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Yeah I'll also say that I've definitely had cases where falling out of bounds or otherwise glitching out a game rustled my jimmies. Probably a combination of having my immersion suddenly shattered and also gaping voids being kind of inherently unnerving.
John Murdoch fucked around with this message at 00:45 on Aug 6, 2018 |
# ? Aug 6, 2018 00:42 |
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# ? May 19, 2024 16:10 |
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XkyRauh posted:I get unnerved whenever an object clips through the camera... Including water planes or even simple plant life. :/ I always zoom out as far as I can, just so things are less likely to be near the game's camera. I also get a little creeped out by this. Going out of bounds and seeing nothingnees or a black void is always a bit unsettling.
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# ? Aug 6, 2018 00:45 |
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garry's mod is the world's first true horror game
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# ? Aug 6, 2018 01:05 |
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Dick Burglar posted:I wish I had the imagination to find boring, empty hallways "creepy and unnerving" rather than just dull and low-effort design. It's like people who think models with broken animations stuck in T-pose are "scary and gross." T-Models are spooky because it's not supposed to happen. It's taking that world around you that follows rules, and it's *breaking* the rules. You cannot tell me for instance that this isn't creepy. https://www.youtube.com/watch?v=4B3pZiRvvu8&t=50s (At 50 seconds if the thing doesn't work) because it doesn't fit what we're used to in the game. And it's so jarring and unnatural to it.
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# ? Aug 6, 2018 01:34 |
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You people must not play a lot of bad games if that scares you
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# ? Aug 6, 2018 02:35 |
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Yea I have to remember we’re getting to the point a lot of gamers now aren’t old enough to remember Nintendo regularly but that movement was common in sega Saturn era games. It’s just funny
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# ? Aug 6, 2018 04:14 |
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E-Tank posted:You cannot tell me for instance that this isn't creepy. oh my god a broken animation and he just clipped through the camera i done just pooped myself in fear
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# ? Aug 6, 2018 04:24 |
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Lotta tough guys in the urban game legend thread
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# ? Aug 6, 2018 05:04 |
E-Tank posted:You cannot tell me for instance that this isn't creepy.
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# ? Aug 6, 2018 05:15 |
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Goons used to just be scared of the ocean and children...
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# ? Aug 6, 2018 05:27 |
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broken animations and graphical bugs are a pure and valuable aesthetic. if you can't appreciate that then that's just a personal failing on your part. sorry pals
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# ? Aug 6, 2018 05:38 |
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Black August posted:Lotta tough guys in the urban game legend thread We got a bunch of Billy Badasses here not terrified of Asset Flip #28732's t-pose dudes
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# ? Aug 6, 2018 05:44 |
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Why you dragging the topic down
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# ? Aug 6, 2018 05:54 |
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petscop is about paul's circumcision
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# ? Aug 6, 2018 06:19 |
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Bogart posted:petscop is about paul's circumcision For those who missed this, or those who just want to see it again.
