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#it’s like playing a cursed game from a creepypasta genuinely speaking
pickedpiper · 2 years
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Meth. Not even once.
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psyoniks · 7 days
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i got bored and doodled 1/4 of my fan kids on my notes app. finally made more kids so cody and cain aren't just homestuck inserts. might actually draw them asp
casy garcia and sean ashley
weird creepy pasta kid and annoying theater kid
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cody dreams on derse and is a mage of mind and sean dreams on prospit and is a maid of heart
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fun facts/random stuff:
cody constantly draws operator symbols on his arm because its fucking cool.
he will spam everyone at 3am in the pestergroup chat to show his shitty proof of mothman. he didn't sleep for 72 hours and was running on coffee. it was just a moth on his window.
speaking of, he's terrified of moths. they're the devil incarnate.
stole his name from the best creepypasta x virus
gets genuinely anxious at the idea of aliens existing. he's going to have a hell of a breakdown at some point.
never shuts up about Pokémon. ever.
most likely nonbianry or smth but he ain't got time to figure that out
likes glam rock, screamo and vocaloid
makes short horror films and likes bringing his cam recorder into the woods next to his house to try(and unsuccessfully)find evidence of the supernatural.
makes multiple dnd character sheets because its fun but never uses them. and because he's a nerd and has no one to play with irl.
plays the electric guitar but he's extremely bad at it.
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he watches way too many shitty romcoms
sean wants to visit paris to have a main character love story moment.
people think he's annoying because he likes to be dramatic for the fun of it and is very theatrical. so he tries to tone it down when he's not alone, but it's pretty hard for him.
he's the type to read a book or write in a journal at a concert to seem 'mysterious' and by the off chance his favorite band invites him backstage to have a tour or some shit(he's so real).
in the theater club at his school, hasn't gotten a lead yet but he will eventually!(he won't)
sean actually has terrible stage freight, but still has a passion the preforming arts, so he joined the club in the spur of the moment to try and get over it
tripped over his own foot during opening night for a musical and ended up starting a fire somehow.
likes high-school musical and glee.
actually plays a sport, soccer.
pretends to know french because it thinks it makes him seem more sophisticated. He does not know french.
hates coffee but drinks it anyways. thinks its 'romantic' since coffee shop love stories are all rage.
reads old boring books that you'd read in english class like the great gabsty because he thinks it make him seem more mature.
he's actually very happy to help out his friends anytime they need something
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cody and sean like to discuss about the conspiracy theories about the cult theater people, the mystery of hamlet curse, superstitions and of the incredibly specific scenario if aliens were to infect humans to sing and dance(tgwdlm real). other than that they like to play video games, though their tastes are wildly different. cody likes horror while sean likes those really bad visual novels, which cody makes fun of. they also both unironically like twilight. cody is team jacob and sean is team edward and they do argue about it.
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spicynbachili1 · 6 years
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3D Monster Maze is 16K of pure nightmare fuel, but what creeps you out in gaming?
Nightmares in a Broken Sport
Halloween is upon us. It is that point of yr the place youngsters roam the road in search of sweet, Michael Myers stands in folks’s laundry traces, and tabloids print tales about LSD-laced sweets and razor-blade stuffed apples that in all probability by no means truly occurred.
Video video games are additionally entering into the Halloween temper, with quite a few titles working in-game occasions, or including horror-themed loot, gear, and different aesthetics to rejoice the spoopy season. Horror and video video games have all the time been a match made in hell (and, conveniently, a license to print cash). There is a purpose Capcom preserve churning out Resident Evil video games and why 5 Nights at Freddy’s quick grew to become a family title; Now we have a morbid fascination with concern.
However all horror titles, outdated and new, tip their hat to a recreation launched on the common-or-garden ZX81. That recreation is 3D Monster Maze. Developed in 1981 by the workforce of J.Okay. Greye and Malcom Evans, 3D Monster Maze has the participant information themselves silently by way of a first-person labyrinth, procedurally-generated again earlier than that was even a time period. There is just one different inhabitant, a hungry Tyrannosaurus Rex, stomping across the maze in real-time. It’s the sole aim of the participant to flee the maze earlier than they develop into carnivore chow, a job deceptively easy in its depth.
