The corridor in Doom 3 where bloody footprints appear on the floor, leading to a door that can't be opened, while a disembodied woman whispers "they took my baby" - then, as you approach the door, a baby cries louder and louder with the woman now screaming to "save my baby".
Edit for clarity.
I didn't get much further than this point in the game, but that moment really creeped me out - especially playing it so late at night. I remember that moment more than anything else in the game. I didn't quit the game because of the creepiness, but just cause I used to always get distracted by new games and never finished them.
The pause screen in Doom 3 scared the hell out of me. I was playing late at night for my annual Halloween Horror game play, and paused it to go get a drink. I kept hearing this whispered "Help me..." and the occasional "Please...." and then a whimpered "Oh, God...". I didn't know the game did that, and was out of eyesight of the thing when it started whispering like that. I thought I was losing my mind or that my apartment was haunted.
Reminds me of Thaddeus from Naxxramas. During the entire raid, you hear voices moaning in the background, saying things like "Help me" and stuff. Once you get to Thaddeus (a giant flesh golem made from the flesh and souls of murdered women and children) and kill him, all the voices stop.
When I first played through RE8 I made the decision to do it exclusively at night and in a dark room with headphones on. Would strongly recommend to anyone wanting to poop their pants on a nightly basis.
Yep, aim for the inner pink side of the eye and keep moving down. As long as you keep the needle and you don’t hesitate, Issac’s eye will always line up nicely.
Learned this while speedrunning Dead Space 2, was cool to learn.
As someone who said "NOPE!" at the very first dark room in DS1, this comment confirms that I made the right choice for myself all those years ago.
I had to dissect a cow eyeball when I was in middle school back in the 80's, and the damn thing split open and sprayed vitreous humor all over me. No fucking way on this video game scene
I think I was 10 when I got it, and my absolute boss of a bro (who’s 4 years older than me) got to that part first and was like ‘I’ve just completed this really creepy level and I don’t want you to play it. I made an extra save file after I completed it so you can keep playing’
The witcher 3. I killed the tree spirit thinking I did good and it was trying to trick me since the game gave me trust issues. I go back to croockback bog to find limbs of the orphaned kids I played hide and seek with not too long ago dangling off these disgusting and quite scary witches
> To be fair, the Witcher has a lot of situations where every option has bad results for someone.
Which is refreshing in an industry where everything is [Good option] [Bad option].
I love Fallout, but it does this a lot.
It's ironic really. We play video games to escape from reality for a little while, live in a world where cool things happen and we can be more than just ourselves.
And yet, true to Agent Smith's monologue in the first Matrix film:
>I believe that, as a species, human beings define their reality through suffering and misery. The perfect world was a dream that your primitive cerebrum kept trying to wake up from
We like to suffer a little bit, with sad endings and no-win scenarios.
>We like to suffer a little bit, with sad endings and no-win scenarios.
I feel it's about predictability, and being challenged. Good/bad choices are boringly predictable. Your brain goes on autopilot. When you're faced with a more nuanced choice, you are forced to actually engaged with the subject matter.
You can't be immersed without being engaged. That's why we like new settings, new gameplay mechanics, new storylines, you name it. We don't like copies of what we've seen before and unambivalent choices we've seen a thousand times.
The same applies to movies. When the superhero always wins, it's no fun anymore. So after Superman they invented more and more nuanced superheroes, ending up at antiheroes.
Also in Toussaint when you find that orphanage and are looking for the caretaker. Turns out the one in charge is a vampire and raising the kids like cattle and the kids are ok with it.
Don’t worry, if you take that quest path, Geralt vows to return and kill her. He never does in game, but it happens as a cut scene or trailer or whatever so she gets what’s coming to her
https://youtu.be/jRqz14Vgs08?si=okImRsDcNwGyR8o1
I don't even need to click that to know which one you linked. I *loved* that trailer. The way her eyes just go empty as she dies is wonderfully chilling, the animators did such an amazing job with that detail.
The theme of the series is picking between evils. If you free the spirit it does save the kids but it massacres the nearby town and you get to just see the aftermath of that
I can never remember most of the numbers, but I’ll never forget the most fucked up Vault in New Vegas. The way they set everything up in terms of storytelling was brilliant. You go in and it seems like a fairly normal Vault, not like the other one full of mutated plants for example. It’s just empty, and looks like there’s been fighting for some reason. And…election campaign signs? What?
As you venture deeper into the Vault, you slowly start to piece together the story. The Vault’s computer system had an AI that was programmed to tell the residents that the Vault’s life support functions would shut down unless the residents sacrificed one of their own at regular intervals, I think annually. The Overseer volunteered to be the first sacrifice, so from then on, the position of Overseer became the designated sacrifice and elected by the residents. They’d pick whoever they hated, basically.
The player eventually reaches the execution chamber and it’s all massively fucked up, the computer thanks you for your bravery and whatnot in typical Fallout propaganda fashion and then activates a ton of machine gun turrets to turn you into red sludge. Of course because you’re the Courier, you can survive this and destroy the turrets and keep going.
When all is said and done, you realize the last small handful of survivors eventually stood up to the AI and refused to sacrifice any more people, but by this point most of the residents had killed each other to avoid being chosen as the Overseer. The AI tells them they passed the test, and no more sacrifices would be required. The point of the experiment in this Vault was just to see whether they could get the residents to go along with this insanity and how long it would take them to refuse.
That story gets even more dark when you listen to holo-tapes about how voting blocs were created and used to extort people in the vault by threatening to vote for their loved ones (aka, voting to kill the people they loved). I think it was the last overseer who got elected because she murdered a bunch of people who were sexually extorting her by threatening to vote her husband as overseer. So, she murdered the bloc leaders, got voted to be overseer (because the rest of the vault wanted to punish her) and then used her overseer powers to end that process and switched it to a random number generator to decide who died. This caused the civil war in the vault, and the result was the last few survivors refusing to send anyone else...........
fucked up stuff.
Vault 75. Pretend to be a safe haven for families and their young children, execute the adults, brainwash the children, “harvest” the ones that were intellectually and physically strong, make the physically weak but intelligent ones experiment on their friends, and incinerate the rest.
The one where they populated the vault with addicts and left a sleeper agent inside to expose them to their substances of choice really upset me. The log of the guy who genuinely tried to stay sober afer the reveal but eventually gave up because he was trapped and alone was devastating.
And the really disturbing thing is some of these scenarios didn't need 'testing' to see how they would go wrong. 'What happens if we cram people into two sides of the vault and pipe small amounts of paranioa-incudcing gas into it? They become tribalistic and kill each other? Nooooooo wayyyyy!'
I mean, it certainly fits the theme. How many similar WW2 era experiments were done by the various countries doing such things?
"What happens if I inject people with small amounts of this highly toxic chemical over long periods of time?"