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# ? Aug 6, 2018 06:35 |
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E-Tank posted:T-Models are spooky because it's not supposed to happen. It's taking that world around you that follows rules, and it's *breaking* the rules. I mean, a big hulking thing coming straight at me would scare me a bit, but no, the broken animation T-posing aspect is not remotely scary. It just looks, in a word, unprofessional. Like others have said, a lot of games used to come out half-broken with all kinds of wacky animation and gameplay bugs, so models T-posing just feels like the devs were sloppy more than anything else. Edit: apparently that makes me an INTERNET BADASS for not making GBS threads my pants at a slight breeze. Edit2: to bring us back to discussing ~urban legends~, I want to talk about EverQuest. EQ was the first 3D MMORPG, and the game was incredibly ambitious. Far too ambitious, and the devs had to just cut a ton of content because there was no way to fit everything they'd planned into the development cycle. The devs used old school MUDs and tabletop RPGs as not just inspiration, but also how to design the rules of the game. This led to a lot of weird poo poo that was bad in retrospect, but at the time nobody else had done it so we didn't know any better (and neither did the devs). EverQuest's name was also kind of a misnomer, because there really weren't that many quests to be found, and most of them weren't really worth doing unless you just wanted to see how the quest's story went from start to finish, because the rewards for the quests (in terms of XP and items/money) tended to be garbage compared to just grinding mobs. Plus there were a ton of quests that were never actually found/finished, because their triggers were broken somewhere along the way. Many years after the game released, some EQ dev bragged about how many quests in the game had never been found--this is almost assuredly because those quests straight up do not work. Also, poo poo was just kinda thrown together because, again, the devs didn't know what they were doing. You ended up with a lot of legitimate mysteries about things that seemed to be something, or should lead to something, but ended up as dropped plot points or even just dropped mechanics. Probably the best example of this is the "locked" fire pots in various places across the world, which were probably meant to be a teleportation network for evil characters to get around more easily, but that functionality was never actually implemented. Anyway, have a video about some EQ mysteries. https://www.youtube.com/watch?v=EPfy_3Hh_m4 Dick Burglar fucked around with this message at 11:50 on Aug 6, 2018 |
# ? Aug 6, 2018 11:27 |
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Dick Burglar posted:You ended up with a lot of legitimate mysteries about things that seemed to be something, or should lead to something, but ended up as dropped plot points or even just dropped mechanics. Probably the best example of this is the "locked" fire pots in various places across the world, which were probably meant to be a teleportation network for evil characters to get around more easily, but that functionality was never actually implemented. One of the Kunark ocean zones, I think Timorous Deep, had a secret room at the bottom of the ocean with a bunch of fire pots. Each one teleported you to a different city when you clicked on it. Apparently a few days after the expansion was released they made it so you couldn't bind in that zone. A few lucky people who found it in time were able to bind themselves there before the change, effectively making it so they could gate and get to any city within seconds (or 10 minutes if you computer took as long as mine did to load zones). I have such a nostalgic soft spot for EQ. In a time before everything was meticulously cataloged on the internet, it was truly awe inspiring to have such a giant world full of thousands of real life people, all trying to explore and figure out a mysterious world together. That sense of grandeur will everything never be able to be duplicated in a video game again.
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# ? Aug 6, 2018 15:15 |
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Eox posted:For those who missed this, or those who just want to see it again. way to make a mountain out of a mohel
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# ? Aug 6, 2018 16:09 |
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DoctorWhat posted:way to make a mountain out of a mohel Nice.
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# ? Aug 6, 2018 16:57 |
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Black August posted:Not what I’m talking about. It’s a very specific kind of feeling from a much more specific kind of game area or event, not just ‘area is lazy and empty’ but more ‘something wrong/incomplete/treacherous with the place, and what if something loving creepy and bad happens if I step too far out into the black void of this 9 screen unused area with an art style that’s weirdly unlike the rest of the game’ The only games that I've ever gotten that feeling from super strongly are Zelda 2 and Link's Awakening. There's just such a feeling of foreboding and "You're not supposed to be here" in those games. Speaking of Z2, I've always loved this little tidbit:
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# ? Aug 6, 2018 17:08 |
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E-Tank posted:You cannot tell me for instance that this isn't creepy. There's no loving way anyone found that creepy.
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# ? Aug 6, 2018 18:10 |
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Neito posted:Speaking of Z2, I've always loved this little tidbit: I display these maps together in my game room for this reason
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# ? Aug 6, 2018 18:10 |
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I find big empty areas from older games creep me out, which is one of the reasons I’ve been enjoying Dark Souls remastered so much. There is one section in what is basically hell with this enormous cavern and loads of huge rotted monsters and when I looked it up online everyone was complaining about making a huge bland area & copy/pasting lots of the same enemy, but I found it truly unnerving. There’s also a space with lots of huge tree trunks in deep water, which I found equally creepy.