Arguably the primary ever survival horror title, 3DMM is overwhelmingly creepy, and in ’81, it was virtually coronary-inducing. The stark, blocky, black-and-white visuals someway make the sport extra horrifying, like a “cursed-game creepypasta” that truly existed. The entire idea of first-person video games have been at such an infancy, that slowly and tentatively turning a nook, simply to see the T-Rex barrelling towards you was genuinely terrifying.
The sport itself builds stress will easy on-screen statements like “Footsteps approaching” and the dreaded “RUN! He’s behind you”. 3D Monster Maze even opens with ominous warnings that the sport isn’t for these of a nervous disposition, earlier than giving the participant one final likelihood to again out slightly than face the fearful maze. That is showmanship that may make P.T. Barnum proud.
Ought to the participant evade Rex and make it to the exit, they’re handled with a kaleidoscope of letters and warned that “Rex may be very indignant”, earlier than being transported to a brand new maze with a quicker monster. All of this terror and know-how was someway crammed into 16Okay of reminiscence. 16Okay! The header picture of this text is 3 times that.
The horror video games of as we speak – notably the glut of PC first-person bounce scare titles –  owe a debt of gratitude to J.Okay Greye, Malcolm Evans and 3D Monster Maze. This easy little recreation was approach forward of its time and, no matter its rudimentary design, nonetheless someway manages to keep up a creepy air of unease, due to, not despite, its rudimentary visuals.
Chris Hovermale
Flashback to your first Kirby recreation. You’re making your approach throughout Dreamland, preventing a couple of colourful foes who’re attempting to cease you from rescuing the world’s meals provide, or restoring the fountain of goals, or regardless of the plot is. Your enemies may look cute, however they are going to nonetheless damage Kirby after they aren’t provoked and even while you simply contact them, so that you don’t query the truth that they’re your enemies. However finally, you stumble throughout this orange floaty factor. Let’s name it Scarfy. Scarfy doesn’t transfer. Scarfy doesn’t assault.
Might it’s that you just discovered a brand new good friend? Maybe it’s a good suggestion to greet Scarfy, perhaps you’ll get a immediate to speak to it or it’ll provide you with a present. Or perhaps that Scarfy is evil since you’ve performed this recreation sufficient to know the foundations of early platformers. If it’s in your approach, it should need you lifeless, so you must assault it first.
Whichever you selected, you have been unsuitable. Your selection scarred your childhood.
In the event you’re not aware of Scarfies, the moment you do something with them — contact, inhale, something — they are going to rework into dark-skinned cyclopes with ravenous enamel, pursuing you relentlessly with their new horrifying visage. In the event that they contact you, they EXPLODE IN A CIRCLE OF FIRE. Discovering this was my first expertise with jump-scares, so go determine I’m a wuss who avoids precise horror video games just like the plague.
However having the information of what they do is simply as scary. When you perceive the true hazard they current, you’ll all the time take warning to keep away from upsetting them, continuously dreading their true face even whereas it stays hidden. These items gave impressionable six-year-olds a style of horror, and even as we speak, I’m skeptical of this cute Scarfy plush. It in all probability performs a disturbing noise like Marx’s dying scream in the event you hug it. I ain’t discovering that out.
Different folks say that Zero is essentially the most horrifying and disturbing creature in Kirby’s historical past, and so they aren’t unsuitable. However Zero by no means threatened to offer me nightmares, partially as a result of I by no means truly fought him. This unstable demon in an angel’s masks did. And his form are in every single place in Kirby’s video games. In all places.
CJ Andriessen
Within the 1942 movie Cat Individuals, there’s a scene halfway by way of the place Alice Moore, performed by Jane Randolph, is strolling down the road alone at night time when she hears footsteps behind her. She seems again and there’s nothing there. The footsteps come and go, however neither she nor the viewers ever will get a glimpse at what’s making them. Whereas not notably horrifying by trendy horror requirements, it’s a completely unnerving scene that performs upon what is probably the best concern there may be: concern of the unknown.
Concern of the unknown is mostly a concern of concern. It’s a concern that you just count on to have one thing come alongside and frighten you, and the stress that builds inside you as you watch for what you concern is inevitable can generally be an excessive amount of to take. Large spiders, ghoulish monsters, and horrors of all form finally lose their capacity to terrify, however a concern that depends on the consumer’s creativeness for scares, that’s a monster that by no means will get outdated.