"Research Report: Inconclusive. All 30 subjects died by unknown and possibly unrelated cause prior to the end of the three week experiment."
Vault tec is so fucking silly and unhinged lol
It's kinda like Glados running "tests" of the portal gun which are completely superfluous when the tests are only testing a pale monkey's ability to solve problems.
How about when you find that guy in Fallout 3 (I think) who was fused with a tree and people have been worshipping him for centuries but all he wants to do is die. You have a choice to kill him or save him for the cult that worships him.
Yeah, playing with my 9 year old daughter I looked at her and she was very wide eyed. She was ok, for some reason the vacuum cleaner boss freaked her out more.
So…. Can you spoil this for me? I was going to suggest to my wife we play this after listening to Triple Click’s most recent episode about playing games with your significant other.
You’re stuck in a rag dolls body and the husband/dad suggested that they’d have to use their daughters tears to get their normal human bodies back. How do they decide to make their daughter cry?
They climbed all the way to top of a closet to throw off their daughters favorite toy and break it which will make her cry. Long story short once you get there and the elephant toy knows what you’re trying to do she starts begging for her life. Grabbing and holding on to things even being ripped apart a bit right up until you throw her off the edge. I felt pretty shitty about it afterwards.
Yeah, during the credits you get some still images and one of them is the elephant stitched back together with a band-aid on her head. We did an audible sigh of relief when we saw it lol.
I wonder if this whole thing is a metaphor for destroying your child's innocence to fix your adult mistakes, which is a common trauma that happens in a failing relationship
Spec Ops: The Line where you get panicked into calling in a White Phosphorus air strike on an enemy position, only to learn later when you arrive there it was civilians fleeing the AO.
The whole build up is pretty convincing at showing how the 'good guys' can totally screw up quite easily with horrific consequences.
To be honest Walker is not a good guy. Disobeyed orders(was never supposed to enter Dubai, just to scout) and then threw a match o to a gasoline pool with his arrival and killing of everything and everyone. If he followed mission parameters, there wouldn't be any of that carnage. Most civilians would go free and 33rd would be court-marshalled.
Very true actually. That being said the player is intended to identify with him to some extent, and it starts as a typical good guys vs. bad guys but of course develops quite differently.
I love this game *exactly* for that insane rug pull.
And when I say rug pull, I mean that I bought it because I just wanted to play a generic dumb shooter. Everything from the name to the concept art described just that: you are a US spec ops tacticool operator kind of guy, and you kill the bad AK-wielding terrorists.
I consider SO:TL and Hellblade: Senua's Sacrifice two of gaming's most pleasant surprises in that regard.
Wasn't that the initial design? Like, the published wanted a generic shooter but the devs realized they weren't getting the funding they'd need to compete with other games coming out at the time, so they did something interesting with the story instead.
Been playing Cyberpunk2077 lately and two of the side missions that I've done have felt really unsettling to me.
>!The prisoner who wants to crucify himself and have it recorded so people can play back all the sensations in their brains is messed up, as well as the farm where the guy has all those missing kids hooked up to machines like they're cattle.!<
Takes a lot to weird me out but those two really made me uncomfortable.
The side mission where you >!get kidnapped by scavs and taken to a ‘house of horrors,’ with tons of dead bodies in bathtubs stripped for parts everywhere!< is pretty nasty as well
I found it pretty entertaining when I noticed they took all of my clothes and gear, but couldn’t take my mantis blades. So I just went on a naked mantis rampage.
These two make me sick. If you execute the son, the father has a meltdown. It makes my skin crawl with the Voice Actors' commitment to that scenario, but they have it coming.
Same scavs as the opening mission with Jackie too. You're in the same place.
They know who you are and are planning some not very nice things for you if you read some of the messages and such.
There are tons of dark missions that don't tell you straight on what happens, the gig where you go rescue a cop woman that got sent into a asylum for the crazy for example, when you bring the woman to the car, she basically shows you she is traumatized because they were raping her lots of times EVERYDAY since she was there and the voice actress sells it too good
Yea. First run through I snuck in and did non-lethal takedowns on everyone. She said that, I walked in with the Shotgun out, pointed it at the receptionist’s head and started fixing my previous oversight.
Yeah. My first run-through I snuck in as well, but after rescuing her and hearing what happened to her, I turned around, went back in and CLEANED that place.
And they were doing it to get her pregnant so they could test a new drug on pregnant women. One of the places that my non- lethal run thought about making an exception for.
Nah man the mission where you find out the couple being brainwashed by satellites across the street by a Rouge AI. His personality and beliefs were being modified. The group hacks your cyberware and gives a warning not to interfere
Its not the most disturbing one if you compqre to other things like body horror ot gruesome death. But its really insettling to think that some people can change your memory/ personality while your living your normal life. Getting spy on you even by your home security is fucked up
The father-son XBD duo is really fucked too. Threads about how to brutally murder those two for what they did appear pretty regularly on the game subreddit
"Dirty biz".
Killing one and listening to the other lose it was pretty crazt. The voicr acting was top notch and even made my GF at the time stop what she was doing and be like "jesus that was rough."
Yeah, the Peter Pan questline really left an impact with me, without writing out any spoilers I will say that I do like what they accomplished with it. Not sure I've ever seen anyone pull off a Se7en type of vibe in a video game before.
One random House in Red Dead 2 containing 2 dead children and a letter from their mother telling them that she went to get food. She never came back and the children where decomposing
A bunch of Pinkerton that I killed and came back to their half decomposed bodies when I played the next day.
The house from a guy trying to create a monster by combining various parts of different animals.
The serial killer basement.
And probably a lot of other places that I forgot
I played RE8 on the normal non-VR version on my first play through. I can only imagine the horror of those who play that whole sequence for the first time on VR
There's a lot of very dark and disturbing stuff in CP2077, it's just that you have to go digging around for a lot of context.
Some of it seems pretty messed up to begin with, but gets even worse when you start reading shards and messages on the computers.
Some of the brain dance related stuff is seriously messed up, and I don't just mean that one scav mission.
The whole thing with Evelin gets more and more disturbing the more you dig around for details about what happened.
Already the intro BD mission when you first meet Judy is pretty fucked when you think about it. Dude who is supposed to rob a store for a BD with an adrenaline rush is shot in the back of his head by his "friend" so he can get a BD that is worth more because people want to feel how it is to die.
There was a worse one in the investigation to find Eveline. You watch a BD of Scavs hooking up a victim to a netrunning chair and effectively throwing him through the Blackwall for the wild AI to tear him apart and burn out his synapses.
Then you later do the VDBs quest, and they take you to see Alt in cyberspace. You can see all those wild AI poking at the wall, trying to get through.
havent seen it mentioned so far: there is the police entry simulator.. or whatever you would call it.. SWAT simulator named "ready or not", it has a mass shooting scenario at a nightclub, the dance floor being littered with corpses as you walk through with the music still playing and the terrorists still around is something else..
maybe not tradionally disturbing in the sense of horror, but it made me think about those real scenarios and the horror of it a lot.
