Creep-Out in Video Games.

I remember playing a god game called Black and White where you were the God of a village. Whenever a villager would die a super creepy voice would whisper "death." I swear to fucking god that voice would sometimes whisper my name. I'm not even joking, it would whisper my fucking name. It used to freak me the fuck out. Scary shit.
 
I remember playing a god game called Black and White where you were the God of a village. Whenever a villager would die a super creepy voice would whisper "death." I swear to fucking god that voice would sometimes whisper my name. I'm not even joking, it would whisper my fucking name. It used to freak me the fuck out. Scary shit.
Yup, it's programed to do that if you have a common name, even if you don't enter a common name in the game the game reads your fucking email program (back when emailing was like a program on your computer before everyone switched to gmail) also in the first one your creature would send you emails
 
Yup, it's programed to do that if you have a common name, even if you don't enter a common name in the game the game reads your fucking email program (back when emailing was like a program on your computer before everyone switched to gmail) also in the first one your creature would send you emails
No shit? That's means I'm not crazy which is a huge relief. It's actually kind of awesome they did that, talk about attention to detail. It used to really creep me out.
 
No shit? That's means I'm not crazy which is a huge relief. It's actually kind of awesome they did that, talk about attention to detail. It used to really creep me out.
Yeah, here are all the names they recorded to be whispered in the second one, I remember the first one having the voice that whispered "Deeeeaaaath" but I don't think it said names but I could be wrong
I swear to God I read that the creature sent you emails but I can't find any evidence that says it did. Maybe it was something you had to sign up for?

EDIT:
OH ALSO, so as not to double post. Back when I was a kid (age 10-ish) something fucking weird happened when I was playing the Sims 1 (with the Unleashed expansion) and I have yet to figure out what the flying fuck happened.
So I was playing a household and in the corner of the lot in the middle of the road a random dog walks in (pretty normal, stray animals walk onto your lot all the time) it does a flip, floats in the air for a while and then a speech bubble appears and it says something... utterly random. I don't remember what it said, but it was words and it was English. The dog then walked away leaving little Bugaboo to say "The fuck just happened"
I've been trying to figure out what the hell happened for years now.
Also in the Sims Hot Date this fucker scared me all the time
tumblr_lrp8xuO9uo1qz78sdo1_500.gif

Still unsettles me for whatever reason, maybe it's the a little too human tip toeing, maybe it's the fact the model is basically a furry and those scared me badly as a child. Maybe it's the fact that if you have a bear skin rug from the Living Large expansion it walks over and cries over it's fallen brethren. Dunno.
 
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You ever encounter something that ostensibly probably wasn't intended to be much more than creepy or ominous, but wound up really getting to you and shaking you up in a video game? I have, and I'm pretty sure you all have as well. Let's discuss that phenomenon with a few examples of my own to get us started.

So one time, I was playing Metroid Prime 2 on Gamecube. One interesting thing about the game is that it's easily possible to sequence break several times over if you know what you're doing, and I did, several times getting past an Ingstorm to get to areas one really shouldn't go without the Light Suit in Dark Aether. One time, however, I got quite a scare from a completely unintended source.

I enter a new area, and I see a bizarre shape in the distance, silhouetted against the blackened sky of Dark Aether. It resembled nothing so much as an alien "Gray" from folklore, hovering in the air, featuring a bulbous head as its legs dangled uselessly below it, silently, in the middle distance. It was one of the most creepy and surreal sights ever, and I've tried to draw a general shape of it in MSPaint for your reference:

s8ZGWx0.png


Thinking: "OK, what the fuck is that thing?!" I switched to my scan visor, only to find, to my surprise, that the creature was already green, indicating it had been scanned. "OK, what the hell?" I thought, and re-scanned it, thinking: "I would remember scanning something that looked like that."

Scan comes back a second later, and it's a Space Pirate. Ain't never seen a pirate like that, though!