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# ? Aug 6, 2018 18:47 |
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loving around outside the map was the most fun I had in sw:tor (though it's not like the bar is set very high there). I liked exploring Balmorra and finding these little setpieces that were either only ever used in cutscenes or cut entirely from the game, because there's no way you could even see them in the course of regular gameplay. Very lonely vibe in those kind of places, very cool.
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# ? Aug 6, 2018 19:42 |
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Black August posted:Not what Im talking about. Its a very specific kind of feeling from a much more specific kind of game area or event, not just area is lazy and empty but more something wrong/incomplete/treacherous with the place, and what if something loving creepy and bad happens if I step too far out into the black void of this 9 screen unused area with an art style thats weirdly unlike the rest of the game I know exactly what you're talking about, at least! And I agree, it's not just like "oh, here's generic hallway 37, they didn't bother to put an enemy or item in here, spooked". (This one is funny, though.) Maybe it's because I've spent a lot of time intentionally breaking boundaries like that. It's one thing when you're floating through walls; it's another when you move over a specific part of an area that you can't normally access and get an immediate GAME OVER with no warning, or you stumble across an untextured, unfinished room out in an endless void. That feeling of being somewhere you're not supposed to be, of seeing stuff you weren't supposed to be able to see. You're breaking the rules, and in most people I think that causes some anxiety just from the fear of being caught -- even if it's completely irrational. I spent some time exploring a MMO with a (very) work-in-progress private server once. Nothing worked right other than loading maps and teleporting around, and even then the maps are largely all procedurally generated out of a handful of pre-built grid squares. It was pretty surreal trying out different areas, and discovering that giving the game much-lower-than-expected 'seeds' produced maps that were clearly intentional, and often bizarrely laid out, broken, or otherwise just strange. And of course, the whole while, there's nobody else there to see it. No monsters, no other players, nothing. Again, this isn't a "oh poo poo gonna crap my pants" spook style, it's just that uneasy feeling that something's not right.
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# ? Aug 6, 2018 19:46 |
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i always found the insomniac museum in the ps2 ratchet & clank games weirdly spooky just cause it was this giant series of wide, empty corridors and rooms showcasing unfinished, buggy enemies and stuff
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# ? Aug 6, 2018 20:08 |
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The Colonel posted:i always found the insomniac museum in the ps2 ratchet & clank games weirdly spooky just cause it was this giant series of wide, empty corridors and rooms showcasing unfinished, buggy enemies and stuff Metro Last Light has one of these too to showcase weapons, enemy behaviors, and the like. It has a teleporting janitor designed to gently caress with you and be wherever you're looking and occasionally you hear growls, banging, and snarls in the background.
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# ? Aug 6, 2018 21:01 |
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Man you wanna talk big empty areas, Kingdom Hearts is real weird. It feels like at some point they decided that "absolutely NO nameless background npcs or crowds" should be a franchise staple.
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# ? Aug 6, 2018 22:43 |
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PubicMice posted:Man you wanna talk big empty areas, Kingdom Hearts is real weird. It feels like at some point they decided that "absolutely NO nameless background npcs or crowds" should be a franchise staple.
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# ? Aug 6, 2018 23:09 |
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PubicMice posted:Man you wanna talk big empty areas, Kingdom Hearts is real weird. It feels like at some point they decided that "absolutely NO nameless background npcs or crowds" should be a franchise staple. Hahaha that’s exactly what I thought about when someone posted big empty areas as creepy. Like don’t loving play kingdom hearts then
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# ? Aug 7, 2018 03:38 |
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I wasn't alone in that, then! Yeah, the sprawling, conspicuously empty environments of the Kingdom Hearts games always weirded me out. Especially when characters act like areas aren't empty.
