Creep-Out in Video Games.

Originally, the devs wanted to make Jankowski's death be something that was told to you. Not as unsettling and creepy as his ghost appearing now and then while wondering if he really is dead or not.

His corpse is actually in the games assets and turns up as an easter egg in fear 2
 
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Thought of several possibly minor creep-outs when I went back to FF's 7 - 8 on a kind of browsing trip. I remember both games, for being by far the most science fiction in terms of atmosphere, of its day came with several little points of uncomfortable tension for me when I was younger. Still to this day even:

[Final Fantasy 7]

ShinRa Mansion: Dark and abandoned homes that large always tend to feel oppressive, the low polygons and pre-rendered backgrounds didn't really make that looooong hallway any less uncomfortable. Not to mention the presence of something like the Lost Number made you start to wonder precisely what had gone on there while it was being inhabited. Dirge of Cerberus' return to that as a fairly linear level through the ruins was a pretty cool moment in my view, and the music itself improved the sense of familiarity in that entire area.

The Sunken Gelnika: Probably partly because of my own fear of the ocean is what made my skin kind of crawl to ponder trudging around some wrecked cargo plane surrounded by billions of gallons of water that could crush it, and your party, at any given moment that something could go wrong. But logic dictates as you step in: surely nothing could be surviving in here, right? Maybe even there remains some crew to rescue, right...?

Wrong, wrong, and wrong

The canon explanation for the wreck's presence is that it was shot down by a WEAPON during the course of its transport, and the presence of these creatures, defying explanation or description in any shred of their physiologies, were manufactured BOWs designed to kill Sephiroth. Some part of me, however, always though that the shot simply set in motion the opportunity for these things to escape, and enact some Veteran of the Psychic Wars styled massacre on the surviving crew and scientists who may have been aboard the transport itself.

[Final Fantasy 8]

The creep-out factors of 8, for me, mostly dealt around one continuous section of the game, involving Sorceress Adel. Technically, you could say that began way back in Disc 1, I recollect, when you're running up Timber Communications Tower and watching the commencement ceremony. A little discussed bit of canon in the game's lore is that there's been nearly two decades of miscommunication going on between the various countries due to a worldwide radio interference, a white noise that simply layers over any attempt at radio communication and renders most video transmissions barely functional. It isn't until you're watching on that very screen that you get some kind of a hint that there's more going on.

IAMALIVEHERE
IWILLNEVERLETYOUFORGETABOUTME
BRINGMEBACKTHERE

Then it isn't until you get all the way to Esthar in disc 3 that you find out the source of the interference; the former dictator of Esthar itself, the sorceress Adel, who was tricked into confinement and blasted into the moon's orbit where her powers and influence would be weakened, but the side effect was the communications breakdown due to the device itself keeping her in check. Anyone who would go back to that moment at the tower would then realize, and begin to think: well what were those words?

You put the pieces together: those are her thoughts, hidden in the white noise. They're the cries of an isolated, mentally deranged egomaniac; very much alive and very much aware, and she wants out.
 
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I see a lot of people mentioning N64 games in this thread. In all honesty, I think games for that system can be some of the creepiest out there because the creep factor is unintentional. There's something about early 3D graphics that has a slightly unsettling feeling. Depending on the game, some character models have an uncanny valley vibe to them, and when you place them in a world with lots of empty space and not a whole lot of detail, something about it just feels kinda creepy.

Anyway, I get that EarthBound is a creepy game in general, but there were a couple things I found particularly creepy in that game. One: Happy Happy Village. Literally a cult thay just chants "blue" and tries to kill you when you won't convert. Also tries to make a human sacrifice out of a little girl. Two: Moonside. Fucked up alternate reality to one of the towns in the game where nobody makes sense and you fight really creepy enemies. And three: When you're exploring the flashy tunnels underneath Stonehenge and you suddenly find a bunch of people you met throughout the game shoved in test tubes full of liquid and crying for help. Super creepy.

Also I'm really surprised no one has mentioned Silent Hill 1's music. The sounds of metal being pounded on on combined with pipe organ sounds make for the most disturbing game music I've ever heard.
 