But then I noticed it was trying to scan again. Humoring it, I did so, and this time, the scan comes back as a Dark Metroid:

fdzDf5t.png


Suddenly, the source of the "Alien" had become clear. What had happened was that a Dark Metroid had attacked and drained a Pirate to death, and was currently slowly floating away, attached to the Pirate's head, adding a further bit of strangeness to the event. I loaded the Dark Beam, cursed my Paranoia, and introduced the thing to a Darkburst whilst I cursed the planet that spawned these fucking things.

Alone in the Dark: The New Nightmare is a survival-horror PS1 game that had some issues but was more-or-less all right given all the other issues with the game. It's not quite as good as Resident Evil or Silent Hill, but it's not remotely bad and has a lot of great moments. One of them, in Aline's scenario, seriously began to fuck with me though. This one's intentionally designed to be creepy, so not so much unintentionality there, but it's still a pretty damned good setup and one worthy of note.

In The New Nightmare, you have a selection of two characters. One is Edward Carnby, a series veteran, but since New Nightmare was intended to be a stand-alone possible reboot, he has no attachment to the previous games. The other character is Aline Cedrac, an Anthropologist. Carnby's scenario focuses mostly on fighting monsters and minor puzzle-solving a-la Resident Evil, whereas Aline's scenario is a more puzzle-oriented and creepier experience where combat is much less viable and handles more like Silent Hill. Aline's scenario is harder, and is the one in which the aforementioned bit of nonsense occurs.

After getting a plot item at some point (a mirror), something odd happens and starts fucking with you. It starts really faintly, and if you're anything like me (I had a big stereo system hooked to my PS1), it's faint enough that you might think it some kind of audio crackle from a faulty wire or something. Then it gets louder and louder, and more and more frequent the closer you get to Judas' room.


At this point if you pay attention, you can actually make out these phantasmal "mouths" popping out of the walls to repeat the "Aline" chanting. The player in the vid doesn't have them audible due to low quality until practically at the end, but this area fucked with me so hard that I was wondering if I was losing it (or if my hardware was going) for almost 10 minutes before I actually saw the little mouth effects and heard the audio. Fucking creepy!

So how about you, Kiwis?

What weirdness and creepiness in video games have you encountered that stuck with you?

I find it creepy to put boob sliders on 12 year olds.
 
Yeah, here are all the names they recorded to be whispered in the second one, I remember the first one having the voice that whispered "Deeeeaaaath" but I don't think it said names but I could be wrong
I swear to God I read that the creature sent you emails but I can't find any evidence that says it did. Maybe it was something you had to sign up for?
That's cool. I don't remember getting any emails, just my name being whispered. I played both of them so maybe I'm getting them confused? The second was kinda sucked though.
I find it creepy to put boob sliders on 12 year olds.
You've confused "creepy" with "arousing."
 
Also in the Sims Hot Date this fucker scared me all the time
tumblr_lrp8xuO9uo1qz78sdo1_500.gif

Still unsettles me for whatever reason, maybe it's the a little too human tip toeing, maybe it's the fact the model is basically a furry and those scared me badly as a child. Maybe it's the fact that if you have a bear skin rug from the Living Large expansion it walks over and cries over it's fallen brethren. Dunno.
That probably would've creeped me out too. And speaking of The Sims

What the fuck were they thinking when they put that noise in
 
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A really creepy bit in a game I experienced recently was the Glowing Sea in Fallout 4. When I went through it on my first character, I had to use power armor so my steps were a little slower. I also had the music off. It created this effect of being like a lone astronaut walking across the surface of an alien planet.

The terrain was so (mostly) flat and empty. I had the view distance cranked up and I could see things moving off in the distance, like the sillhouettes of radscorpions and Deathclaws. There was one moment that I genuinely wish I had captured a screenshot of, of a deathclaw up on a ridge, stalking its way across the screen.

Probably my favorite part of the game and one of the most atmospheric moments I remember in video games in general.
 
Game environments that are empty of NPCs and/or are foggy can get creepy as hell. In general, locales that should have people but are inexplicably empty creep me out more than things that were intentionally intended to be scary.

