a survival horror role-playing game, so there you go.
 

Esquilax

Arcane
Joined
Dec 7, 2010
Messages
4,833
Serious_Business said:
Cyclopean :D

...

...

:rage:

Why did you have to bring that up?! You are hurting my heart, bro. Cyclopean would have been so fucking amazing, I hope Scott decides to give it another go in the future - goddamn, that guy was a damn fine writer too.

Goddamn it, why did it get cancelled?!?!

:rage:
 

Vibalist

Arcane
Joined
Jul 21, 2008
Messages
3,585
Location
Denmark
Matt7895 said:
Everyone talks about the Hotel in Bloodlines, which I'd agree with. The first time playing through the hospital was scary too, hearing these guys screaming and not knowing what the fuck was killing them. I would also say the porn studio, mainly because these horrible dog-turd things jump at you from out of nowhere and they are really hard to kill. That is more survival horror than straight out creepiness.

I hated those meatball monsters, especially the first time I played the game. Bloodlines definitely has some scary moments, and encountering those things was one of them for me. Much worse than the ocean house hotel. And yeah, the abandoned hospital was scary too the first time.
 

Wolfus

Arcane
Joined
Jan 22, 2011
Messages
2,117
Location
Slovakia
First time I played Shadows Over Riva I was scared in Mandara's Hideout (mage's diary was creepy) and in Toranor's tower.
Bloodlines are unbeatable.
Also mission in abandoned sanitarium in Thief 3 was scary as shit.
Great horror games are Waxworks, Personal Nightmare, Elvira 1+2 and Call of Cthulhu: Dark Corners of the Earth.
 
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The only really scary game, that is one where you're a lot on the edge, I can think of is AVP, the rest just have more or less creepy atmosphere. Bloodlines isn't scary, you regenerate your damn health in that one, however some places had nice atmosphere.

The Witcher was pretty creepy a lot of the time, too, but the amount they recycle the monsters and how easily you start killing them eats it up at some point.
 

mangsy

Educated
Joined
Mar 28, 2011
Messages
329
Matt7895 said:
Everyone talks about the Hotel in Bloodlines, which I'd agree with. The first time playing through the hospital was scary too, hearing these guys screaming and not knowing what the fuck was killing them. I would also say the porn studio, mainly because these horrible dog-turd things jump at you from out of nowhere and they are really hard to kill. That is more survival horror than straight out creepiness.

I thought the porn studio was scarier than the Oceanside Hotel, but those are both good "horror" moments from Bloodlines. I think the scariest part of that game (or at least the part that got my adrenaline going the most) was running away from that werewolf. That shit was intense when I first played the game.

The Gentleman Loser said:
Back on topic, I can't think of a good horror RPG that actually feels like a horror. I have been enjoying "Amnesia: The Dark Decent" though, since it's the only game I have played where there is no combat system and your only option when monsters appear is to barricade the doors, hide in the closet, and cry until they go away.

This is credited. Amnesia is the scariest game I've ever played. Immersive and terrifying (although the game starts to unravel as you approach the end).

Just thinking back to when I was little, Fallout kind of creeped me out when I got to the Master; then again, I was mostly just enraptured by how fucking cool it all was.
 

Andyman Messiah

Mr. Ed-ucated
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The hotel in Bloodlines? Are you guys shitting me? A bunch of attacking lamps and shit? I mean, to each his own and all that, but... I mean, really?
 

mangsy

Educated
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Messages
329
Andyman Messiah said:
The hotel in Bloodlines? Are you guys shitting me? A bunch of attacking lamps and shit? I mean, to each his own and all that, but... I mean, really?

I tend to agree. But, given the dearth of scary RPG experiences, I thought it was still notable. Great atmospherics and the lamps might have made me jump once or twice, haha.
 

Jaesun

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Andyman Messiah said:
The hotel in Bloodlines? Are you guys shitting me? A bunch of attacking lamps and shit? I mean, to each his own and all that, but... I mean, really?

It is easy to dismiss the FIRST time playing that level, which was done so fucking well, and not having a fucking clue what was going on, what was going to happen to you, is there some fucking thing here type of moment that evoked It was (and still is) pure awesome and a very well done level.

To think about it now much later and sum it up to LOL LAMPS! is really sad Mr. Horse.
 
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jvk1166z


Some people might recall some momentary buzz caused a couple of years ago by a particularly odd Morrowind mod. The file name was jvk1166z.esp. It was never posted on any of the larger Elder Scrolls communities, usually just smaller boards and role-playing groups. I know in a few cases rather than being posted it was sent via PM or email to a 'chosen few.' It was only up for a few days, to the best of my knowledge.