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# ? Aug 7, 2018 03:57 |
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The Colonel posted:i always found the insomniac museum in the ps2 ratchet & clank games weirdly spooky just cause it was this giant series of wide, empty corridors and rooms showcasing unfinished, buggy enemies and stuff For instance, apart from the initial Museum area, you can teleport to a test map that's filled with different slopes and jumps, which were used for finding the ideal 'feel' of how Ratchet moves (how far should you be able to jump? How high feels right? Compare this to double jump, compare this to long jump. Here's a bunch of gradiated slopes to feel out which ones you should be able to walk up and which ones you can't, so on). The entire tower was surrounded by those gradual slopes, and I think naturally you're only supposed to be able to up a 60* incline before the game forces you backward. But R&C2 had a glitch where you could exploit the first-person view and the wrench throw to allow yourself to jump infinitely, and if you threw the wrench at a wall at the correct angle this would translate to allowing you to climb effectively any wall. You could climb to the top of the tower this way, shooting past the natural barriers and up to the part that you weren't supposed to ever reach. Which is neat, but when you go up a certain distance there's a break in the wall that you look out and see... something else out in the distance. There's no indications of what this something else is, you can't zoom in on it close enough, and it begs the question of why there's a 'window' in the tower three or so slopes above where you're allowed to be. What was that thing out there? Why was it there? Was I... supposed to see this? And of course there's no way out there-- you try and leap out toward it or anything, you would either plummet to your death or hit a kill plane out in the void. As a child I had no idea, and the notion of seeing something I was not meant to see (in a place filled with things I was not meant to see) creeped me out. As an adult that actually understands how video games are made I'm pretty sure what I was seeing was just the exterior of another of the Museum areas that they didn't bother to occlude because why would they? ...all of which reminds me of the Crack in Time Insomniac Museum. I never read any urban legends about this one, which is a little surprising because this Museum always leaves me with a sense that I'm missing something. The Museum layout in Crack in Time is kind of confusing and very homogenous, making it easy to get turned around and even easier to miss something, so doing a second (or third, or fourth) circuit around the Museum will oftentimes lead to seeing new things you walked past earlier, making it almost feel like a few of these rooms simply didn't exist before. It was kind of surreal to run around this thing and then suddenly stumble into the Women's Bathroom (which features a post of a kitten that launches high-damage lasers from its eyes), which didn't seem to exist before, or even find an entire dining room/canteen through a door that blended in with the wall. The Museum also contains an entire dummied-out level which you could reach by performing a small puzzle, leading you into a huge modeled area filled with unique objects that you could play around with an explore. Because it's unfinished there are a few weird things you can do in here that don't feel developer-intended, which led me to once spend a good hour on this map trying to get as much vertical height as possible because it looked like there were other things to see up near the top of the map. There were a bevy of obstacle courses and resources that would give you vertical height to explore other areas, so it didn't seem out of the question that there was a way to get up there, too... but the only things I ever found involved playing with a pair of kind of glitchy movable platforms (platforms that you had free rein to move in whatever two-dimensional space you wanted, with the caveat that you had pretty limited range on how you could move them, making it an exercise in tedium to try and cross the map this way-- but by god I tried anyway) and jumping off of objects you probably weren't supposed to jump off of. I also never actually got to where I was going after misjudging a jump and deciding it wasn't worth the frustration to get back to where I was. But seeing this area hidden behind a puzzle, in addition to the weird room layouts, led to some other observations-- for instance, the main Museum area is filled with grind rails that loop around the entire Museum, and I fancied that maybe these rails might lead to another weird, hard-to-reach room if you could follow the right paths and jump off at the right place (they don't and there isn't, the grind rails are just for fun). There's also a ViewMaster placed in the Canteen that lets you view 'Who is the Agorian Warrior?', which is a little behind-the-scenes clip about enemy design and personality. What always struck me about this is that I swear when you go up to the viewfinder to activate the clip it's identified as 'Movie 1', implying there's another ViewMaser with a hypothetical Movie 2 hidden somewhere in the Museum. There is not. (Probably.) Finally... finally, there's Dan Johnson. For a little out-of-game history, Dan Johnson was a level designer at Insomniac Games who worked with the company since (I believe) the original Spyro the Dragon, and