Jump to content

Search the Community

Showing results for tags 'spooky'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Calendars

  • Community Calendar
  • Ember Official's Events
  • Hall of Heroes's Events
  • HarlanTV's Events
  • The Franchize Approved's Events
  • Celestial Empire's Stream Schedule
  • Edison's Den (Edison The Fox Stream Community)'s Stream Calendar
  • Sector's Edge Community's Scheduled Matches
  • SHSU Games Development Society's Calendar
  • Press Start - Retrogaming Cafe's Events
  • Extra Life Gaming Lounge's Events
  • Northern Binge's Upcoming Events
  • Guns of Icarus: Alliance's Events
  • Ember Destiny 2's Events
  • CASTorDIE's LIVE Stream Reviews
  • Game Over's Events
  • the Parrot Party's Party Parrots Season 0 Episode 4
  • Ember Halo Community's Events
  • Meltdown Sheffield's Events
  • The Treehouse board game cafe's Events
  • Good Noodle Gang's Events
  • ChanzlynPlays's Events

Categories

  • Files
  • Ember Official's Branding Files
  • CloneKorp's Files
  • The Franchize Approved's Forge Branding
  • RabenKatze Art Studio and PawPals Cuddle Corner's Files
  • Cosplay - Photographers & Cosplayers's Files
  • SHSU Games Development Society's Downloads
  • Extra Life Gaming Lounge's Extra Life Gaming Lounge Christmas Menu
  • Animal Crossing: New Horizons!'s Files

Forums

  • A Test Category
    • A Test Forum
  • Ember Official's Forum
  • Ember Nintendo Switch Group's Forum
  • Ember Stardew Valley Farmers's Discussion
  • Hall of Heroes's Forum
  • HarlanTV's General Chat and News
  • The Franchize Approved's The Forge
  • Game Developers's Post Your Game
  • RabenKatze Art Studio and PawPals Cuddle Corner's Forum
  • Celestial Empire's Forum
  • Red Dead Redemption 2/Online's The Saloon
  • Phantasy Star Online's Topics
  • Embr's Forum
  • World of Warcraft United's Forum
  • Mechanical Keyboards's General discussion
  • Cosplay - Photographers & Cosplayers's Forum
  • Indie Drop's Forum
  • Sector's Edge Community's Discussion
  • SHSU Games Development Society's Forum
  • All About the Writing's Write write write write
  • Northern Binge's Forums
  • Indie Game Lover's Forum
  • Guns of Icarus: Alliance's Forum
  • SHSU Esports's Forum
  • Ember Destiny 2's Destiny 2 Forum
  • Twitch Streamer Community's Forum
  • Indie Forged's Forums
  • PC Build Guild's Builders Forum
  • Ember Pokemon Community's Topics
  • Gaming Deals and Sales!'s Topics
  • Travellers of Ember's Traveller's Forum
  • Ember Halo Community's Topics
  • Meltdown Sheffield's Discussions
  • The Treehouse board game cafe's Forum
  • League of Legends Community's Season 10
  • Good Noodle Gang's Good Noodle Discussions
  • Ember Rhythm Gamers's Forum
  • ChanzlynPlays's Chit Chat
  • Virtual Photography's Topics
  • Sea of Thieves's Topics
  • Animal Crossing: New Horizons!'s Topics

Writers Blocks

There are no results to display.