For example :
A lot of Dark Souls' environments are meant to be ultra bleak and unnerving,many places being decorated with blood, corpses and signs of destruction. But imo the most unnerving area in the game is Anor Londo, the pristine city of the Gods that's mostly deserted. The area is in very good shape, and for the most part there aren't any real signs of death and destruction, the area is just deserted and empty, which is imo very unnerving, there are barely any signs of decay like there is in almost all other areas, but the area is just almost completely dead, and when you turn the area dark, there's barely even any enemies left in the area, which makes it feel even more sinister and whenever I'm in there, I just want to get out.
Image what the area's like
 
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Back when I was a kid (age 10-ish) something fucking weird happened when I was playing the Sims 1 (with the Unleashed expansion) and I have yet to figure out what the flying fuck happened.
So I was playing a household and in the corner of the lot in the middle of the road a random dog walks in (pretty normal, stray animals walk onto your lot all the time) it does a flip, floats in the air for a while and then a speech bubble appears and it says something... utterly random. I don't remember what it said, but it was words and it was English. The dog then walked away leaving little Bugaboo to say "The fuck just happened"
I've been trying to figure out what the hell happened for years now.

If I had to guess from the way you described it, I'd say the dog encountered an animation error. Whenever a character in TS1 tried to perform an action without an associated animation, they would do some weird "default pose" animation instead, and one of the yelling speech bubbles (usually used for fires or something like that) would appear above them with the words "Missing Animation" and flash red and black until the action was over. The Unleashed expansion pack was a buggy piece of shit even by Sims standards, so it was pretty easy to get these. A pretty reproduceable one was getting a child sim to shoo away a raccoon. The command was available to them, but I don't think Maxis made an animation for that model to do it. The Sims is full of a lot of weird or creepy stuff, and not all of it is intentional.
 
If I had to guess from the way you described it, I'd say the dog encountered an animation error. Whenever a character in TS1 tried to perform an action without an associated animation, they would do some weird "default pose" animation instead, and one of the yelling speech bubbles (usually used for fires or something like that) would appear above them with the words "Missing Animation" and flash red and black until the action was over. The Unleashed expansion pack was a buggy piece of shit even by Sims standards, so it was pretty easy to get these. A pretty reproduceable one was getting a child sim to shoo away a raccoon. The command was available to them, but I don't think Maxis made an animation for that model to do it. The Sims is full of a lot of weird or creepy stuff, and not all of it is intentional.
Holy shit an answer after all these years
Thank you good Raven sir
 
i find richard from hotline miami 2 rather creepy
one of the few characters i can think of that legitimately made me feel scared without having to actually do anything
I thought Richard was a lot more unsettling in the first game. The dark, creepy flashing room and the weird off key music really freaked me out when I was younger.
 
I got two for ya from my history.

A lot of people go on about how games like the first Resident Evil aren't terribly scary, especially compared to games like the first Silent Hill. This is a mistake; they're both equally scary, but in very different ways and how they fuck with the player is completely different. Resident Evil is harder to take seriously (at first), but this is honestly what makes it just as effective in the long run. Let me elaborate.

Silent Hill knew atmosphere and pacing. You can travel some time without encountering monsters, and in some areas, they are curiously absent. The Otherworld showing up adds an immense aspect of uncertainty, forcing the player to revisit familiar territory in a nightmarish new light and deal with all-new horrors throughout.

Silent Hill
's horror is foreboding and cerebral. It confronts you with bizarre, often fantastic imagery, daring the player to seek out the meaning behind each. There are explanations to be found, and if you piece together all the clues, everything in the game makes perfect sense by the end. Horrifying creatures and extremely good use of shadow and light make it a heady experience, but what made it so effective was how it leveraged the themes of its motif so beautifully.

Environments and monsters are terrifying and grotesque, as if shaped from the subconscious of an unsound mind - which isn't terribly far from the truth. The radio lends tension to the individual monsters, and the game's creepy moments, which often involve unfathomable elements, make the game terribly unnerving at times. Silent Hill is unusual in that even though it's painfully rare that a player will ever lack for a way to deal with a situation, it remains scary due to how creepy the environments and situations are. It preys on the player's own fears and worries, unnerving them and keeping them on edge.