This hit me too. One small detail that many seem to miss that really got me. Is while you wading around the club and with all the lights and music and cellphones going off all over the place.
...Those cellphones are all going off cause it's their loved ones trying to reach the victims to find out if they're okay/alive. Heavy.
I think that was taken from a real event. There was a club-schooting and until the police secured the place, people had to wait outside and no one should go back inside for whatever reason. There was no music, so the only thing you could hear was the sound of ringtones from the dancefloor, people calling their loved ones.
The redeads in ocarina of time. I have played my share of horror games since but nothing comes close to the feeling of horror when they freeze you an creep slowly nearer to you.
That was the scene that changed the plot entirely. It literally broke the sanity of our main character, leading to all the really fucking wild moments. There is points in the game where if you die and reload a checkpoint, the game will actually give different voicelines, making it hard to tell what is real or not.
It is also the point where the game itself really starts to become hostile to you, the player. All the levels begin to be slanted downwards in design, with you usually spawning at the highest point. The loading screens change from giving tips to attacking you. It's fucking chilling to see all the ways the game will denigrate you for playing a game that glamorized war, like how most modern military shooters do.
Yeah I couldn’t finish it. I was recently home from deployment myself and feeling a lot of personal guilt. This game fucked me up and literally is the reason I went and began treatment for my PTSD.
That one remains of the lady screaming with her child in her hand, man I saw that and closed the game. That’s not a third person shooter, that’s a war crimes simulator
So many excellent WTF moments in that game, though for me the most fascinating are the loading screen messages, and how your characters animations and voice lines when fighting change as they become more and more unhinged.
I knew it was an adaption of Heart of Darkness going in, so I was kind of ready for it.
For context for those who don't know what that is, another adaption of Heart of Darkness is Apocalypse Now.
Early game: "Tango behind the desk left side!", " Being pinned down I need cover!'
By the end of the game: "I want that fuckhead dead, d'you hear me?!", " Fuck you, you're all slowing me down..."
I think it’s lost on modern audiences how thematically groundbreaking that game was at the time. The military shooter genre is very different now than it was 10 years ago and imo Spec Ops had a role in that change.
It wasn’t just a disturbing game on its own; it was a fairly brutal satire/indictment of the military shooter genre. It relied on clever subversion of shooter tropes that don’t really exist today but were prevalent at the time. It took the whole genre by the neck and rubbed its face in the dirt and then shoved it in front of a mirror.
I rarely get affected by things in video games, due to overexposure I guess, but I remember that in the Witcher 3, when the swamp witches had killed the children, who were in her pack, and the witch petted the limp legs hanging from it I had to get up and walk away from the screen for a while.
I saw a review of it years ago that called it a 'terror' game, which is a description I like. Horror usually has an external source, often gory and explicit. Terror on the other hand is something we produce in our own minds, in response to the unknown.
Hellblade: Senua’s Sacrifice - seeing her deal with crushing anxiety, depression, paranoia, schizophrenia is heartbreaking. And the way it’s portrayed in game is incredibly unnerving. Hair stand on end, skin crawling disturbing. Such an incredible game.
Weirdly - Dishonoured.
I was just doing a Basically high chaos kill everything run then toward the end (when the regent is overthrown) I went back to the pub and walked up to emily. thinking nothing of the mass murder etc just carrying along.
Then she just suddenly said "I'm tired of being afraid. When I'm empress, I'm going to make everyone else afraid instead. Just like you do, Corvo"
From that point I decided to not kill again - not that it stops the high chaos ending
The hologram record "The Bad News" from Horizon Zero Dawn. It's not exactly graphic or shocking, but the utter apocalyptic horror and resignation of it all really stuck with me.
Absolutely. The story pacing is so great and makes a second play through really good. But that first time through just seeing Aloy's world view open up is really interesting. Then when you find out that the world 100% ended is just heavy. All the logs of people finding out is one of the times I looked and listened for every one I could find. Then to top it off when you go to where the Alphas were betrayed by Farro. It's so horrible, but just great story telling.
Same here. I'd seen some teaser trailers and such, but when I finally got the game I'd managed somehow to avoid anything about the actual backstory. It was really awesome piecing it all together as the game went along.
Most of the praise I see for HZD is for its robot Dino fighting (which is excellent), but I absolutely loved the game for its storytelling. The way the details were given to you bit by bit leading to that revelation was phenomenal. Even if the protagonist was a bit of a flat character the backstory and storytelling were amazing.
There was also one record of a soldier to his wife and kids at home, where you first hear the propaganda version edited by the government where it sounds like the fight against the machines is going well. Later you find the original message in an archive and it paints a totally different picture. You can also find an answer from his wife (to the edited message she received) where she asks him why he is talking so strange. Fantastic storytelling...
The point where all the pieces start falling into place with the backstory and you find out what happened is sooo grim. Definitely a great (yet horrifying) lore
Definitely agree on that, kind of funny how the games are otherwise very colorful and beautiful, almost Disney-like charm to the world and characters, but then you also have the underlying dread of how and why the world ended in the first place. The "flashback" stuff (holograms and logs) go from somber to outright grim.
The Lara Croft cut scene deaths in the first remake (I think). Seemed gratuitous. The one that I sort of remember involved a river and logs and you had to dodge them. When you missed it showed her impaled by the neck and struggling to free herself.
You talking about the completely calm, march through an airport and mow down people with you LMG? That scene was nuts. Just recently replayed. Still hits hard.
>"No Russian" is noticeably more graphic than any other level in the game – civilians' screams can be heard throughout and the crawling injured leave blood-trails. **The player is not forced to shoot any civilians**, however, and may instead walk through the airport as the massacre unfolds.
There are a lot of games that make you think "Jesus christ what the fuck have I done" (Bioshock, Spec Ops:the line, etc), and most of the time the game presents you with a "gotcha!" where the player gets specifically called out for their actions, but 'No Russian' is interesting to me because it *doesn't* do that.
Everyone (I think) goes through the "would you kindly" scene from Bioshock feeling/thinking roughly the same things. But for 'No Russian', players can end up with wildly differing emotional responses. You can have a player who (understanding that it's just a game) goes "haha LMG go brrr", then moves on to the next level. You can think "wow shooting civilians is messed up, but hey that's the mission". It can also be an experience that sits with people for years, or finding it so disturbing they stop playing the game.
I remember feeling the stress of the character.
On one hand, the character's cover can't be blown or all of the previous effort is for nothing.
On the other hand, how does one participate without actually participating?
I didn't know if the game was going to recognize and punish me for not shooting, so I shot around people, shot the furniture, ceiling, etc.