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 6 results

  1. Game: Shadow Developer: Grit Release Date: Early 2020 Play the demo for free on itch.io! Current Version: D1.15 Genre: Spooky open-world survival I've never been a huge fan of indie horror games, they usually rely very heavily on jump scares and are usually really boring and generic. Relatively simple games like Five Nights at Freddy's and Slender: The Eight Pages have inspired a lot of games copying only the most surface-level parts of these games, making games that have little to no effective atmosphere, or suspense. They decide to use an overabundance of gore, jump scares and a lot of pointless walking around, ignoring world-building, exploration and building that sense of dread and suspense only the best games can truly conjure in most players. And although Shadow is just a demo, in that simple 10-minute experience, this game never used jump scares or gore, which have become, in my opinion, very overused in games today, instead intentionally leaning more towards creating a sense of paranoia and an atmospheric unease in the player as they explore the island. With the developer, Grit promising to only expand on these ideas in the final build, with a bigger world, more things to interact with, and a smarter monster. The art style of the game is very simplistic and low poly, the style is executed well and looks professional. This simplistic style serves the game well, it was obvious to me what is what, making navigation and recognition very easy. This simplicity also made exploration, the main game mechanic, a lot more satisfying, as special attention has been paid to make sure each area of the island is distinct and can be told apart, with the easily accessible map only adding to this fact. This art style did take away from the suspense and dread I assume I was supposed to feel with the non-threatening textures and shapes around me, but it seems to be the feel the game is going for, and if that's the case, it does its job well there too. The game itself is very simple in what the objective is. You have to find green cubes to power a battery, which powers a boat, which lets you leave the island. Doing this just involves walking around the island and look for the many green cubes around the map. They can be found throughout the unique parts of the island, either behind rocks, in the middle of some trees, in a house, and on bridges. The fact that there are more cubes than you need to collect scattered across the map lead to each playthrough being unique, one person who plays might find the village, while another might never see that area, but find the winter area, or the rocky cliff, or the cabin in the woods, or the forest. Exploration is certainly rewarded here, and even thinking outside the box with one certain area. This also allows for multiple playthroughs, where you can explore the entirety of the island, this concept will surely be expanded on in the full version. My hope is that more varied and interesting locations will be added, where little pieces of lore may be hinted at through the environment and more interesting environments, or even more of a sense of direction when you first start, since when I first started playing and wandering around, I found myself getting bored, and almost had to force myself to continue. Having an engaging beginning is key to any game, and if not done right means that players won't see the majority of the game. One thing that this game has that many other similar indie titles lack is multiplayer! Multiplayer can be a great extension to your experience or alternative play-style, experiencing horror type media with friends transforms into a new comedic experience that only other people can offer. Combining this with a system that requires both people to work together can also amplify your enjoyment of the game altogether, but only when executed properly. And Shadow certainly doesn't do a bad job of integrating multiplayer! In single-player, your left and right hand have different functionalities, it would be quite difficult, or impossible to play without one of your hands. The game uses this concept and gives each player the function of one hand, therefore rewarding cooperation and staying together. This dynamic did a good job at mimicking everything single player does well, but with a friend (or maybe they're not a friend, I dunno who you play with). It also allowed for some fun, playful situations to ensue between me and my friend. It does, unfortunately, require you to have a controller, which not everyone has, limiting who can play multiplayer. There should be some other way to split the keyboard to accommodate a second player like a lot of flash games do. The monster that chases you is a basic generic monster with red eyes, the simplicity of the monster complements the simplicity of the overall game though, and its appearance alone makes it obvious that it is something to be avoided. It also has a weakness