Pretty much everything involving Shadow of Mordor's Celebrimbor.

-His death, as seen from his perspective. Sauron (In his guise as Annatar) brutally murders him, in first person, with a smithing hammer. Oh, and then he turns it around to the pointy end. This is after Sauron kills his wife and children, and forces Cel' to watch.

-What he does to Talion. He's not only reforging Talion's weaponry, he's reforging Talion as well- to an extent where it become disturbing as hell. As seen in the post-credits scene, he pretty much overrides him.

Oh, and the ending:
"It's time for a New ring."

If you didn't figure out him being the Bright Lord is a bad thing, that scene should hammer the point in real well.
 
Calendar Man from "Batman: Arkham City" deserves a mention. The whole game, you're fighting depraved supervillains and murderers, but then there's this guy locked up in a cell in the basement of the courthouse where you fight Two-Face. The thing is, he doesn't actually do anything in the game; he stays in his cell the entire time. But he still manages to be creepy as hell, because if you visit him on certain holidays (in real time, or if you fuck with the system clock), he'll tell you a story about some holiday-themed atrocity he committed on that day.
 
Calendar Man from "Batman: Arkham City" deserves a mention. The whole game, you're fighting depraved supervillains and murderers, but then there's this guy locked up in a cell in the basement of the courthouse where you fight Two-Face. The thing is, he doesn't actually do anything in the game; he stays in his cell the entire time. But he still manages to be creepy as hell, because if you visit him on certain holidays (in real time, or if you fuck with the system clock), he'll tell you a story about some holiday-themed atrocity he committed on that day.
Remind me why Gotham City doesn't use the death penalty.
 
@Ho Mo for Women
I can't believe I forgot to mention Calendar Man. The tone in he speaks in as he describes his crimes is downright chilling.

I'd also like to mention Arkham Asylum, and the scene where you attempt to trap Killer Croc. You must walk as slow as you can on the long, wooden planks of the sewers, or else Croc will jump out and kill you. Occasionally, he'll still jump out and chase you. But you can subdue him if you hit his shock collar with a batarang.

Also in AA, you can find a secret room (in Intensive Treatment, I think), which is Scarecrow's lair. Judging by the photographs, he has been stalking Batman all over Arkham Island through the game.
 
Toward the end of chrono trigger, you have a bunch of optional sidequests to do if you don't want to skip right to fight the final boss. Most of these quests each revolve around one of your party members. Gaspar, the old man at the end of time, will elucidate each remaining quest with a sentence or two if you're not sure what they are. But even when you do every quest, he'll still say "one of you is close to someone who needs help. Find this person... Fast." He'll never stop saying it and your have no idea what it means, and I always found it very ominous and creepy.

it turns out it was just an oversight, the devs forgot to set Gaspar to stop saying that even after the related quest was completed. Apparently it was a reference to Lucca's mother, whose accidental paralysis can be prevented if you do the quest. But at the time I interpreted it as a reference to Janus's hunt for Schala, which seemed like such an eerie thing with no resolution to me.
 
When I was a kid, the bonus round of Aero the Acrobat gave me the fucking creeps. You basically leap to your death aiming for a bullseye. And if you don't make it, you're treated to this lovely piece of music.


And the clown enemies look like skeletons with AIDS.

I hate this game.
 
1 and 2 didn't creep me out, but as soon as I stumbled upon 3 I opened up with KOTR because fuck that creepy ass, deformed abomination of a manta ray.

Related, traveling around in the sub before you killed Emerald WEAPON. Maybe not necessarily creepy, but not seeing him as you try and maneuver around makes one paranoid about whether you'll run into him if you take a turn too sharply.
 
Related, traveling around in the sub before you killed Emerald WEAPON. Maybe not necessarily creepy, but not seeing him as you try and maneuver around makes one paranoid about whether you'll run into him if you take a turn too sharply.

Damn right! That made it even more stressful when you went out.
 