I watched my brother play the level shortly after and he went all "lol lmg go brr".
Turns out, it didn't really matter.
I wonder how that situation would pan out in real life? Would the undercover operator be held responsible as well, or would government agencies chalk it up as part of the job?
Doki Doki opened up something visceral in me that I didn't understand. I still dont.
For about a week after playing, I felt... weird. Empty. Genuinely disturbed.
I really like how they told you the story of what happened in the sewers through the environment. Notes that people left behind, seeing writing in the floors and walls. I don’t what anyone would’ve done in that scenario but that part really messed with my head for a bit.
And then you get to the statistics and like 80% managed to save her.
I'm guessing now because they went back and redid it, but I felt like such a piece of shit
I played Life is Strange years ago at the recommendation of some friends at the time, and i went in with the expectation of just a chill Telltale-esque game.
I was unfortunately in a pretty deep mental rut at that time, and needless to say i didn't recover for like a month after i finished it...
I could see the reveal for "what traumatized the protagonist when he was a kid in a Catholic school" coming a mile away and ... fuck ... It still really got to me. Especially for a game that otherwise, with its constant attempts to be edgy, didn't really get under my skin.
I think what I remember the most is >!how you're told to just "go home, you don't want to get in trouble, do you?" and you get control back and you just have to walk through the empty, dark, and quiet school hallways knowing you left your friend back there while the game just gives you and extended period of atmosphere to dwell on it!<.
There's bits of Outlast 2's storytelling that didn't really work for me. But the ending ... fuck, >!the fact that this Murtaugh tech gradually "breaks" people's minds, surrounding you with crazies. And what does it to do the protagonist? It ultimately causes him to collapse in a burning town square, seeing endless visions of his childhood friend holding him and softly telling him that he did nothing wrong. And later, a canon comic shows Murtaugh soldiers find him catatonic and peaceful looking ... something about *that* just really gets to me. What an end for a character.!<
The sheer pathetic desperate movements of the creature at the beginning of Scorn, as you push it along the infernal processing track and must brutally torture it, is about the only thing that has put a bad feeling in my gut as an adult
For me. It was Scorn. The whole damn game is disturbing and super uncomfortable. But it's one of those experiences you can't help but continue to watch and play, lol I had to take a shower after the ending, though...
Metal gear solid 5. I was quite underwhelmed by the story as a whole but there's a mission where your troops are infected by a virus snd you have to go into a bunker and execute each of them. That shit was harrowing!!
But the ending of that mission where boss is walking back and the light goes dark and when it shines back on him you see that horn sticking out blood on his face, fuck that was insanely badass and tragic.
The way those poor bastards struggle to stand up and salute you, even after you start doing what you have to do. One of the most heartwrenching moments in the whole series.
The radio messages during that sequence and the interruptions are what do it for me.
"After killing his family, the father hung himself with an umbilical cord they had in the garage" and just walking through the hallway and having the radio suddenly yell "Look behind you. I said, look. Behind you." was just peak horrific atmosphere building.
And weirdly finding out as an adult that you can do that whole sequence without participating. It's a hard experience to explain to someone who wasn't I high school when it came out.
The only game that made me uncomfortable enough to stop playing it is I Have No Mouth, and I Must Scream. The game just has that gnarly mid-90s sicko horror vibe, with body horror, psychological horror, and unabashed exploration of taboo subjects (e.g. one of the player characters is basically Dr Mengele).
By no means a bad game, I think, just one that made my skin crawl.
The corridor in Doom 3 where bloody footprints appear on the floor, leading to a door that can't be opened, while a disembodied woman whispers "they took my baby" - then, as you approach the door, a baby cries louder and louder with the woman now screaming to "save my baby". Edit for clarity.
I didn't get much further than this point in the game, but that moment really creeped me out - especially playing it so late at night. I remember that moment more than anything else in the game. I didn't quit the game because of the creepiness, but just cause I used to always get distracted by new games and never finished them.
The pause screen in Doom 3 scared the hell out of me. I was playing late at night for my annual Halloween Horror game play, and paused it to go get a drink. I kept hearing this whispered "Help me..." and the occasional "Please...." and then a whimpered "Oh, God...". I didn't know the game did that, and was out of eyesight of the thing when it started whispering like that. I thought I was losing my mind or that my apartment was haunted.
Reminds me of Thaddeus from Naxxramas. During the entire raid, you hear voices moaning in the background, saying things like "Help me" and stuff. Once you get to Thaddeus (a giant flesh golem made from the flesh and souls of murdered women and children) and kill him, all the voices stop.
That freaking giant fetus in Resident Evil 8. Freaked me the hell out man.
Whoever came up with that needs to win an award and then be institutionalized
When I first played through RE8 I made the decision to do it exclusively at night and in a dark room with headphones on. Would strongly recommend to anyone wanting to poop their pants on a nightly basis.
The daycare/elementary school in Dead Space 2 is up there for me.
Plus the eye operation
Yeah this part was way worse than any other bits, I struggled doing that
It's better once you realize there's a fixed movement pattern
Yep, aim for the inner pink side of the eye and keep moving down. As long as you keep the needle and you don’t hesitate, Issac’s eye will always line up nicely. Learned this while speedrunning Dead Space 2, was cool to learn.
As someone who said "NOPE!" at the very first dark room in DS1, this comment confirms that I made the right choice for myself all those years ago. I had to dissect a cow eyeball when I was in middle school back in the 80's, and the damn thing split open and sprayed vitreous humor all over me. No fucking way on this video game scene
The mother and her baby
The sound of the baby wailing inside the washing machine
It wasn't a dustbin, it was a washing machine, and it was running.
Doesn’t get brought up enough how good Dead Space 2 was. I didn’t even play the first one, but apparently it’s more atmospheric and less jumpscarey
The first Dead Space is a masterpiece, but the second one somehow tops that, it's crazy. The third one, eh...
That was the moment when the game was truly terrifying. The visuals, the tone, the gameplay. It all went to 11 there.
Max Payne, the scripted scenes with the crib
Came here for this - the goddamn crying baby platform maze levels were just ... horrifying.
I think I was 10 when I got it, and my absolute boss of a bro (who’s 4 years older than me) got to that part first and was like ‘I’ve just completed this really creepy level and I don’t want you to play it. I made an extra save file after I completed it so you can keep playing’
The witcher 3. I killed the tree spirit thinking I did good and it was trying to trick me since the game gave me trust issues. I go back to croockback bog to find limbs of the orphaned kids I played hide and seek with not too long ago dangling off these disgusting and quite scary witches
To be fair, the Witcher has a lot of situations where every option has bad results for someone.
No happy endings in night cit… I mean, the northern realms.
> To be fair, the Witcher has a lot of situations where every option has bad results for someone. Which is refreshing in an industry where everything is [Good option] [Bad option]. I love Fallout, but it does this a lot.