So Resident Evil is blown out of the water, right? Well... Not really.

Resident Evil's horror is not psychological like Silent Hill's, nor was it ever intending to be: Resident Evil's horror is visceral and primal. The monsters you encounter are, at once, both recognizable and understandable. The Zombies of the original RE strike at a very primal fear lurking in humankind in general - the so-called uncanny valley. We can recognize the Zombies as being human once, even if they are not human now. The fear in a quality Resident Evil game comes not from the lurking horrors behind the scenes, but from what I can only describe as a stress-related horror.

In Resident Evil, you are in constant danger of being overwhelmed. You are trapped within the mansion, with horrors around every corner, and resources are in precious short supply. Bullets, medical supplies, and even the ink ribbons for saving have to be carefully managed if you are to survive this nightmare. A limited inventory is a direct contributor to this, as every resource must be carefully managed. Even players who know where everything is must carefully manage their ammunition, and cannot afford to be wasteful, lest a player be left with no way to defend themselves or a critical shortage of medical supplies.

This actually has a way of getting into your head in a way worse way than Silent Hill can, though mind you, it only will if you let it. Whereas Silent Hill creeps you out from the get-go, Resident Evil grinds you down with what I can only describe as Survival Management. It's harder to break out of that, and you'll find it fucking with you way harder if you let it. Suddenly you're finding yourself checking to make sure your front door was locked and that there isn't anything in your back seat when getting ready to come home at night.

You know, just to be sure.

Whilst Resident Evil 2 was probably one of the best examples of this in action, for me, what started it was the Keeper's Diary, in RE1. By this point, I'd been laughing at RE1's ridiculous voice-acting and the fact that I felt like a certified badass being able to handle things so well (playing Jill's scenario in the original helped; her scenario is considerably easier). So suddenly, I found this file that I'd seen my friends never pick up when we played as a group. Most of the time, they ignored the files because several of them liked speedrunning, but since most of the files were mostly innocuous clues and bullshit, I didn't expect this'd be different. So, at about 10PM, long before I was the night owl I am now, I decided: "You know what? Fuck it, I'll check that out."

That was a terrible decision.

The file itself unnerved the ever-loving shit out of me, since it explained the whole situation and made the Zombies considerably more frightening than they had been before. Suddenly I found myself significantly less brave around these things, and considerably less wanting to engage in combat with them, since I sure as hell didn't have ammo to deal with all of 'em and had no desire to get near any of 'em now. The switch had clicked, I was in the Survival Management mode, and it'd be a few days before I gradually powered down from that.

Now I actively go out of my way to subject myself to that shit on purpose, so it wasn't like it had a net positive.

The second one is an old favorite.

I loved Dragon Warrior on NES. Still do; it's one of my fave games of all time for the console.

One thing about it is that it came out before the days of the tubernets, and, as such, every bit of exploration had to be done on your own (there was also Nintendo Power, but get that weak shit out of here, you grew up in the crucible of gaming, you don't need guidebooks). One reoccurring theme of the game was that you had to scout around on your own.

2IHOB1v.png


Dragon Warrior tended to demarcate where the monsters were with bridges; though there were exceptions, the bridges generally would indicate an area where the monsters would be harder. So very often, I'd level up a while, then go to an area where I had trouble before and see if I was strong enough to start shit with the locals, and subsequently see how much of my blood remained in my body after the resulting slugfest with one of them. Good times.

I remember one time, I'd been around level 9 or so, and had been grinding a little to the southeast of the zone you see above. Periodically I'd run into enemies I either couldn't or didn't want to fight (Wyverns and Goldmen), but I'd eventually been able to handle everything else. Finally with some gear upgrades, I finally felt ready and I proceeded to think: "You know what? I'm gonna see what's beyond the bridge!"