This guy from Super Mario 64:

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I love me some horror games. Mostly because once you get used to the predictability of jumpscares or you have a high gore tolerance, they're a blast and a half.

For those who liked Yume Nikki; someone made a sort-of sequel/expansion called .flow that takes the creep factor and ramps it up further and explains even less.

For me, there's Amnesia: The Dark Descent - I'm gonna say this game has some of the best atmosphere I'd experienced at the time; simply because of how they ramped up your paranoia (the crying in the cistern; constant whispers; seeing things like corpses randomly appearing or paintings of Alexander change into something monstrous based on your sanity level). The fact that you couldn't fight back made it even better because all you could do is crouch and hide and hope that whatever it was didn't find you...if it even existed at all and wasn't just in your head, of course.

Bioshock series has plenty. Infinite's Comstock House level as mentioned earlier with the Boys of Silence (also that wheelchair that just randomly moves with the Franklin mask on it). But fuck Fort Frolic and the plaster splicers from the first game, man. Just. Fuck that whole fucking level. Fuck Sander Cohen. Just, god, fuck it so much.

One of the non-horror game ones, though, that profoundly creeped me the fuck out was in Fallout 3.

I'm exploring shit in the Wastelands because I'm the type to put off the main quest for as long as possible, and I decide to go check out Evergreen Mills; which is that trainyard/cavern system Raider camp because I wanted to go find this merchant named Smiling Jack and steal his unique shotgun. I'm having a blast and a half; shooting Raiders with a plasma rifle, letting the Behemoth out of his cage to chase people, making fun of the mannequins that they had with giant police lights strapped to their tits and such, grabbing up every valuable I can get my filthy little Lone Wanderer hands on to sell off later.

Now some Raider camps have stripper poles in them (which doesn't surprise me; this is the same settlement where you can interrupt a pair of Raiders fucking), which is great for getting caps off the stages. On one of them I notice a teddy bear and a tricycle and shit like that but I figure one of them's either got a DD/LG fetish or just a twisted sense of humor, it's Fallout after all, right?

Then you get into a back room in the caverns. There's a desk and cells and bedrooms, like a setup for a brothel. You look in one of the cells, there's kids' toys on the beds. Blocks and a toy car and a teddy bear and shit. On a shelf in the desk room, there's cameras.

Obviously Bethesda couldn't fucking put actual kids in there or the ESRP would be all over their ass. But it's pretty clear there was child prostitution going on in Evergreen Mills, and it disturbed the hell outta me.
 
Three words:

Robbing the Cradle


Or

That moment whereupon our intrepid protagonist, Garret the Thief, has outfoxed a trickster god and faced his depraved minions of both man and beast, snubbed the noses of and en entire religion of pitiless technoclerics, one of whom built mechanized horrors out of the downtrodden and so they could kill off the City's population by spewing a flesh eating rust, and kept himself more or less collected through all of it, never lacking in snark or witticism for these experiences; is left disturbingly and very nearly uncharacteristically speechless throughout the whole of his journey through a demented asylum that knows he is inside of it and does not want him to leave.

The wiki entry doesn't do particular justice to describing precisely how brilliant this level's entire atmosphere was, and the best part of it is that going back through, you KNEW it was coming up on some level. All the little moments when someone mentions the legend of the "Old Orphanage that burned down", read the letter post on the door of a contractor from the foreman of a construction business who absolutely refuses to put his men anywhere near that building, and Garret's own brief pieces of knowledge regarding how the whole City's totally terrified by the mere sight of the place. Everything that you had known up to this point, sticking to the shadows and making fools of your merely human enemies, making considerable use of your many tools and resources, all of it came to a head in these very halls where you couldn't ever be entirely certain that the shadows themselves were on your side.
 
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I remember in the first wasteland game I was seriously creeped out by some of the undead enemies. I mean since it's the predecessor to Fallout which is famous for ghouls I knew I could expect some rotting bodies trying to kill me. But once I actually starting encountering them, I'll admit I lost my nerve a little. They're not shambling horror movie cliches like the ferals of fallout are, no they look much more like people that were unfortunate victims of the downfall of society.
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