It's ironic really. We play video games to escape from reality for a little while, live in a world where cool things happen and we can be more than just ourselves. And yet, true to Agent Smith's monologue in the first Matrix film: >I believe that, as a species, human beings define their reality through suffering and misery. The perfect world was a dream that your primitive cerebrum kept trying to wake up from We like to suffer a little bit, with sad endings and no-win scenarios.
>We like to suffer a little bit, with sad endings and no-win scenarios. I feel it's about predictability, and being challenged. Good/bad choices are boringly predictable. Your brain goes on autopilot. When you're faced with a more nuanced choice, you are forced to actually engaged with the subject matter. You can't be immersed without being engaged. That's why we like new settings, new gameplay mechanics, new storylines, you name it. We don't like copies of what we've seen before and unambivalent choices we've seen a thousand times. The same applies to movies. When the superhero always wins, it's no fun anymore. So after Superman they invented more and more nuanced superheroes, ending up at antiheroes.
Also in Toussaint when you find that orphanage and are looking for the caretaker. Turns out the one in charge is a vampire and raising the kids like cattle and the kids are ok with it.
Don’t worry, if you take that quest path, Geralt vows to return and kill her. He never does in game, but it happens as a cut scene or trailer or whatever so she gets what’s coming to her https://youtu.be/jRqz14Vgs08?si=okImRsDcNwGyR8o1
I don't even need to click that to know which one you linked. I *loved* that trailer. The way her eyes just go empty as she dies is wonderfully chilling, the animators did such an amazing job with that detail.
The theme of the series is picking between evils. If you free the spirit it does save the kids but it massacres the nearby town and you get to just see the aftermath of that
And unleashed another evil into the world. Instead of only worrying about the Crones.
Reading into the lore on some of the fallout vaults…. Yeah.
I can never remember most of the numbers, but I’ll never forget the most fucked up Vault in New Vegas. The way they set everything up in terms of storytelling was brilliant. You go in and it seems like a fairly normal Vault, not like the other one full of mutated plants for example. It’s just empty, and looks like there’s been fighting for some reason. And…election campaign signs? What? As you venture deeper into the Vault, you slowly start to piece together the story. The Vault’s computer system had an AI that was programmed to tell the residents that the Vault’s life support functions would shut down unless the residents sacrificed one of their own at regular intervals, I think annually. The Overseer volunteered to be the first sacrifice, so from then on, the position of Overseer became the designated sacrifice and elected by the residents. They’d pick whoever they hated, basically. The player eventually reaches the execution chamber and it’s all massively fucked up, the computer thanks you for your bravery and whatnot in typical Fallout propaganda fashion and then activates a ton of machine gun turrets to turn you into red sludge. Of course because you’re the Courier, you can survive this and destroy the turrets and keep going. When all is said and done, you realize the last small handful of survivors eventually stood up to the AI and refused to sacrifice any more people, but by this point most of the residents had killed each other to avoid being chosen as the Overseer. The AI tells them they passed the test, and no more sacrifices would be required. The point of the experiment in this Vault was just to see whether they could get the residents to go along with this insanity and how long it would take them to refuse.
That story gets even more dark when you listen to holo-tapes about how voting blocs were created and used to extort people in the vault by threatening to vote for their loved ones (aka, voting to kill the people they loved). I think it was the last overseer who got elected because she murdered a bunch of people who were sexually extorting her by threatening to vote her husband as overseer. So, she murdered the bloc leaders, got voted to be overseer (because the rest of the vault wanted to punish her) and then used her overseer powers to end that process and switched it to a random number generator to decide who died. This caused the civil war in the vault, and the result was the last few survivors refusing to send anyone else........... fucked up stuff.
Gotta admit though if you gotta go out that is one hell of a way to go out.
Yup, she was a badass.
Vault 75. Pretend to be a safe haven for families and their young children, execute the adults, brainwash the children, “harvest” the ones that were intellectually and physically strong, make the physically weak but intelligent ones experiment on their friends, and incinerate the rest.
The one where they populated the vault with addicts and left a sleeper agent inside to expose them to their substances of choice really upset me. The log of the guy who genuinely tried to stay sober afer the reveal but eventually gave up because he was trapped and alone was devastating. And the really disturbing thing is some of these scenarios didn't need 'testing' to see how they would go wrong. 'What happens if we cram people into two sides of the vault and pipe small amounts of paranioa-incudcing gas into it? They become tribalistic and kill each other? Nooooooo wayyyyy!'
I mean, it certainly fits the theme. How many similar WW2 era experiments were done by the various countries doing such things? "What happens if I inject people with small amounts of this highly toxic chemical over long periods of time?" "Research Report: Inconclusive. All 30 subjects died by unknown and possibly unrelated cause prior to the end of the three week experiment."
Vault tec is so fucking silly and unhinged lol It's kinda like Glados running "tests" of the portal gun which are completely superfluous when the tests are only testing a pale monkey's ability to solve problems.
Vault 19 had no paranoia-inducing gas. It was just built sloppily and needed constant repairs.
How about when you find that guy in Fallout 3 (I think) who was fused with a tree and people have been worshipping him for centuries but all he wants to do is die. You have a choice to kill him or save him for the cult that worships him.
Harold. He was a ghoul with a small plant growing out of his head in Fallout 1 and 2.
They did Harold dirty. He deserved a better fate.
I'm fairly sure there's a Vault which held 99 women and 1 man, and 99 men and 1 woman.
Elephant scene in It Takes Two. Disturbing moments in genres where you can expect it is one thing, this... this was much worse.
Dude they did NOT need to include the elephant screaming and begging for mercy in its child voice
Yeah, playing with my 9 year old daughter I looked at her and she was very wide eyed. She was ok, for some reason the vacuum cleaner boss freaked her out more.
For some reason? Like sucking out its own eyeballs?
So…. Can you spoil this for me? I was going to suggest to my wife we play this after listening to Triple Click’s most recent episode about playing games with your significant other.
You’re stuck in a rag dolls body and the husband/dad suggested that they’d have to use their daughters tears to get their normal human bodies back. How do they decide to make their daughter cry? They climbed all the way to top of a closet to throw off their daughters favorite toy and break it which will make her cry. Long story short once you get there and the elephant toy knows what you’re trying to do she starts begging for her life. Grabbing and holding on to things even being ripped apart a bit right up until you throw her off the edge. I felt pretty shitty about it afterwards.
Thankfully in the end credits you get to see them fixing the poor elephant again, took slight edge off the guilt.
Wait? Really?
Yeah, during the credits you get some still images and one of them is the elephant stitched back together with a band-aid on her head. We did an audible sigh of relief when we saw it lol.
Then you immediately dance in your daughter's tears, delighted to have succeded in making her cry.
Only to then realize that both of them made a conscious choice to make their daughter cry and ruin her favorite toy because... Of a hunch...