Perhaps that is dishonest for this week’s matter – no it most definitely is – however I’ve stared down zombies in Resident Evil, ghosts in Deadly Body, and aliens in Useless House; none of which deliver the thrills like they used to. However the unknown continues to terrify, generally even reworking pretty normal video games into one thing petrifying. The Metroid franchise isn’t a horror recreation however there’s something completely unnerving about exploring the depths of Zebes within the first recreation and SR388 in Metroid II that’s unnerving. Not understanding the place your subsequent dying goes to come back from in 1001 Spikes can flip the already edge-of-your-seat platformer right into a coronary heart racer. However each of these video games have enemies that may kill you, so there’s a slight purpose to be concerned. The place the unknown, this concern of concern, actually shines is when it’s in a position to rework a recreation that offers you no actual purpose to be scared in any respect.
Gone Dwelling is a recreation that I snigger about each time I give it some thought, as a result of I keep in mind the night time I performed it. It was round 12:30 within the morning and I, having blockaded any details about the title to that time, determined to offer it a whirl. I do know now the sport is principally a queer, high-school brief story a few woman strolling round her home, however that night time I knew nothing of these empty hallways, nothing of these nonetheless rooms, nothing of these secret passages. I knew nothing about this recreation and that completely scared the fuck out of me.
I do know I’m not the primary particular person to explain Gone Dwelling as an unintentional horror recreation, however I’ve but to play one other recreation that has scared me a lot with so little. My creativeness, fueled by this concern of concern, made the expertise far scarier than it’s. I really like the work that goes into creating grotesque monsters in horror video games or video games of any type, however I’ve seen my fair proportion of them to actually not be disturbed by their look anymore. However that concern of the unknown, that’s a concern that’ll by no means stop to terrorize me.
Josh Tolentino
Like CJ mentioned above, generally concern of nothing will be extra horrifying than any monster. And as an enormous coward, I would agree. Ever since my older sister pressured me to look at 1992’s Bram Stoker’s Dracula on laserdisc, I would recognized horror as a style is not for me. I do not play horror video games or learn horror tales, and usually tune out when individuals are discussing creepypasta and the like.
To today one of many few exceptions to my horror aversion is Amnesia: The Darkish Descent, a recreation that thrived on imposing cowardice. You’ll be able to’t struggle the monsters in Amnesia, and may barely even stand to take a look at them, and it is in that pressured mode of reluctance that the concern takes maintain. When you possibly can see them in any respect, they’re grotesque and inhuman, and generally you possibly can’t see them, interval. It is a masterful instance of “much less means extra” in a recreation tradition the place extra is sort of all the time handled as higher, additionally benefiting from the truth that generally what we do not know will be much more distressing than what we do.
Bass
Journey video games, like these made by Humongous Leisure, have been my gateway into gaming. Their simplicity and concentrate on writing over mechanics make them an ideal match for attempting the medium out. However at such an impressionable age, not each journey recreation is a good suggestion.
So there’s this gap in The Neverhood that tells you to not bounce in, in any other case you’ll die. I do not keep in mind if I anticipated the sport to be mendacity to me, or if I simply wasn’t in a position to learn the indicators in any respect. In any case, my curiosity obtained the higher of me. I clicked on the drain, and Klaymen fell.
And fell.
And fell. Infinitely.
Imagining dying after such a protracted fall was terrifying. Imagining myself falling ceaselessly, much more so. I’ll all the time keep in mind this pit and its nightmarish implications.
Jonathan Holmes
There was undoubtedly a time after I would have mentioned Chiller, the arcade cupboard, was my vote for many nightmarish online game character. Simply the truth that a recreation about capturing bare torture victims with a crossbow till the flesh was torn from their bones was allowed in a kids’s arcade informed me extra concerning the world than my 10 year-old-mind was ready to know. The mere existence of that recreation made me queasy for years afterward. Today although, it would not hit me fairly as arduous. Perhaps it is as a result of I’ve since learn all concerning the considering that went into creating the sport, and I do know that the builders of Chiller have been additionally disturbed by what they made. 