you can exploit, where you charge up a beam of light to temporarily stun it. This basic mechanic seemed fine enough at first, but as I played through the game more, I realized that the monster was unfairly hard to see coming at times. When I looked around me to see if it was near me, I sometimes wouldn't see it, even though it was relatively close, but it was facing away from me or behind a tree or rock or house, giving me a false sense of security, then suddenly dying to it without enough time to react. This got especially frustrating with closed quarters in the village, with me dying over and over and over with seemingly no way to stop it. Changes for the monster are planned for the final build though, so I'm definitely looking forward to that. Overall, Shadow is a game that's fun to play and has a lot of promise, with many of the problems in the demo planned to be fixed in the full version. I, personally am looking forward to the future of Shadow and what it'll have in store with these mechanics and the great sense of exploration Grit has already made, a more polished version of this demo with more content sounds awesome. Tell me what you think about the demo in the comments below! I know the developer would love all the feedback he can get! Thanks for reading! You can follow the developer on twitter at @GAMEdevOVER
  2. Halloween is near! And this year, once again, the gaming community is spoiled with several sweet treats (or perhaps, scary tricks) from indie game developers around the world. Here is a list of 11 spooky and not-so-spooky indie games to keep an eye out for this Halloween. _____ 01 _____ :: Song of Horror Developer Protocol Games Website | Facebook | Twitter | Discord Publisher Raiser Games Website | Facebook | Twitter Availability Steam Paid, Episodic Coming 31 October 2019 In this survival horror adventure game, get ready to hide from The Presence as you investigate what happened to the famed writer, Sebastian P. Husher, and his family. Controlled with advanced AI, the supernatural antagonist will learn and adapt to your every move, making the experience unpredictable and unique with every gameplay. Finally materializing after five long years of hard work, this game is not to be missed! Extra Treat: Join the Discord server before 31 October for a chance to win one of the 10 Season Passes for Song of Horror! _____ 02 _____ :: Monster Reapers VR Developer Virtual Uppercut Studios Twitter | Discord Publisher Virtual Uppercut Studios Availability Steam Paid, Early Access Coming 30 October 2019 A game for players with HTC Vive or Oculus Rift, Monster Reapers VR assigns you the task of hunting monsters that have invaded the land. With rogue-like elements such as procedurally generated levels and plenty of randomized ability upgrades, each run of the game is going to bring you a new experience. Extra Treat: Follow MonsterReapers and share their tweet before Halloween for a chance to win one of the 2 Steam keys! _____ 03 _____ :: Grimm’s Hollow Developer Ghosthunter Tumblr | Twitter Publisher Ghosthunter Availability Steam | Itch.io Free, Full Coming 31 October 2019 In this cute spooky RPG, you play as Lavender, who woke up one morning surrounded by skull-masked strangers. With a scythe in hand, she sets out to find her brother in an attempt to escape the Hollow together. Meet cute ghosts, chomp on ghostly treats, and explore haunted caves along the way! _____ 04 _____ :: Journey For Elysium Developer Mantis Publisher Cronos Interactive Website | Twitter | Discord Availability Steam Paid, Full Coming 31 October 2019 Step into a world inspired by ancient Greek and Roman mythology in this VR game for HTC Vive and Oculus Rift. You play as an unnamed hero who has to overcome several challenges to reach Elysium in his afterlife and his story slowly unravels as you progress. Immerse yourself in this chilling black-and-white underworld as the hero journeys along to find redemption. _____ 05 _____ :: Grave Man Developer PixelCollabs Discord Publisher PixelCollabs Availability Itch.io Free, Full Grave Man is the fruit of a month-long community project headed by PixelShorts and Mk.2. Your job in the game is to keep the graveyard peaceful on Halloween night by knocking the dead back into their graves. Time waits for no one, so pick up your shovel and get cracking! _____ 06 _____ :: Cat Lady Developer Rose City Games Website | Twitter | Discord Publisher VIZ Media Website | Twitter Availability Steam Paid, Early Access Released earlier this month, Cat Lady is a rogue-lite shooter game where you play as Ally, who is on a mission to get rid of the evil that is haunting her Grandma’s mansion. It is certainly up to Ally and her cat allies to save everyone from the impending catastrophe! Expect more mansion areas, cat allies, and enemies coming to this Early Access title in its future updates! _____ 07 _____ :: Today Is My Birthday Developer Wonder Games Studio Twitter | Discord Publisher Crytivo Website | Twitter | Facebook | Discord Availability Steam | Crytivo Demo (Steam) Coming Soon TIMB Steam Demo is slated to release close to Halloween, in time for horror game lovers to explore a decrepit Wonder Park filled with life-threatening dangers. Your goal, as the protagonist Thomas, is to survive using your wits and speed. Muster up your courage to step into this theme park of your childhood memories. _____ 08 _____ :: CARRION Developer Phobia Game Studio Twitter | Discord Publisher Devolver Digital Website | Twitter | Facebook Availability Steam Sneak Peek Planned for a 2020 release, CARRION has surprised us with an early sneak peek that is available until 2 November. If you are tired of running away from monsters, why not try being the terrifying creature instead? Play as an amorphous creature of unknown origin in this 2D action reverse horror game and strike fear in everyone to your heart’s content! _____ 09 _____ :: Raven’s Point Developer Grumbismal Games Website | Twitter | Discord | Patreon Publisher Grumbismal Games Availability Itch.io | GameJolt The Silence Demo Still in development, Raven’s Point is a fast-paced horror boss rush game where you have to escape out of locked rooms and defeat four unique bosses. The Silence demo, featuring two of the bosses and released just a few days ago, lets you step into the shoes of Sara who is trapped in a mysterious house. Are you prepared to uncover the mysteries surrounding the house? _____ 10 _____ :: Death and Taxes Developer Placeholder Gameworks Twitter | Facebook | Discord Publisher Placeholder Gameworks Availability Itch.io Demo New Demo Coming Halloween 2019 Coming in early 2020, Death and Taxes is a 2D narrative-based game where you play as a Grim Reaper who reap souls via paperwork. Decide the fate of various individuals’ lives and your choices will in turn decide the fate of your incarnation. While a demo is already available, a new demo with improved content (as well as a Steam page) is scheduled to be released on Halloween. So, wear your best tie and get ready to show up for work! _____ 11 _____ :: Dicey Dungeons Developers Terry Cavanagh Chipzel Marlowe Dobbe Justo Delgado Baudí Publisher Terry Cavanagh Availability Steam | Itch.io Paid, Full Halloween Special available until 4 November Dicey Dungeons has been released for two months but the developers have just dropped a surprise Halloween Special content for it. For this spooky occasion, new enemies have appeared and characters have dressed up in Halloween costumes. Do not miss the chance to get rolling in this fast-paced deck-building rogue-like RPG! _____ _____ Hope you will have a spectacular Halloween with these indie games! Do not forget to wishlist and/ or follow the games you are interested in if you want to get their latest updates! Feature Photo: Yuri_B from Pixabay
  3. To conclude this years #Spooktober's Edition of #TuneTuesday, I will talk about the panic-inducing Taurus Demon cue from Dark Souls, composed by Motoi Sakuraba. I'm fairly certain everyone at this point is familiar with how difficult the Soulsborne series is, which would soon create the 'git gud' mentality from many players, but you may not be aware of the story, which I will briefly go over for you, for context sake. You are undead, and you must go and link this great fire. That's it. Everything else remotely narrative is built upon various bits of lore that you can choose to read on items and weapons you find, and the occasional NPC who talks at you. But one does not play the From Software games for stories, they play them because they are masochists who like smacking their head against a brick wall 100s of times to defeat the franchise's gruelling boss fights. It is also during said fights you will hear music, as the games are pretty mute otherwise (with a couple of areas having some music, and Sekiro having music practically everywhere). First time players would have struggled with the game's first proper area, Undead Burg, as they learn that anything can easily kill you, enemies often ambush you and not to take on the Black Knight, lest you get completely destroyed. You finally ascend the inner works of a castle, pass through a fog gate, and wander around the very narrow Crenellations, which can be easy to fall off of, should you not pay attention to the environment. The next thing you know, a large, sheep/bull demon with a huge axe leaps off of the opposite tower and begins to charge at you. This is where today's cue enters. What I think many fans of Dark Souls and video game soundtracks overlook is the size of its orchestra. Most games that have symphonic sounding soundtracks have full-phat orchestras with lush reverbs and may have screaming full-phat choirs. I don't need to go into more details about that I'm sure. Dark Souls has a much smaller ensemble, most likely a chamber orchestra, recorded in a much smaller recording space. The choir seems to be much smaller as well. Because it sounds smaller, does not mean it has any less punch. In fact, I would say that it was more because of this orchestration/compositional decision, which adds to the fear of whatever hideous boss monster, demon or dragon is tearing your arms and pancreas apart, the vast majority of these cues being atonal messes. If the orchestra was the more typical 80-100 piece a lot of the unique energy the cues had would be lost. There are very few soundtracks to that of the original Dark Souls, where the soundtrack is just boss cues. Some of them are rather moving and emotional, whilst others, like Tauras Demon, induce PTSD-esque flashbacks. And of course, there are very few games as frighteningly frustrating as Dark Souls.