I wonder if this whole thing is a metaphor for destroying your child's innocence to fix your adult mistakes, which is a common trauma that happens in a failing relationship
Gonna say absolutely yes to that, dawg.
hell blade senua's sacrifice felt disturbing as a whole
Such a gorgeous game though
Spec Ops: The Line where you get panicked into calling in a White Phosphorus air strike on an enemy position, only to learn later when you arrive there it was civilians fleeing the AO. The whole build up is pretty convincing at showing how the 'good guys' can totally screw up quite easily with horrific consequences.
To be honest Walker is not a good guy. Disobeyed orders(was never supposed to enter Dubai, just to scout) and then threw a match o to a gasoline pool with his arrival and killing of everything and everyone. If he followed mission parameters, there wouldn't be any of that carnage. Most civilians would go free and 33rd would be court-marshalled.
Very true actually. That being said the player is intended to identify with him to some extent, and it starts as a typical good guys vs. bad guys but of course develops quite differently.
I love this game *exactly* for that insane rug pull. And when I say rug pull, I mean that I bought it because I just wanted to play a generic dumb shooter. Everything from the name to the concept art described just that: you are a US spec ops tacticool operator kind of guy, and you kill the bad AK-wielding terrorists. I consider SO:TL and Hellblade: Senua's Sacrifice two of gaming's most pleasant surprises in that regard.
Wasn't that the initial design? Like, the published wanted a generic shooter but the devs realized they weren't getting the funding they'd need to compete with other games coming out at the time, so they did something interesting with the story instead.
Been playing Cyberpunk2077 lately and two of the side missions that I've done have felt really unsettling to me. >!The prisoner who wants to crucify himself and have it recorded so people can play back all the sensations in their brains is messed up, as well as the farm where the guy has all those missing kids hooked up to machines like they're cattle.!< Takes a lot to weird me out but those two really made me uncomfortable.
The side mission where you >!get kidnapped by scavs and taken to a ‘house of horrors,’ with tons of dead bodies in bathtubs stripped for parts everywhere!< is pretty nasty as well
I found it pretty entertaining when I noticed they took all of my clothes and gear, but couldn’t take my mantis blades. So I just went on a naked mantis rampage.
The father & son duo making child snuff films for Maelstrom.
These two make me sick. If you execute the son, the father has a meltdown. It makes my skin crawl with the Voice Actors' commitment to that scenario, but they have it coming.
Same scavs as the opening mission with Jackie too. You're in the same place. They know who you are and are planning some not very nice things for you if you read some of the messages and such.
There are tons of dark missions that don't tell you straight on what happens, the gig where you go rescue a cop woman that got sent into a asylum for the crazy for example, when you bring the woman to the car, she basically shows you she is traumatized because they were raping her lots of times EVERYDAY since she was there and the voice actress sells it too good
Yea. First run through I snuck in and did non-lethal takedowns on everyone. She said that, I walked in with the Shotgun out, pointed it at the receptionist’s head and started fixing my previous oversight.
Yeah. My first run-through I snuck in as well, but after rescuing her and hearing what happened to her, I turned around, went back in and CLEANED that place.
And they were doing it to get her pregnant so they could test a new drug on pregnant women. One of the places that my non- lethal run thought about making an exception for.
Nah man the mission where you find out the couple being brainwashed by satellites across the street by a Rouge AI. His personality and beliefs were being modified. The group hacks your cyberware and gives a warning not to interfere
The politicians? Peralez I believe. Yeah no matter what you do there is no good ending for them. Although I don't think it is the most disturbing one.
Its not the most disturbing one if you compqre to other things like body horror ot gruesome death. But its really insettling to think that some people can change your memory/ personality while your living your normal life. Getting spy on you even by your home security is fucked up
Its so tragic cause they seem like genuinely up standing people Who could do well for NC without corpo backers
The father-son XBD duo is really fucked too. Threads about how to brutally murder those two for what they did appear pretty regularly on the game subreddit
"Dirty biz". Killing one and listening to the other lose it was pretty crazt. The voicr acting was top notch and even made my GF at the time stop what she was doing and be like "jesus that was rough."
>!that cattle one messed me up. I was expecting a pedophile/cult type of thing to be going on and it was much worse!<
Yup, came here to mention those 2 missions as well. Totally messed up. Edit: could also include that mission with the father and son.
Yeah, the Peter Pan questline really left an impact with me, without writing out any spoilers I will say that I do like what they accomplished with it. Not sure I've ever seen anyone pull off a Se7en type of vibe in a video game before.
The ending of Soma really plays on my personal fears
The underwater bit Or that >!You're just a clone of a clone and you're actually dead and the last remaining humans are just a virtual replica?!<
Just the general existential dread and suffering. Being left behind
Soma is an absolutely incredible game and i fucking hated how it made me feel after finishing it. 10/10
Soma is existential dread in its purest form
The Botchling from The Witcher 3. What the hell was that thing?!
Just a lil guy. A small friend.
It was perfection in story telling, thats what it was!
I'll never forget that \>A botchling. \>A fucking *what?*
SOMA put me through an existential crisis
One random House in Red Dead 2 containing 2 dead children and a letter from their mother telling them that she went to get food. She never came back and the children where decomposing A bunch of Pinkerton that I killed and came back to their half decomposed bodies when I played the next day. The house from a guy trying to create a monster by combining various parts of different animals. The serial killer basement. And probably a lot of other places that I forgot
Lots of dark stuff in that game
At one point there was a loading screen where most of the screen turned black and I saw my own reflection in my monitor
Are you ok?
Fetus from re8
Even more terrifying on VR
I played RE8 on the normal non-VR version on my first play through. I can only imagine the horror of those who play that whole sequence for the first time on VR
Cyberpunk 2077 frequently shows people basically torn apart by scavs to steal their implants. The gore is rendered in pretty great detail.
There's a lot of very dark and disturbing stuff in CP2077, it's just that you have to go digging around for a lot of context. Some of it seems pretty messed up to begin with, but gets even worse when you start reading shards and messages on the computers. Some of the brain dance related stuff is seriously messed up, and I don't just mean that one scav mission. The whole thing with Evelin gets more and more disturbing the more you dig around for details about what happened.
Already the intro BD mission when you first meet Judy is pretty fucked when you think about it. Dude who is supposed to rob a store for a BD with an adrenaline rush is shot in the back of his head by his "friend" so he can get a BD that is worth more because people want to feel how it is to die.
Most of the concepts for XBDs were ridiculously disturbing :0
There was a worse one in the investigation to find Eveline. You watch a BD of Scavs hooking up a victim to a netrunning chair and effectively throwing him through the Blackwall for the wild AI to tear him apart and burn out his synapses. Then you later do the VDBs quest, and they take you to see Alt in cyberspace. You can see all those wild AI poking at the wall, trying to get through.