So what’s the recreation that leaves me feeling essentially the most traumatized in 2018? Like Chiller, it is one other recreation the place you, the participant, are put able the place you must maim an harmless to progress. The psychological horror of controlling J.J. Macfield and strolling her into a hearth, solely to have her scream “WHY!?!?” whereas she crumples to a black husk on the bottom, is essentially the most unsettling sight in a recreation that I can consider in the meanwhile.
Swery is nice at making video games the place you play the a part of a facet of the protagonist’s psyche that isn’t built-in into their larger ego house. In Lethal Premonition, you’re Zach, guiding York round and speaking to him in his head, whilst you management his arms on the wheel. You might be part of Agent York, however you aren’t York as he sees himself. You might be part of him that he sees as another person. Individuals I do know who hear voices and keep it up full conversations with those who their unconscious has created expertise just about the very same phenomena.
With The Lacking, you do not play as a hallucinatory pressure, however as a substitute tackle the position of J.J.’s self-destructive urges, and extra so, her feeling that sacrificing herself to avoid wasting another person is value it. Even when which means being the sufferer of the world’s anger, although it is typically arduous to inform the place her world ends and her inside emotional conflicts start.
Ughhh it’s so actual and unhappy. Swery actually nailed it this time. 
Wealthy Meister
I have a tendency to not frighten simply. As a child this was not the case, a plastic skeleton might make me bounce by way of the rattling roof, however no matter my childhood cowardice one nightmarish set of creatures nonetheless provides me the creeps as an grownup. The household in Ocarina of Time’s Home of Skulltula. 
In the event you’re unfamiliar with this specific facet quest, there’s a home in The Legend of Zelda Ocarina of time inhabited by a as soon as very rich household. The household, cursed for his or her greed has been remodeled into horrific big Skulltula spiders. It is as much as Hyperlink to destroy each Gold Skulltula within the recreation to free them. 
They do not look notably horrifying within the recreation itself, however the pure idea of those big arachnids all mashed up with bits of human flesh nonetheless makes me shiver.
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aion-rsa · 4 years
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How Hideo Kojima and Junji Ito Could Finish What Silent Hills Started
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The collaboration survival horror fans have been waiting for may finally be happening, according to famed mangaka Junji Ito, who confirmed that he’s been talking to video game auteur Hideo Kojima about working together on a new horror project, which has been the subject of much speculation since the release of Death Stranding last year.
Ito shared this tidbit while talking to Viz Media during this weekend’s Comic-Con@Home event (via IGN), where he was asked whether he was currently working on any video game projects.
“So, the simple answer is no,” Ito’s translator Junko Goda told Viz Media. “However, I do know director Kojima and we have been in conversation that he might have a horror-based game that he may be doing, and so he has invited me to work on that, but there are no details on it yet.”
Those who have been following Kojima’s attempts to make a horror game over the years likely know that Ito was previously set to collaborate with the video game auteur and filmmaker Guillermo del Toro on Silent Hills, a new take on the beloved survival horror series starring The Walking Dead and Death Stranding actor Norman Reedus. But the collaboration never got past a few initial meetings and a karaoke session.
“Once the Silent Hills meeting was over, we went to karaoke,” Ito said while speaking at the Toronto Comics Art Festival (via Game Informer) in 2019. “I didn’t hear anything after that. I heard that the plan got scrapped through outside sources. I have seen Kojima and Del Toro since. I never started designing monsters. Nothing exists. There are no roughs or sketches.”
In an interview with IGN about approaching Ito to work on Silent Hills, del Toro called the mangaka “completely one of the masters,” saying that he loved how Ito seemed to “get high on his own supply” while imagining the grotesque monsters, body horror, and extreme violence that are trademarks of the mangaka’s work.
“In the way that you feel Dario Argento in the early movies was getting off on each murder or you feel David Cronenberg was secretly aroused by body horror – in the same way, you feel Junji Ito being titillated at a very basic disturbing level by his stuff,” del Toro said of Ito.
However Silent Hills would have turned out, it does sound like the trio had some interesting new ideas about how to push the survival horror genre forward.
“We had a few working sessions where we were talking about using the console, the next-generation console in a way that would surprise people. Let’s really freak out people. Let’s really cause a panic with Silent Hill. Let’s go for it. Let’s go for full-blown social madness,” del Toro told IGN. “We were planning this stuff. Ito was mainly being nice, making notes. He didn’t sing either. He was a very serious man.”
