The epitome of what I’m trying to refer to is the Playdead games (Limbo and Inside). Dark Souls and BioShock both hit on this idea but not quite so directly. The game BADLAND is also a great example of this, too. The mobile game The Silent Age also did this exceptionally well. Never quite knowing what’s going on, and maybe some tension without release, but again not straight up horror. A feeling of uneasiness is what I’m looking for.

When playing through Inside, there’s never any moments where you’re scared, but you’re never sure what’s going on and there’s always a level of unease. What are all the mindless zombie-like people? Why is everyone hunting the player? What happened to this city? What’s the goal of the character the player controls? What exactly is going on here? That’s what I’m looking for. If you know of any other games which do this, I’d greatly appreciate hearing about them. It’s a very specific niche so I’m not sure how many games do this, but the games that I’ve seen do this tend to be some form of post-disaster or dystopia. I’ve seen some great artwork do this too. Zdzisław Beksiński had done some stuff like this. Some great dystopian novels also do this quite well.

  • baker@sh.itjust.works
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    1 year ago

    Incidentally I just started Prey about an hour ago after sitting on it in my backlog for a couple years. It’s very good so far, seems to have a good spread of systems with decent depth and the graphics are still 2023-approved.

    I’ve been playing a lot of DOOM so the combat feels a bit Lite™, but I felt that way about Dishonored too—blows land like wing chun and not like a rock crusher.

    It’s got BioShock’s turrets, F.E.A.R.'s slow-mo and Dishonored’s stealthy parkour, and so far it all comes together nicely.

    It feels very much like an Arkane title, too. Maybe a bit too much going on at once, but boy do they know how to throw everything at the wall to see what sticks.