  4. Carrying on with the paints-shitting terrifying music, this weeks Spooktober #TuneTuesday is Peak Level from 'Chaos;Child', composed by Takeshi Abo. I did cover this game in a recent(ish) #TuneTuesday thread, but to give a brief summary, Chaos;Child is the fourth main entry in the Science Adventure series (the same series the famous 'Steins;Gate' comes from) and a thematic sequel to Chaos;Head. As such, the plot is incredibly involved and rather confusing at times. In it, you take the role of Takuru Miyashiro, the president of his school's newspaper club, who investigates the "Return of The New Generation Madness" serial murder case that has been taking place in Shibuya. During the course of the game, he experiences delusions where the player gets the option to choose if Takuru should experience a positive or negative delusion or neither. These choices affect the plot's direction, causing it to branch off from the main narrative into different routes. That is, once you've played the game through for the first time, as you only have access to the common route (the canon route if you would). Chaos;Child is a murder mystery thriller, so death is commonplace within the narrative. Various members of the cast are thrown into mortal danger constantly. This is when today's cue enters. When 'Peak Level' is heard in the game, it is usually in direct conjunction with murders related to the Return of The New Generation Madness. In other words, it is played when someone is being murdered, usually horrifically and slowly. Chaos;Child doesn't fuck about either, as it does not shy away from any of the horrific imagery of someone chopping up their own arm and eating their own fingers, to use the very first thing you see in the game. And being a visual novel, the sound design and descriptions is just so much more immersive than your typical game, for a lot of the work is done by you. These are genuinely terrifying moments to sit through. In the early sections of the game, it is other people who are killed when this cue plays, but when the cue plays when you and/or your school buddies are around, that is when the fear goes from 0-to-10 really fucking fast as you are forced to watch your near defenceless protagonist and friends flee from whatever is attempting to tear them apart (literally in one case!). On its own, without any context, 'Peak Level' sounds like a broken Trance/Dubstep with some weird tribal vocals going on. But when 'Peak Level' is played in-game, it makes Chaos;Child one of the most frightening narratives to experience. There are 2 instances where this cue is it's most frightening, which is the end of Chapter 6 and 8. I won't tell you why so you'll have to experience Chaos;Child to find out.
  5. Week 3 of the #Spooktober takeover of #TuneTuesday has us look at a more intense #horror game cue, one that I think is terrifying, both in and out of its associated game. The cue is 'Suitor Attacks' from Justine, the DLC from Amnesia: The Dark Descent, composed by Mikko Tarmia. You play as Daniel, a young man from London who has awoken in the dark and empty halls of the Prussian Brennenburg Castle with little to no memory about himself or his past. All he can remember is his name, that he lives in Mayfair and that a 'Shadow' is hunting him. It does not take him long to find a letter from his past self, telling him that he has deliberately erased his own memory. But before doing this, he instructed his future self (ie, you) to kill Alexander, the castle's baron (it's set in 1839). Why he didn't kill Alexander before wiping his memory is beyond me... Gaping plot flaw aside, it is considered to be one of the greatest horror games to have spawned from the mouths of hell, and I am in that mindset. The Dark Descent takes many influences from Lovecraftian horror, using the famous quote “The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown” to it's fullest. I discussed in a previous #TuneTuesday thread (almost a year ago) about the impeccable sound design and score, both of which scares you more than the monsters themselves. You cannot fight the monsters, so your only option is to hide. They are sensitive to the light from your lamp, so you have to hide in the dark. Problem is, Daniel is scared of the dark and can start making whimpering noises, should his Sanity