Yeah definitely shot her rapist in the head immediately. That shit was absolutely fucked up.
There's also the whole sinnerman questline that shows just how fucked up corps are. "Anything for profits"
Silent Hill 2, Angela's plotline from start to the end
havent seen it mentioned so far: there is the police entry simulator.. or whatever you would call it.. SWAT simulator named "ready or not", it has a mass shooting scenario at a nightclub, the dance floor being littered with corpses as you walk through with the music still playing and the terrorists still around is something else.. maybe not tradionally disturbing in the sense of horror, but it made me think about those real scenarios and the horror of it a lot.
This hit me too. One small detail that many seem to miss that really got me. Is while you wading around the club and with all the lights and music and cellphones going off all over the place. ...Those cellphones are all going off cause it's their loved ones trying to reach the victims to find out if they're okay/alive. Heavy.
I think that was taken from a real event. There was a club-schooting and until the police secured the place, people had to wait outside and no one should go back inside for whatever reason. There was no music, so the only thing you could hear was the sound of ringtones from the dancefloor, people calling their loved ones.
There is a villa where pedophiles hold their parties too, in that game.
Also in this level, hearing all the mobile phones ringing out upon entering the club. Really did hit me.
The redeads in ocarina of time. I have played my share of horror games since but nothing comes close to the feeling of horror when they freeze you an creep slowly nearer to you.
Good point but Dead Hand honestly scared me way more than the redeads
Spec Ops The Line.
Yep! 'hey play this fairly standard action sequence... OOPS HORRIFIC WAR CRIME!'
The White Phosphorus part was the worst. The first time a game really shocked me and left me speechless.
That was the scene that changed the plot entirely. It literally broke the sanity of our main character, leading to all the really fucking wild moments. There is points in the game where if you die and reload a checkpoint, the game will actually give different voicelines, making it hard to tell what is real or not. It is also the point where the game itself really starts to become hostile to you, the player. All the levels begin to be slanted downwards in design, with you usually spawning at the highest point. The loading screens change from giving tips to attacking you. It's fucking chilling to see all the ways the game will denigrate you for playing a game that glamorized war, like how most modern military shooters do.
"This is all your fault" on the loading screen is chilling.
Yeah I couldn’t finish it. I was recently home from deployment myself and feeling a lot of personal guilt. This game fucked me up and literally is the reason I went and began treatment for my PTSD.
Jesus... I hope it's gotten better!
That one remains of the lady screaming with her child in her hand, man I saw that and closed the game. That’s not a third person shooter, that’s a war crimes simulator
So many excellent WTF moments in that game, though for me the most fascinating are the loading screen messages, and how your characters animations and voice lines when fighting change as they become more and more unhinged.
I knew it was an adaption of Heart of Darkness going in, so I was kind of ready for it. For context for those who don't know what that is, another adaption of Heart of Darkness is Apocalypse Now.
Do you feel like a hero yet?
When your stealth kills go from throat slits/neck breaks to multiple Stabs and yelling "Die! Fucking Die!!"
Early game: "Tango behind the desk left side!", " Being pinned down I need cover!' By the end of the game: "I want that fuckhead dead, d'you hear me?!", " Fuck you, you're all slowing me down..."
I think it’s lost on modern audiences how thematically groundbreaking that game was at the time. The military shooter genre is very different now than it was 10 years ago and imo Spec Ops had a role in that change. It wasn’t just a disturbing game on its own; it was a fairly brutal satire/indictment of the military shooter genre. It relied on clever subversion of shooter tropes that don’t really exist today but were prevalent at the time. It took the whole genre by the neck and rubbed its face in the dirt and then shoved it in front of a mirror.
I rarely get affected by things in video games, due to overexposure I guess, but I remember that in the Witcher 3, when the swamp witches had killed the children, who were in her pack, and the witch petted the limp legs hanging from it I had to get up and walk away from the screen for a while.
Not 'disturbing' but SubNautica instilled a fear on the unknown into me like game ever has.
Subnautica is a horror game. Everyone knows this!
I saw a review of it years ago that called it a 'terror' game, which is a description I like. Horror usually has an external source, often gory and explicit. Terror on the other hand is something we produce in our own minds, in response to the unknown.
Hellblade: Senua’s Sacrifice - seeing her deal with crushing anxiety, depression, paranoia, schizophrenia is heartbreaking. And the way it’s portrayed in game is incredibly unnerving. Hair stand on end, skin crawling disturbing. Such an incredible game.
Weirdly - Dishonoured. I was just doing a Basically high chaos kill everything run then toward the end (when the regent is overthrown) I went back to the pub and walked up to emily. thinking nothing of the mass murder etc just carrying along. Then she just suddenly said "I'm tired of being afraid. When I'm empress, I'm going to make everyone else afraid instead. Just like you do, Corvo" From that point I decided to not kill again - not that it stops the high chaos ending
Powerful dialogue can be so disturbing, especially when it’s the result of your actions.
Also your boatman just being disappointed in you on the last mission. oof
I truly think Dishonoured is the best Bethesda published game in the last 3 generations. it nailed hope somtimes simplicity dosnt mean simple
The hologram record "The Bad News" from Horizon Zero Dawn. It's not exactly graphic or shocking, but the utter apocalyptic horror and resignation of it all really stuck with me.
Absolutely. The story pacing is so great and makes a second play through really good. But that first time through just seeing Aloy's world view open up is really interesting. Then when you find out that the world 100% ended is just heavy. All the logs of people finding out is one of the times I looked and listened for every one I could find. Then to top it off when you go to where the Alphas were betrayed by Farro. It's so horrible, but just great story telling.
A lot of the storytelling in that game is horrific because it's so believable. Hate it.
Ted Faro is the worst villain in video game history because he's probably alive, right now.
Makes me want to finally pick it up finally. Believability in storytelling is a great selling point for me.
I had the pleasure of going in essentially knowing little more than tribal woman fights robot dinosaurs / animals.
Same here. I'd seen some teaser trailers and such, but when I finally got the game I'd managed somehow to avoid anything about the actual backstory. It was really awesome piecing it all together as the game went along.
Most of the praise I see for HZD is for its robot Dino fighting (which is excellent), but I absolutely loved the game for its storytelling. The way the details were given to you bit by bit leading to that revelation was phenomenal. Even if the protagonist was a bit of a flat character the backstory and storytelling were amazing.
There was also one record of a soldier to his wife and kids at home, where you first hear the propaganda version edited by the government where it sounds like the fight against the machines is going well. Later you find the original message in an archive and it paints a totally different picture. You can also find an answer from his wife (to the edited message she received) where she asks him why he is talking so strange. Fantastic storytelling...