And so I went. At first, I'd run into familiar foes - Wolflords - and then a new enemy, a Rogue Scorpion, which fell victim to me casting sleep on it and then beating the shit out of it. Further steps west and I had encountered a Metal Slime, which ran away, and then a Knight, which initially tried to fight like a Wolflord (Stopspell FTW) and then, afterwards, punched me hard enough to take out over half my HP in one attack. I killed it the next round, but realized I was pretty over my head.

fVy1Vdn.png


When I got back to the map, I saw a town, and was delighted. "I'll risk it," I thought to myself. "If I can get there, even if the Inn's overpriced, I can level up like crazy if I fight here and maybe get enough money for that one armor I wanted." So I proceeded onwards, and a retreat from a Wraith Knight later, I was in town.

When I entered the town, what greeted me was this:

NAS0Gv6.png

And more importantly, this:


I should have put two and two together but my 12-year-old self was not known for his sense of self-preservation, and, wondering where all the people were, went further into town.

I got to the south-most tree or so before I had an encounter with a Werewolf, which did over 40 damage to me in a single hit, leaving me with virtually no health and prompting me to run like hell. I had wandered into the proverbial devil's mouth, and was now dead-center in a ruined town with the strongest monsters in the entire game. Determined to figure out why this town was here, and not having a whole lot of common sense, I healed up, using all my MP, and headed rightwards, and eventually to that tree at the 1.

8cYnqLB.jpg

This motherfucker took issue with that, attacked before I was ready, cast Sleep, and killed me in one hit for good measure.

Never had I been so fucking terrified before by a game, nor gotten my ass kicked that hard.
On that day, a Dark Souls fan was born. :lol:
 
Resident Evil's horror is not psychological like Silent Hill's, nor was it ever intending to be: Resident Evil's horror is visceral and primal. The monsters you encounter are, at once, both recognizable and understandable. The Zombies of the original RE strike at a very primal fear lurking in humankind in general - the so-called uncanny valley. We can recognize the Zombies as being human once, even if they are not human now. The fear in a quality Resident Evil game comes not from the lurking horrors behind the scenes, but from what I can only describe as a stress-related horror.

In Resident Evil, you are in constant danger of being overwhelmed. You are trapped within the mansion, with horrors around every corner, and resources are in precious short supply. Bullets, medical supplies, and even the ink ribbons for saving have to be carefully managed if you are to survive this nightmare. A limited inventory is a direct contributor to this, as every resource must be carefully managed. Even players who know where everything is must carefully manage their ammunition, and cannot afford to be wasteful, lest a player be left with no way to defend themselves or a critical shortage of medical supplies.

This actually has a way of getting into your head in a way worse way than Silent Hill can, though mind you, it only will if you let it. Whereas Silent Hill creeps you out from the get-go, Resident Evil grinds you down with what I can only describe as Survival Management. It's harder to break out of that, and you'll find it fucking with you way harder if you let it. Suddenly you're finding yourself checking to make sure your front door was locked and that there isn't anything in your back seat when getting ready to come home at night.

You know, just to be sure.

Whilst Resident Evil 2 was probably one of the best examples of this in action, for me, what started it was the Keeper's Diary, in RE1. By this point, I'd been laughing at RE1's ridiculous voice-acting and the fact that I felt like a certified badass being able to handle things so well (playing Jill's scenario in the original helped; her scenario is considerably easier). So suddenly, I found this file that I'd seen my friends never pick up when we played as a group. Most of the time, they ignored the files because several of them liked speedrunning, but since most of the files were mostly innocuous clues and bullshit, I didn't expect this'd be different. So, at about 10PM, long before I was the night owl I am now, I decided: "You know what? Fuck it, I'll check that out."

That was a terrible decision.

The file itself unnerved the ever-loving shit out of me, since it explained the whole situation and made the Zombies considerably more frightening than they had been before. Suddenly I found myself significantly less brave around these things, and considerably less wanting to engage in combat with them, since I sure as hell didn't have ammo to deal with all of 'em and had no desire to get near any of 'em now. The switch had clicked, I was in the Survival Management mode, and it'd be a few days before I gradually powered down from that.

