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@spacesloth @netspionage and sometimes that doesn't even help 😂🤣

@Jezibaba @spacesloth

Fun fact (I may have shared here before) it was either the NSWC or some over branch of high-tech squids who used to gauge fear response. Not startle response (easy to produce) - actually fear responses.

I get it, as upon many replays, I would KNOW exactly what was waiting for me in a specific area, and sometimes would be all "Nope - mebbe in a sec..." 😱😨🤣

@netspionage @Jezibaba @spacesloth Yeah, something people don't grasp when making games... jumpscares are not scary... and they gotta be earned.

But making a player have to actually debate entering an area or advancing because they're legit scared to go on... that takes thought and skill.

@sentientdessert @Jezibaba @spacesloth

*EXACTLY*.

And, from an authorial perspective (IMNSHO) jump scares are (in general, with exceptions) just poor writing...a sin I cannot abide.

@netspionage I agree in the majority of use. They use sound, or a quick cut or something like that to startle. If you wanna be startled, then yeah, play a FNAF game, it's not scary, it's not tense, it's just waiting for the jump scare. It is a startle. I get the same reaction when I wait to grab toast when it pops up from the toaster.

Dead Space has a few jumpscares, but it earns them (those I've seen at least) the way other games do not.

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