Daniel K Aug 18, 2010 (edited Aug 18, 2010)
Horror, terror, fright, unease, uncanniness, repugnance, revulsion, panic, awkwardness, anxiety, disquietude, malaise, inquietude, queasiness, nausea, ghastliness, etc... What passages from what games have made you feel any of the above and/or related feelings and states of mind?
Now and then, you'll see lists of "scariest games" on gaming sites and forums. Usually, these focus on horror games. But, I thought, let's get away from all that and leave the traditional horror games aside, and talk about moments, passages, scenes, locations, etc. from games designed not primarily to frighten. Indeed, the further away we get from "intentional" horror, the better for the purpose of this subject. Examples of what I'm aiming at could even be from cutesy games that were never meant to be scary or even intimidating in any way whatsoever (so called Nightmare Fuel).
I'm guessing for most people, many of these occurrences are from one's gaming childhood (children being more impressionable, easier to frighten, and less experienced and jaded, simply put: more open). I know that's the case with me. The console that introduced me to the world of gaming was the NES, and most of the games that really made me jump and break out in a cold sweat were on the NES.
One of the earliest was Metroid. Shit, playing this as a 7-year-old really left an impression. It was so deceptive at first, it started out as any jolly 8-bit platforming romp (remember, this was the first game in the series, so I had no prior knowledge of the Metroid "style"). Catchy and upbeat music, a robot with an arm-cannon shooting space beetles and collecting missiles, and all the rest of it. But the game quickly turned out to be something else, not just the non-linearity and open-endedness of the gameplay, but also the fact that the deeper you got in the game, the creepier it all got, the scenery, the music, the enemies, everything. The second Norfair area is where I really understood that I wasn't in Kansas anymore (not that I've ever been to Kansas, but you know... ), but what really freaked me out was the last area, Tourian. f---, this scared me to no end as a kid. It took me a while to figure out how to handle the metroids, but even then, I used to progress through the stage very, very, very slowly, just enough to face a single one of those buggers at a time, my heart pounding like crazy with every reluctant step forward. It was the best of times, it was the worst of times.
Another one was Rygar. This one is perhaps a better example at what I'm trying to get at than Metroid, since even though Metroid clearly isn't a horror game, the latter parts were obviously designed to creep you out in an Alien-sense. Rygar was more of an action-RPG, the style of the game was traditional heroic fantasy with mythological vibes. Most of the locations in the game were bright, but still some of them just freaked me the hell out. The best example is, again, the last stage, Ligar's palace (begins at about 1:10 into the video). It has always struck me (and still does) as one of the more original and cool final stages I've seen in this type of game. Its a castle floating in the sky, and what really frightened me about it was the contrast created by the sunny and colourful look of the place on one side, and the creepy, doom-laden music (seriously, just listen to it!) and empty atmosphere on the other. As a kid, you're very receptive to emotional cues in media, and the usual case is that the visual and the aural elements complement each other and give off the same vibe, be it light or dark. In the case of Ligar's palace with it's sunny, warm graphics and batshit ghastly music and enemies, my compass was just spinning uncontrollably, and it freaked me out to no end. I had nightmares about this place, and I still shudder a bit today when I look at videos of it.
Many of these occurrences also fall into the category "not intended to be scary, and not really scary at all, but I was a nerdy and impressionable kid taking my gaming pastime too seriously, and a stage in a game that was very hard to beat could end up becoming scary simply because my heart started to race so furiously every time I got there". I guess there was some sort of associative effect a la Pavlov's dogs at play: I got my ass kicked so many times at some stage that I started to dread that portion of the game and even sweat in advance, like an abused dog for whom you only have to show the cane for it to start to shiver and whine. The first one that comes to mind is the final stage of The Battle of Olympus, Hades' Lair. I swear, by the time I made it to the boss, my heart was pounding so fast I just became deaf, mute, and dumb. It didn't help that the @${€"#!&!!! guy was almost invisible (that video makes it look way too easy). When I think about it, many of the later areas in that game made me feel the same, most notably Phrygia. Only my love for Greek mythology and the fact that it was a damn fine game made me finally finish it.
Another thing that often managed to unnerve me was emptiness (this trick still works: Silent Hill wears the crown in this category). Most games are so focused on action and stuff going down that sometimes, simple stillness and emptiness can make the player anxious. Parts of the final area in Rygar (mentioned above) utilize this, then there are games like Shadowgate, in which there are parts of just passing through vacant rooms accompanied by uncanny, suggestive music that are enough to creep an impressionable kid out. The completely empty buildings before each boss in Fester's Quest also fall into this category.
So, anything that comes to your mind?