It caused a buzz because it was a virus, or seemed to be. If you tried to load the game with the mod active, it would hang at the initial load screen for a full hour and then crash to the desktop. If you let it get that far, your install of Morrowind, along with any save files you had, would become completely corrupted. Nobody could figure out what the mod was trying to do, since it couldn't be opened in the Construction Set. Eventually, warning were distributed not to use it if you found it, and things died down.

About a year later, in a mod board I used to frequent, someone popped up with the mod again. He said he was PMed by a lurker who deleted his account immediately after sending. He also said that the person advised him to try playing the mod through DOSbox. For some reason, this worked...sort of. The game was a bit laggy, and you couldn't get into Options, Load Game, the console, or really anything else, other than the game itself. The QuickSave and QuickLoad hotbuttons worked, but that was it. And the QuickSave file seemed to be just part of the game file, so you couldn't get at it anymore. Some speculated that the changed game used an older graphics renderer, making DOSbox necessary, but it didn't LOOK any different.

This part I can speak about from personal experience. When you start a new game in JVK (as the board came to call it), once you left the starting bit in the Census Office and came into the game proper, the first thing you notice is that the 'prophecy has been severed' box pops up. This is because every single NPC having to do with the main quest is dead, with the sole exception of Yagrum Bagarn, the last of the Dwemer. Their corpses never despawn, so you can go check on all of them. In effect, you begin in a world that is domed to start with.

The second thing you notice is that you're losing health. It's only a bit, but it keeps happening, a little bit at a time. The longer you stay in one place, the quicker it seems to occur. If you let this loss kill you, you'll find the cause: a figure we came to call the Assassin, because he seems to wear a retextured version of the Dark Brotherhood armor from Tribunal, even though the expansions don't work in JVK. It's all black, completely untextured, like he's just a hole in space. The way he moves...he gave me quite a start, the first time I saw him scuttling around my dead body. He crawls inhumanly on his hands and feet, his arms and legs splayed out like a spider. You'd usually only see him after death, crawling around and over your body just before the reload box popped up. Occasionally, you could catch a glimpse of him darting around a corner or crawling on a wall or ceiling. It made the game very difficult to play at night!

Other than that, the only noticeable difference is that at night, at random intervals, every NPC in the game will go outside for a few minutes. During this time, the only thing they will say when hailed is, "Watch the sky." Once they return to their normal behavior they act as normal, though.

After a while, a player on the board discovered a new NPC named Tieras, a male Dunmer in the temple at Ghostgate. Two things are notable about this NPC: first is his robe, a unique article of clothing that was lovingly rendered with twinkling stars all across it, looking like a torn-off chunk of the night sky. The second is that all of his dialogue, in addition to showing up in the dialogue box, is voiced. You can skip it if you wish, but it all sounds like it's in the default male Dunmer voice. Some people said that they thought the voice was "slightly" different, but it was a very, very good imitation.

I won't go into the details, but the questline he sends you on has to do with a dungeon referred to simply as 'The Citadel.' At least, to the point I reached, the quests were all of a fairly generic 'discover the secrets of the ancients' bent. the entrance to this dungeon is on a small island far to the west of Morrowind proper. I eventually discovered that if you used a Scroll of Icarian Flight at the westernmost point on the main landmass and jump directly west, you'd end up almost exactly at the island.


Even though the dungeon is called The Citadel, it goes straight down. It dwarfs any other dungeon, both in size and difficulty. From a natural cave area you'll proceed down into an ancestral tomb looking area, then Daedric ruin area, and then a Dwemer ruin area. I made it down to the Dwemer Ruins before I quit. The creatures here were strong enough that a level 20 character would have to take care, and since you can't use the console in JVK, level 20 take a while to get. Since QuickSave and QuickLoad are your only options, it's all too easy to get yourself into an impossible situation, too. I did, and I just didn't have the energy to start over.

Now what I'm telling you is based on what those few who went further reported. Past the Dwemer Ruins you find yourself in a level like the Dwemer Ruins, but darker. Rather than the usual bronze, all the surfaces, including those of the creatures, are black. The sounds of machinery are loud here, and grow louder still randomly. There's also steam or fog everywhree, limiting your vision to about ten in-game feet or so. If you can make it through all this, you will reach a hall that those who found it called it the Portrait Room.

Like the fire in torches or other effects from early 3D games, this room has picture frames that always face directly at you, no matter how you look at them. The images in the frames were always randomly chosen images from your My Pictures folder. On the board, the ones who got there had some fun posting screenshots of the Portrait Room with various pictures in the frames (Usually porn, of course).