drop too much. You can't really look at them drains your Sanity Meter, which is not good for Daniel. In short, you're fucked. As for today's cue, this is found in the game's only DLC, Justine. Here, the player takes control of an unnamed female character, who awakens with amnesia in a dungeon cell, accompanied a phonograph. It contains a recording by a woman named Justine, who tells you that she is the subject of a psychological test. The player character is then allowed to escape, or die trying. In some ways, it is more frightening than the base game, for reasons I will avoid for spoiler reasons. In addition to the new monsters that you can't look at, there is also permadeath, so if you die in the game, you have to start all over again! Where it excels is its ability as a laxative. You will die a lot in this DLC, especially at the DLC's penultimate puzzle, which involves you moving about in a pool of water, so your movements are slower, whilst you are being chased by one of these Suitors, who is much faster and aggressive than the ones before it. Accompanying this is this uniquely aggressive cue, which is horrible in every sense of the word. I won't begin to attempt to pull it apart in a music theory sense, because (as I'm sure you can hear) is an atonal mess of screeching strings, harrowing synth pads and thumping percussion. As I said on November 2018, I do believe everyone should experience this game, whether you have the stomach to actually play it, or watch someone else through a let's play. One could argue it is because of PewDiePie's Lets Play that Lets Plays are a thing at all. It certainly made PewDiePie an internet sensation which, in turn, made gaming more mainstream, rather than just an expensive waste of time to the general public.
  6. To carry on this musical #Spooktober, this weeks #TuneTuesday is the creepy cue 'Who's There?' from Persona 4, composed by Shoji Meguro. Persona 4, like the Persona games before and after it revolves around a group of Japanese high school kids who are granted magical powers by a man with large nose to defeat this impending evil that lurks in the shadows. These powers allow them to summon a Persona (the protagonist can summon multiple), which is a manifestation of their inner-self. It is essentially Pokemon with an existential crisis. There are two things that have made Persona 4 particularly famous: 1) How hard ATLUS has milked the franchise with a variety of spin-offs, including an extended version (Persona 4: GOLDEN) 2 fighting games, surprisingly good dancing game. In addition, there are also 2 animes and manga. 2) How happy-clappy much of the game is. If you are a fan of slice-of-life anime where everyone and everything is fine and enjoy the schoolfriends having fun and solving problems in their life, you will enjoy Persona 4, without a shadow of a doubt. You'll probably enjoy GOLDEN more because there are more in-game events where the characters have even more fun with each other. Such as them going to the beach, bringing it all the more closer to its slice-of-life anime counterpart. Now what I have avoided is the plot, because it is actually incredibly dark, the severity I feel is overlooked from time-to-time with fans within the Persona community. The plot revolves around a strange case of murders, where people are being wound up dead, strung up by TV aerials, the first two being young women, one of them a teenager. Besides this, what they also had in common is that they both appeared on TV, as would the other targets on The Midnight Channel, which is only on during midnight in the rain. The protagonist and friends become an Investigation Team to solve the case by entering the TV World and saving those who appear on The Midnight Channel. It is during the more sinister moments in the game where this creepy piano motif plays. Either when an antagonist threatens the party, horrible truths are discovered. The cue is at it's strongest when it plays just before the game's climax when the party has to make decisions that not only affect the outcome of the story but whether certain characters live or die by your direct hand. You can become a heartless murderer in this game if you wish. Similarly, there is a secret(ish) ending you can achieve in GOLDEN which is just as, if not more heartless as the previous one. You can work out that one for yourself... As for the cue itself, it's barely in F#minor, which can be worked out from the haunting tremolo strings and stabbing celli (plural for cello) and basses. It works so well in distilling horror to the players in the game, especially as one that is as upbeat and as jolly as this one. You can be having fun with your friends or working on that social link when BANG! The scary music returns and someone is dead or about to die with next to no chance of saving them. In an instant, your lives are in turmoil once more. This is one of the few cases where the music of a Persona game delivers horror brilliantly.
×
×
  • Create New...