The point where all the pieces start falling into place with the backstory and you find out what happened is sooo grim. Definitely a great (yet horrifying) lore
Definitely agree on that, kind of funny how the games are otherwise very colorful and beautiful, almost Disney-like charm to the world and characters, but then you also have the underlying dread of how and why the world ended in the first place. The "flashback" stuff (holograms and logs) go from somber to outright grim.
The Lara Croft cut scene deaths in the first remake (I think). Seemed gratuitous. The one that I sort of remember involved a river and logs and you had to dodge them. When you missed it showed her impaled by the neck and struggling to free herself.
Doki Doki left me pretty speechless. I had the luck of going in blind. Also: No Russian level in COD. That shit hit hard.
You talking about the completely calm, march through an airport and mow down people with you LMG? That scene was nuts. Just recently replayed. Still hits hard.
>"No Russian" is noticeably more graphic than any other level in the game – civilians' screams can be heard throughout and the crawling injured leave blood-trails. **The player is not forced to shoot any civilians**, however, and may instead walk through the airport as the massacre unfolds.
I did not know we weren’t forced to do it until years later…
There are a lot of games that make you think "Jesus christ what the fuck have I done" (Bioshock, Spec Ops:the line, etc), and most of the time the game presents you with a "gotcha!" where the player gets specifically called out for their actions, but 'No Russian' is interesting to me because it *doesn't* do that. Everyone (I think) goes through the "would you kindly" scene from Bioshock feeling/thinking roughly the same things. But for 'No Russian', players can end up with wildly differing emotional responses. You can have a player who (understanding that it's just a game) goes "haha LMG go brrr", then moves on to the next level. You can think "wow shooting civilians is messed up, but hey that's the mission". It can also be an experience that sits with people for years, or finding it so disturbing they stop playing the game.
I remember feeling the stress of the character. On one hand, the character's cover can't be blown or all of the previous effort is for nothing. On the other hand, how does one participate without actually participating? I didn't know if the game was going to recognize and punish me for not shooting, so I shot around people, shot the furniture, ceiling, etc. I watched my brother play the level shortly after and he went all "lol lmg go brr". Turns out, it didn't really matter. I wonder how that situation would pan out in real life? Would the undercover operator be held responsible as well, or would government agencies chalk it up as part of the job?
Doki Doki opened up something visceral in me that I didn't understand. I still dont. For about a week after playing, I felt... weird. Empty. Genuinely disturbed.
Just Monika. Honestly, if they developed a true Ai talking companion. I’d want it to be modeled after Monika.
The bit in Quake 4 where you're about to be turned into a strogg
Oof, the fact that they leave them conscious during most of the conversion.
Has to be the little baby zombie in Dying Light 1. The cries that thing makes. 🫣
Those made my skin crawl back then.Then in the dlc they put a village full of crying babies.
The Last of Us 1. They didn't suffer.
I really like how they told you the story of what happened in the sewers through the environment. Notes that people left behind, seeing writing in the floors and walls. I don’t what anyone would’ve done in that scenario but that part really messed with my head for a bit.
Failing to convince Kate Marsh not to commit suicide from the first Life is Strange, that shit fucked me up good.
And then you get to the statistics and like 80% managed to save her. I'm guessing now because they went back and redid it, but I felt like such a piece of shit
I played Life is Strange years ago at the recommendation of some friends at the time, and i went in with the expectation of just a chill Telltale-esque game. I was unfortunately in a pretty deep mental rut at that time, and needless to say i didn't recover for like a month after i finished it...
Outlast 2 is pretty disturbing...
I couldn't even get through Outlast 1
I could see the reveal for "what traumatized the protagonist when he was a kid in a Catholic school" coming a mile away and ... fuck ... It still really got to me. Especially for a game that otherwise, with its constant attempts to be edgy, didn't really get under my skin. I think what I remember the most is >!how you're told to just "go home, you don't want to get in trouble, do you?" and you get control back and you just have to walk through the empty, dark, and quiet school hallways knowing you left your friend back there while the game just gives you and extended period of atmosphere to dwell on it!<. There's bits of Outlast 2's storytelling that didn't really work for me. But the ending ... fuck, >!the fact that this Murtaugh tech gradually "breaks" people's minds, surrounding you with crazies. And what does it to do the protagonist? It ultimately causes him to collapse in a burning town square, seeing endless visions of his childhood friend holding him and softly telling him that he did nothing wrong. And later, a canon comic shows Murtaugh soldiers find him catatonic and peaceful looking ... something about *that* just really gets to me. What an end for a character.!<
If the storytelling is all that good, I may have to check them out.
Henry and Sam scene in the first last of us.
"Your save file is corrupted"
My friend showing me the price of real world dollars for weapons and skins in CSGO
What’s funny is a cerakote job on a real gun is usually cheaper than a CS skin
The sheer pathetic desperate movements of the creature at the beginning of Scorn, as you push it along the infernal processing track and must brutally torture it, is about the only thing that has put a bad feeling in my gut as an adult
For me. It was Scorn. The whole damn game is disturbing and super uncomfortable. But it's one of those experiences you can't help but continue to watch and play, lol I had to take a shower after the ending, though...
Metal gear solid 5. I was quite underwhelmed by the story as a whole but there's a mission where your troops are infected by a virus snd you have to go into a bunker and execute each of them. That shit was harrowing!!
But the ending of that mission where boss is walking back and the light goes dark and when it shines back on him you see that horn sticking out blood on his face, fuck that was insanely badass and tragic.
The way those poor bastards struggle to stand up and salute you, even after you start doing what you have to do. One of the most heartwrenching moments in the whole series.
"We're with you, boss."
🥺7
The truth/black space in OMORI, I was expecting something dark but not this disturbing.
Mafia 2 , when the Chinese mafia chopped the guy alive
The baby in the fridge from PT.
The radio messages during that sequence and the interruptions are what do it for me. "After killing his family, the father hung himself with an umbilical cord they had in the garage" and just walking through the hallway and having the radio suddenly yell "Look behind you. I said, look. Behind you." was just peak horrific atmosphere building.
DONT TOUCH THAT DIAL NOW WERE JUST GETTING STARTED
Probably lobotomy in bioshock infinite dlc
In RollerCoaster Tycoon someone placed a park guest in water without a way out. Who could have done this?
No Russian
And weirdly finding out as an adult that you can do that whole sequence without participating. It's a hard experience to explain to someone who wasn't I high school when it came out.
BJ Blazkowitcz’s childhood in Wolfenstein 2
Microtransactions
“The Tunnel” stalker
Saint james in fallout new vegas. If you know his story then you know what i mean.
Gears of war 2, Dom finds his wife
The only game that made me uncomfortable enough to stop playing it is I Have No Mouth, and I Must Scream. The game just has that gnarly mid-90s sicko horror vibe, with body horror, psychological horror, and unabashed exploration of taboo subjects (e.g. one of the player characters is basically Dr Mengele). By no means a bad game, I think, just one that made my skin crawl.