At the end of the hall was a locked door. After admitting defeat and returning to Tieras, everyone just found him saying, "Watch the sky," in his gravelly voice. What's more, nobody else in the game would say ANYTHING. There was just a completely blank dialogue box with no options at all. They wouldn't even rattle off the usual canned audible greetings. The only exception was at night; whenever they'd go out for a few minutes, they'd still repeat it. "Watch the sky." At this point, one of the players - a friend of mine from the board - noticed (and the few others who got this far agreed) that the night sky was no longer the usual night sky of Tamriel; it had changed to a depiction of a real night sky. And it moved.

From this point on, everything is based on what this one person reported. Eventually, he got himself kicked from the board, but I kept in contact with him for as long as he responded. According to him, based on the constellations and planets, the sky started around February 2005. if you died, loaded, or went back into the Citadel, it would start over. When the usual day sky graphics took over, the movement would be suspended until the stars appeared again. In the space of a single night, everything would move about two months worth. Since the timescale of JVK was more or less that of the standard game, that meant that a bit less than an hour was a 24-hour period.

He became convinced that the door would open based on some kind of celestial event. Of course, waiting for that meant leaving the game running. Of course, THAT meant that the game couldn't be left unattended, thanks to our old friend, the Assassin. My friend decided he's hang out for a whole day, just to see if anything happened. That would be about a year's worth of movement. Here's the post he made at the end of this experiment:

"I loaded in Seyda neen, where it all starts. It wasn't too bad, just had to check in now and then to move around and heal to make sure I wasn't dying. But check it out! 24 hours exactly in, and the Assassin learned a new trick! HE SCREAMS!!!! I was reading and all of a sudden, this crazy loud shriek just about makes me crap myself. It's like something out of a horror movie! I look up, and there he is, just crouched down right in front of me. Of course, the second I moved my character, he ran off. When I went back down to the Portrait Room, the door was still locked. Damn it, damn it, damn it!"

A bit later, he came to the decision that he needed to wait three days - three years. The PM advising us to try DOSbox showed up in February of 2008 was his reasoning, anyway.

"After the first shriek, the Assassin stops hitting you out of nowhere. Now he'll shriek, and if you don't move for a few seconds after that he hits you. I think whoever made the mod was trying to help. At night, I've got my headphones on and I was just kind of dozing off...when he wakes me up with a shriek; I jiggle the mouse, and I'm good!"



That post was two days in, from his laptop. Once it was over...




"FUCK FUCK FUCK FUCK FUCK! FUUUUUUUUUCK! So FUCKING done. So, I wait, the three days, right, and right after the FUCKING Assassin made me jiggle the mouse, he shrieks again. So, I look, and everyone in town is outside. They're all saying, "Watch the sky." I don't see anything, though. But then the game starts getting dark...like REALLY dark. I turn up the brightness all the way on my monitor, and I can still barely see. I can see other people in the game, little figures running around in the distance, just running back and forth. If I try to get close, they run off. Now, I was trying to sleep, so the lights are off, and this is kind of creepy. I don't want to get up to turn on my light because I don't want to miss anything, but NOTHING fucking happens. Eventually I go back to The Citadel...it's still dark, and I gotta swim, and the whole time I can see all these guys swimming all around me, just barely there. I make it to the Citadel, and it's normal light inside, and I get worried. Sure enough, the Portrait Door is STILL FUCKING CLOSED. I go outside and it's ALL STARTING OVER. So that's it. I'm fucking going to bed, and I'm fucking done. The end."

After that, two things happen. first, another of the people who got to the Portrait Room claimed that the Assassin was showing up in his regular Morrowind game. (Quick explanation. If you reinstalled Morrowind to a different fold, you could have a normal Morrowind install along with JVK.) He himself chalked it up to an overactive imagination at first, but he reported a couple of really big scares with the black figure crawling right at him, or seeing it waiting for him just around a corner before scuttling off. Another of those who reached the Portrait Room started a regular Morrowind game, but never for sure saw him; it was just a couple of maybes, late at night, and always at a distance.

The second is that my friend started getting really abusive and short-tempered on the board, though he stopped talking about JVK entirely. It got so back that he was soon kicked off. I didn't hear anything from him for a couple of weeks after that, so I sent him an email. This was part of his reply:

I know I shouldn't, but with classes out I've got some time, so I started JVK up again. It's almost 2011...and I think I've got the sleep madness! But stuff is happening! It's still dark...once it gets dark, it never gets any lighter. It stays like that. The people moved a few months ago...everyone in Seyda neen just went to that little bandit cave and moved in. They killed the bandits inside, and now they're just standing around inside. They don't say anything anymore; they don't do anything when you click on them. I quicksaved and killed one, and he just stood there until he died without fighting back!

