Castlevania Dungeon Forums

Off Topic => Off Topic => Topic started by: C Belmont on October 03, 2011, 10:08:02 AM

Title: How do you make a Platform game genuinely scary?
Post by: C Belmont on October 03, 2011, 10:08:02 AM
Castlevania’s 2D games have had some pretty spooky looking stages but I don’t think that I’ve ever actually been frightened while playing through any of them. The only Castlevania game to ever make me jump out of my seat in fright was Legacy of darkness and that was 3D, which makes me wonder: how would you go about making a platform game scary? And do you suppose only having two dimensions to work with makes it more difficult to create a frightening experience?

I'm sort of looking for ideas that I can use in a game project of mine so any input would be much appreciated
Title: Re: How do you make a Platform game genuinely scary?
Post by: A-Yty on October 03, 2011, 10:43:21 AM
Do it like SCVIV, but instead of aiming for a melancholic, eerie atmosphere with some random kind-of-funny-weirdness (a flying horse head etc.), pump the whole thing full of Scary Steroids.

Title: Re: How do you make a Platform game genuinely scary?
Post by: Inccubus on October 03, 2011, 11:48:10 AM
I'd say take a queue from a combination of elements from Clock Tower and Metroid 3.
Metroid 3 has the atmosphere down pretty well. Especially in the crashed ship level.
Clock Tower does the scary moments great especially with scissor man.
Title: Re: How do you make a Platform game genuinely scary?
Post by: A-Yty on October 03, 2011, 12:01:40 PM
Clock Tower is a platformer?
Title: Re: How do you make a Platform game genuinely scary?
Post by: Opium on October 03, 2011, 12:09:47 PM
I think atmosphere is how you make anything scary, from movies to video games - 2D or not.  The number one component of atmosphere in those media is music/sound, esp. when used to build suspense.
Title: Re: How do you make a Platform game genuinely scary?
Post by: Inccubus on October 03, 2011, 01:42:53 PM
Clock Tower is a platformer?

Sort of. It's a 2d scroller. The important thing is that it got the 'scary' down pretty damn well.
Title: Re: How do you make a Platform game genuinely scary?
Post by: A-Yty on October 03, 2011, 02:08:20 PM
Well yeah and I would have also mentioned it, but I was under the impression this thread is about platformers. I'd say CT is more like a stealth point-n-clicker.

Title: Re: How do you make a Platform game genuinely scary?
Post by: Inccubus on October 03, 2011, 06:52:18 PM
Well yeah and I would have also mentioned it, but I was under the impression this thread is about platformers. I'd say CT is more like a stealth point-n-clicker.

You do have a cursor interface, primarily, but that's neither here nor there. The SNES version could just as easily have had standard side scroll controls.
Title: Re: How do you make a Platform game genuinely scary?
Post by: A-Yty on October 03, 2011, 07:35:27 PM
But moving between platforms is what platformers are about, yes? Like Super Mario or Castlevania. I'm not trying to be smart aleccy or anything, but you don't do that in CT. You move between areas, but you don't jump or otherwise move quickly between scattered surfaces.
Title: Re: How do you make a Platform game genuinely scary?
Post by: Inccubus on October 03, 2011, 07:45:59 PM
That is true, but like I said that's neither here nor there. The tone of the game really has little to do with the interface. The important thing to making any game scary is the way it's presented not how you control the protagonist.

BTW, a great example of a scary game with platforming elements is Alien 3 for the SNES.
Title: Re: How do you make a Platform game genuinely scary?
Post by: Vampire Killer on October 03, 2011, 08:11:52 PM
Do it like SCVIV, but instead of aiming for a melancholic, eerie atmosphere with some random kind-of-funny-weirdness (a flying horse head etc.), pump the whole thing full of Scary Steroids.

Scare-roids?