Now I actively go out of my way to subject myself to that shit on purpose, so it wasn't like it had a net positive.[/spoiler]
I'm not even a Resident Evil fan, but learning about the whole thing in 2 with
William Birkin becoming "G" disturbed the hell out of me. Seeing all the different stages of mutation he went through (the second one in particular sticks with me because his head is merging into his chest), coupled with his eerie theme music… Urgh.
 
I thought Doom 3 was pretty creepy for its time. A game mechanic that didn't make much sense but contributed enormously to this effect was the fact that you couldn't use the flashlight and a powerful weapon at the same time.

So you had the choice of proceeding in the darkness, but well armed, and seeing what was ahead of you but being defenseless against it until you swapped out a weapon, which took a second or two.

This amped up the atmospheric creepiness beyond the usual jumpscares and attacks from behind that you had in the first two installments of Doom.
 
I thought Doom 3 was pretty creepy for its time. A game mechanic that didn't make much sense but contributed enormously to this effect was the fact that you couldn't use the flashlight and a powerful weapon at the same time.

So you had the choice of proceeding in the darkness, but well armed, and seeing what was ahead of you but being defenseless against it until you swapped out a weapon, which took a second or two.

This amped up the atmospheric creepiness beyond the usual jumpscares and attacks from behind that you had in the first two installments of Doom.

I liked that too at first, but it wore quickly when there wasn't much variation on that mechanic, especially when it seemed to rely way too much on jump scares and they got absolutely predictable. (Enter a room? Monster jumps in. Healthpack out in the middle of nowhere? Monster jumps when you pick it up. Need to go unlock this door by backtracking? Monster waiting for you when you return.))
 
I liked that too at first, but it wore quickly when there wasn't much variation on that mechanic, especially when it seemed to rely way too much on jump scares and they got absolutely predictable. (Enter a room? Monster jumps in. Healthpack out in the middle of nowhere? Monster jumps when you pick it up. Need to go unlock this door by backtracking? Monster waiting for you when you return.))

Monster attack the moment you touch some awesome treasure is such an old trope that it isn't really Doom 3's fault. My first thought in any game where I suddenly see some glowing pile of awesomeness is what the fuck is about to attack me.

That comment reminds me, though, that there was stuff like this back in the old days of tabletop RPGs.

Specifically, the old AD&D module Tomb of Horrors. This Gygax-authored monstrosity was one of the cruelest scenarios ever devised, full of instadeath traps and all kinds of awfulness. Any players who ever survived this or (amazingly) won it went through the rest of their gaming careers with as close to PTSD as you can get from an RPG, afraid to ever touch anything or even look at it lest they be instantly obliterated.

GMing this was awesome. The players had actual fear in their eyes.

Here's one of the purely sadistic traps in the game, one of my favorites. The whole dungeon is full of teleportation traps. They usually dump you out of the giant mouth of this statue. So what would people do? I mean you came out of the mouth of this thing, maybe if you climbed back in it would teleport you back to where you came from. Seems worth a shot, right?

Guess what's in the mouth? Not a teleporter. A sphere of annihilation, an item so legendarily awful it even has its own Wikipedia article. What does that do? It does death! If you touch it you instantly die with no saving throw and on top of that, no means of resurrection is possible.

If you were a true sadist (and I was) I would tell the player what happened to their character but since nobody else would know this, kick them out of the game and forbid them from telling anyone what happened. This way, this particular trap could get multiple players.

The descriptive text and other aspects of the dungeon were enough to create a terrifying atmosphere where the slightest misstep would get you instantly killed.

Part of what made the stakes high was this dungeon was only for very high level characters, and the incredibly deadly threats usually meant resurrection or other evasion methods were impossible. So players would be risking the lives of long-term characters they had actually grown quite fond of whose loss meant something.

And they knew a callous sadist was GMing the whole thing.
 
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