would be featured in a number of Easter Egg cameos throughout their games, from his face hidden on a fountain coin in Spyro 2: Ripto's Rage to his likeness being used as a snowman (a Snow Dan, if you will) tucked away in a few R&C games. Unfortunately, Dan had lifelong health issues and passed away on December 3rd, 2006. To this day, he has been memorialized in all but two Ratchet and Clank games. His memorial in Crack in Time can be found in the Insomniac Museum. When you explore the Museum there are a few doors that lead outside, but the exterior of the Museum is just an endless void with a few scrapped space monsters flying around and a few platforms that allow you to take a few steps outside before plummeting to your death. These areas are a little eerie in that, because you're outside of the 'office', the ambient music present in the rest of the Museum cuts off, leaving you standing on a blank white platform staring off into a silent void (a very stark contrast to the feel of the interior). One of these doors leads to an area with a little more space to wander around, including a conspicuous platform extension. Sometimes, Dan Johnson will be here, looking toward the sky. Sometimes, there's nothing but an empty platform, and silence. I don't know if there's some kind of trigger to get Dan to show up or what; I've visited the Museum multiple times and only seen him here twice. My first trip into the Museum he was here and I thought it was a sweet little tribute, but return trips where he's just gone is a little hard to describe. It's not spooky or anything, just... kind of sad. This has been Way Too Many Goddamn Words about the Insomniac Museum.
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# ? Aug 8, 2018 17:31 |
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You need to send these Way Too Many Goddamn Words about the Insomniac Museum to the guy who does Boundary Break. This sounds like something he would cover, especially since he's done Spyro and Crash already, and recently. https://www.youtube.com/watch?v=_n2iQcNlr9w
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# ? Aug 8, 2018 18:21 |
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yeah there's actually this giant weird like, computer chip thing way off in the distance in the insomniac museum of 2 or 3 that you can get a bit of a look at with the remote-controlled missile launcher in that game, i'm hoping boundary break takes a look at it at some point cause he's already covered r&c1
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# ? Aug 8, 2018 18:38 |
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I’ll admit that I feel like one of the reasons that boundary breaks can feel creepy is when you start doing it and it messes with ‘time’ - event flag triggers. Some games you do this in really does make you feel like you just hosed up time itself somehow, and now you got two of the main character, the world is in its Disc 3 mode, only one boss is dead and the character who DOES die in the story is alive and well.
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# ? Aug 8, 2018 19:06 |
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I love that beam combination in Super Metroid that just resets the entire game world so you can pickup every item again, and then if you do it and save in your gunship it starts from Ceres with all your poo poo.
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# ? Aug 8, 2018 19:08 |
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With all this talk about going out of bounds and whatnot, I think people in this thread might like the new gmod game "Jazzstronauts". We've been posting about it a little in the awful/awesome mods thread: https://forums.somethingawful.com/showthread.php?threadid=3795944&userid=0&perpage=40&pagenumber=117#post486824094 Thread-relevant features include the ability t strip the walls/floors/skyboxes off maps, a tool that lets you clip through walls, and "hacking goggles" that let you see all the internal "wiring" of a map.
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# ? Aug 8, 2018 23:14 |
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While I don't share the creeped-out feeling about empty maps or movement glitches, I appreciate reading what y'all find creepy about them. It's an interesting perspective, even if like that church guy thing just looks silly to me. Please continue sharing why you think a thing is creepy!
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# ? Aug 9, 2018 04:08 |
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Light Gun Man posted:Thread-relevant features include the ability t strip the walls/floors/skyboxes off maps, a tool that lets you clip through walls, and "hacking goggles" that let you see all the internal "wiring" of a map. I loved the wireframe cheat in Turok 2, especially since it was the only way to get a solid framerate (or in some areas, even over single digits) on the N64.
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# ? Aug 9, 2018 04:21 |
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# ? May 19, 2024 16:10 |
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I used it for the exact same purpose the drat game was confusing and dark I kept teleporting to the like, 6th/penultimate boss before the final boss whose gimmick I never quite got mostly multiplayed with my cousin and we'd cerebral bore each other for hours
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# ? Aug 9, 2018 04:24 |