Hey all, Sunshine here, betcha thought I was gone for good – nah, just ran smack into this little wall called “Life” – its a hard thing sometimes.
In any case, I just finished recording my 2nd Episode of a horror game set in the 1920’s this week and I started thinking about how differently we think about horror these days.
We’ve come a long way from the original Resident Evil and Silent Hill, being that we are on the 7th iteration of the former, and the latter may or may not have a current version come out yet.
On top of that, we have a new version of the scary board game that we played a few years ago at Kingdom-Con, Betrayal at House on the Hill, which in and of itself was a creepy thing.
So what makes a game “scary”? We all have different ideas and fears, however, bringing an experience that is genuinely terrifying for people is all about the atmosphere.
If you’ve heard of HP Lovecraft and the Cthulu Mythos, then you’ll perhaps have some idea of what the RPG I’ve started to run is about. Regardless of the medium, Call of Cthulu is considered to be one of the odder/creepier game-systems to run. It is predicated on the idea that the universe is actually alien and unfeeling and indifferent towards humans, that we are like ants on the tapestry of the universe.
Lovecraft and his successors wrote about indescribable things that would as soon eat us as ignore us, and the fact that our human minds could only perceive a minute piece of the whole puzzle.
I find that putting things that seem out of place into otherwise mundane settings is really the best way to introduce a little bit of creepiness without giving anything away. And when people get too close, well, then show them why they shouldn’t look into that dark tunnel…. why showing up to someone’s house unannounced can be a dire thing….why you want to be sure you REALLY want to know what is going on… before your mind quakes at the knowledge of things man was not meant to know….
Happy Haloween y’all!