And Cv4 actually did scare me at one point. The part right after the grim reaper, when you're leaving his area and those torches start lighting just as you walk past them. And right when the first one lights that really creepy music starts playing. That creeped me out.
Title: Re: How do you make a Platform game genuinely scary?
Post by: Inccubus on October 03, 2011, 10:36:32 PM
That's a really awesome scene. I think the prologue did a great job of setting a creepy tone for the game too. Uses a slightly slower version of the same song as the torch scene too.
Title: Re: How do you make a Platform game genuinely scary?
Post by: PFG9000 on October 04, 2011, 12:08:41 AM
I don't think that Castlevania is really supposed to be scary.  It's an action game.  And platformers tend to be action games, not horror/suspense games, because navigating platforms is inherently an action-ey concept.  But that's not the question, so I'll drop it.

Atmosphere is absolutely key.  Having things like fog or interesting lighting effects (low lighting, flickering light, moving light sources, etc.) and subtle music, if any music at all, will contribute to that atmosphere.  Color schemes need to be appropriately muted or realistic, and sound effects should be impeccably placed.  All that jazz.
Title: Re: How do you make a Platform game genuinely scary?
Post by: KaZudra on October 04, 2011, 12:13:59 AM
Play Limbo and all your answers lie there.
Title: Re: How do you make a Platform game genuinely scary?
Post by: X on October 04, 2011, 05:23:57 AM
Another good game which is a platformer, that has a really good atmosphere and music is Nosferatu for the SNES. I did jump at parts of the game, but that was only during sections where the enemies were hidden in the roof and they just appear out of the blue and grab you.
Title: Re: How do you make a Platform game genuinely scary?
Post by: Thy Gory Rory on October 04, 2011, 05:46:35 AM
The original Splatterhouse games were kinda creepy. Not necessarily platform games but still 2D side-scrolling. Grotesque monsters, genuinely eerie music, lots of tension build-up around freaky boss battles and some startling moments here n' there... The environments were dark, dingy and gory too. That series is practically/partially credited for helping form the survival horror genre that we know it so it's a good idea to check them out. 8)
Title: Re: How do you make a Platform game genuinely scary?
Post by: Inccubus on October 04, 2011, 11:51:20 AM
Another good game which is a platformer, that has a really good atmosphere and music is Nosferatu for the SNES. I did jump at parts of the game, but that was only during sections where the enemies were hidden in the roof and they just appear out of the blue and grab you.

I always wanted to play that game, but I've never gotten a chance to.

Splatterhouse has great atmosphere, yes.
Title: Re: How do you make a Platform game genuinely scary?
Post by: X on October 04, 2011, 04:02:27 PM
Quote
I always wanted to play that game, but I've never gotten a chance to.

I don't own the game either so I just emulate it. PS. In order to get by areas that require sliding you first need to run then hit the attack button  :) This left me stuck for so long before I finally figured it out.
Title: Re: How do you make a Platform game genuinely scary?
Post by: Inccubus on October 04, 2011, 04:26:54 PM
Thanks! That'll help.
Title: Re: How do you make a Platform game genuinely scary?
Post by: TheouAegis on October 13, 2011, 01:50:11 AM
Splatterhouse.
'nuff said
The NES one was corny, but the Genesis ones were creepy.

Aliens (kinda creepy)

Or take the route Enemy Zero (a 3D FPS on the Saturn) took and make all the enemies invisible. After the first enemy encounter, I threw down the controller and never went back. I do NOT like having my brains splattered by unseen aliens!

Ooh or Tecmo Knight. It was a beat'em up like Splatterhouse and almost as gory. Oh god, I remember the game's intro and game over screens so vividly...  :-X
Title: Re: How do you make a Platform game genuinely scary?
Post by: Neobelmont on October 13, 2011, 03:55:35 AM

Clock Tower does the scary moments great especially with scissor man.

The first time I have ever seen Clock tower was on Gamecenter CX the hell was that big ass thing in the cave which you needed the black robe and the blonde woman and that one guy behind bars that eats you in one of the endings what the Freak...