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Doki doki literature club loot locker
Doki doki literature club loot locker




doki doki literature club loot locker

Strewn throughout the environment was destroyed furniture, floating in water that reached knee-high. One of the more memorable scares in Amnesia involved walking through what felt like an endlessly snaking and looping corridor that was sparsely lit. It was a game about staying in the light because horrifying things awaited in the darkness. The closer to the breaking point your character's mind got, the more twisted the world would become. When the idea of reacting to video game moments was on the come-up as a hot new thing to watch on YouTube, one of the more popular games was Amnesia: The Dark Descent, a game where your own character's sanity was pushed to its extremes. The sudden sound of the wall erupting, Ethan's gasp, and the realization that Jack knew what you were up to and now stands in your way not only made for an amazing jump scare, but also a fantastic set-piece that built tension and then expertly leveraged it for a cinematic moment. Imagine the feeling when, as you're skulking through a corridor and moving towards your escape point, Jack crashes through a wall, using his makeshift weapon and terrifying physical strength to move through wood and concrete like it's paper. You pick up on these senses, and after a few minutes, you start to believe Jack has a specific pattern of behaviour, a style of movement, and he will behave mostly normally, even if he is a lunatic.

doki doki literature club loot locker

The player pours all their focus into staying out of his sight and training their ears to listen to his footsteps, note how distant they are, and place him in the environment based on that. Your goal is to leave that area, but to do so, you need to maintain a keen awareness of Jack's location. And to make matters worse, Jack Baker, the patriarch of the maniacal family holding you captive, is pacing around in the same area with you.Īnd that's what Capcom makes you focus on. What makes it so devilish is that Capcom crafted the game's opening area to be incredibly oppressive, with just a few small disgusting and decrepit rooms to explore, connected by a grimey narrow corridor that doesn't leave much room to move.

doki doki literature club loot locker

This infamous moment from Resident Evil 7 is arguably one of the most finely orchestrated jump scares in horror gaming history. Kurt Indovina, Original Programming Host/Writer And even 10 years since playing the game, it's impossible not to squirm at the thought of it. I love you.ĭead Space is a franchise defined by its violence, scares, and how it subverts player expectations, and this scene encapsulated all of that masterfully. If the concept of being stranded alone in deep space wasn't enough, developer Visceral Games seems to have said: "Hey, what other fears can we throw into the mix? Needles? Eye gouging? Sure! Why not?" Thanks, Visceral Games. The result is unfortunately unforgettable (in the best way possible, of course). Dead Space took our expectations and flung them into the deep void of space while also turning a bad case of Trypanophobia up to 11. Guh, I hate it.Įven when you think you've seen all that Dead Space 2 has to throw at you, from countless terrifying jump scares to its most disgusting enemies, nothing could prepare you for this scene. This is one of the rare occurrences in games where you're bound to wince and screech as your body tenses into a rigor mortis-like state regardless of whether you fail or succeed. Leading up to the game's conclusion, poor Isaac Clark is faced with the game's most terrifying foe, and no, not another Necromorph, but instead a needle that you have to carefully guide, in a limited amount of time, right into his pupil. You're probably squirming at the thought of it. If you've played Dead Space 2, you already know what scene I'm about to mention.






Doki doki literature club loot locker