And it's like that everywhere. You have to walk, since the quick travel people are all in caves now, too, but all the cities and towns re just deserted; all the people are in caves and tombs. Everyone in Vivec is down in the sewers. I'm going to Ghostgate next...I want to see if Tieras is still there. I'll tell you what he says when I get there!"

i replied and said i wanted to see what he said, too, and waited a day. When I didn't get a reply, I mailed him again, and a couple of hours later he sent back:

"Sorry, I totally forgot. So it's 2014 now...since it's always night, the stars are always moving. The whole screen is dark, but you can still see the brightest stars moving around. Tieras was gone...everyone in Ghostgate was gone. i don't know where they went. They're not in any of the nearby caves. But there's new stuff...people still don't say anything, but their eyes are bleeding. it's so dark that even with a light spell you have to get right up against them to see, but there they are, little dark streaks coming down from their eyes. I think I gotta be getting close. I know this is stupid, and there's no way the pay off is going to be worth it, but I just want to be able to say I stuck it out!"


I got that one during the day. Later that night, I got a follow up email:


"Some of the planets aren't moving right. It's pissing me off...if this keeps up, I won't be able to keep track anymore. It's almost 2015 now, I think. Fuck. You know, I just now noticed that there aren't any monsters anymore, either. I'm completely alone outside now. The main quest peoples' bodies are still laying around, though. i went to check on them.

I don't need headphones anymore, so I just leave them off. When he shrieks, it's like he's screaming right into my ear. I think I even kind of anticipate it. He's around a lot more now, a lot closer. He's different from the other people who started showing up, remember? They keep running around, just where i can barely see them. I have to admit, it's kind of creepy at night. Sometimes, when I go to the bathroom or whatever, I swear I can see something out of the corner of mye ye. I'm keeping all the lights on now."

I sent him a letter, jokingly telling him to get some real sleep, and left it at that. Two mornings later, I found this in my email. It was the last thing I got from him. After this, he stopped responding completely:

"I just got up from a fucked up dream, I think. The Assassin shrieked at me, and when I opened my eyes, he was right there, crouching over me. His arms and legs were longer, more like a spider's. I tried to push him away, but when I touched him my hands just went inside and I couldn't get them loose again, like he was made of tar or something.

Then I woke up, I thought. he was gone, but when I looked at the monitor I wasn't where I was. I was in the Corprusarium, with Yagrum. For once, the light was okay, and I could see him all bloated on those mechanical spider legs. I sat down at the computer and he started talking to me. Not in a box, but really talking to me,in Tieras' voice. He knew things about me. He told me things that I never told anyone, some things I totally forgot about. He told me that almost nobody had made it this far, and that the door would open up soon. I just had to hang on a little while longer. He said I'd know when it was time. He said I might be the first one to see what was inside.

And then I woke up for real, but I was at the computer. I still wasn't where i was. I'm swimming out to The Citadel Island. And I can hear this tapping. It's at my window. It's over on the left, so I'm sending you this, because I left my laptop by my bed, to the right. Just a little taptaptaptap...like he's knocking his finger against the glass. I might still be dreaming now."

So, I guess that's the end of the story. I know there's a few other stories floating around about the mod, but this is the only I know as true, as far as it goes. I deleted my JVK copy of the game pretty much right after I gave up, but I'd like to get the mod again, if anyone still has a copy of the file. I'd like to see some of this for myself.
 

Jaesun

Fabulous Ex-Moderator
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Futile Rhetoric said:
About a year later, in a mod board I used to frequent, someone popped up with the mod again. He said he was PMed by a lurker who deleted his account immediately after sending. He also said that the person advised him to try playing the mod through DOSbox. For some reason, this worked...sort of.

Next time remove the DOSBOX comment, and it would have been a better post. Just FYI. ;)
 

Black Cat

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The Gentleman Loser said:
I have been enjoying "Amnesia: The Dark Decent" though, since it's the only game I have played where there is no combat system and your only option when monsters appear is to barricade the doors, hide in the closet, and cry until they go away.

You should then try Hellnight, Haunting Grounds, the Clock Tower games, the Siren games, and The Calling, as they are all horror games where you are being hunted by something horrible and have no means to survive other than by running, hiding, and trying to lose it while exploring a big, if not huge, place to put together what's going on and trying to stop it before it goes mogumogumogu on you. They are all somewhere between really unerving and straight out panic inducing, with Siren being simply masterful in how it manages to be a really hardcore and unforgiving stealth game while doing so.

[Edit]And I almost forgot... You should add White Day to that list if you can read Korean, or at least that's what I was told.[/edit]


Luzur said:
no mention of Elvira series?

Mariog said:
The Legacy: Realm of Terror for DOS.

While those are clearly horror themed they aren't, say, scary.

Horror themed role playing games aren't that rare, while they aren't really usual or common, but a scary one I can't really think of.

ecliptic said:
Pathologic!

It is pretty weird that after giving us two of the most creepy and disturbing games probably ever Ice-Pick went on to make a really happy looking and colourful game.

I feel so betrayed.
 

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