Unfortunately, when Kojima and publisher Konami had a falling out during the development of Metal Gear Solid V: The Phantom Pain, the game director left the company and Silent Hills was quickly canceled. Konami has done little with the series since (besides making Silent Hill-themed pachinko gambling machines).
It’s a shame this all happened before Ito could even put pencil to paper. I personally would have loved to see what monstrosities Ito’s chats with Kojima and del Toro might have inspired. Fortunately, Kojima and del Toro’s P.T. demo was a stunning proof of concept for what Silent Hills might have looked like. It was also its own experiment in “social madness.”
When P.T. was mysteriously released at Gamescom 2014 by a fake studio, many gamers quickly became obsessed with solving the confounding (and terrifying) demo’s seemingly nonsensical puzzles. Within hours, P.T. had become a viral marketing phenomenon, the subject of countless reaction videos, forum threads, walkthroughs, live streams, and social media posts. Of course, beating the demo revealed P.T.‘s biggest mystery of all: that it was, in fact, a “playable teaser” for Kojima and del Toro’s Silent Hills. Yet, by the time the truth had come out, P.T. itself had morphed into its own unique experience destined to outlive the game it was created to promote.
Much has been written about the making of P.T. and its influence on the horror genre in the years since its release. You can also find plenty of videos dissecting different aspects of the demo, including videos of players, dataminers, and modders trying to figure out how the demo works. Siux years later, certain things about the demo remain a secret, including the meaning of its cyclical narrative.
The demo is a notable example of a game going viral, as players worked together on the internet to solve the puzzles, while word of mouth on social media got others to try the demo. While Kojima explored this idea further in Death Stranding, which has its own social mechanics, del Toro and Kojima originally planned to take all of this one step further with Silent Hills, using “every aspect” of the PS4 to “create a state of widespread social panic,” according to IGN. While I’d stop short of saying it caused widespread panic, P.T. itself did spread like wildfire through internet gaming communities in 2014 like some sort of interactive urban myth or creepypasta. Or a meme.
Fans of the Metal Gear series know Kojima loves to insert metafiction and other metaphysical elements into his work, such as with the Psycho Mantis boss fight in Metal Gear Solid and the final twist in Metal Gear Solid 2, which some believe predicted the pervasive nature of meme culture on the internet as well as how technology could be used for social engineering. Many of Kojima’s games specifically tackle how technology can distort and corrupt reality.
P.T. has its own distortive qualities and can even be considered a major turning point in Kojima’s work undoubtedly influenced by del Toro’s own directorial sense. Some critics have said the demo’s endlessly looping hallway, which players must keep walking through to solve P.T.‘s many puzzles, “practically hypnotizes you into a state of vulnerability.” That sense of vulnerability also comes in part from the hostile ghost that follows closely behind you throughout the experience as well as the disorienting nature of the puzzles that work on a sort of dream logic that’s never explained within the actual game. (There are no tutorials or in-game prompts to be found in P.T.)
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Kojima told The Japan Times in 2014 that with P.T. he wanted to explore “a more genuine, thoughtful and permeating type of fear” than the violence and gore usually found in AAA survival horror games.
“There are horror action games with zombies and grotesque things and so forth. The real fear isn’t from those things. It’s from standing in an empty place, where just to step forward or to turn around is scary,” Kojima said, explaining that the demo is scary because “there’s no information.”
“Nowadays, when people don’t know something, they Google it. They ask on Twitter or Facebook and they get the answer right away. We live in an age of information. When that suddenly disappears, that’s the scariest thing,” Kojima explained. “That’s why there was no information about who made P.T. There was no purpose or background and no explanation about the story, and that’s frightening. I did this on purpose. That’s why I hid my name and title and just let them play.”
While Kojima has said many times since the release of P.T. that the demo wasn’t actually related to Silent Hills in terms of gameplay or story, it’s impossible not to wonder how the success of the interactive teaser would have influenced Kojima and del Toro’s final product, and how Ito’s own work would have added to the experience.
After all, Ito was a perfect fit for the “social madness” Kojima and del Toro were going for with Silent Hills. In his seminal horror manga books Gyo and Uzumaki in particular, Ito deals with extreme levels of social anxiety and the unbridled chaos that follows.
In Gyo, Japan is plagued by undead fish who crawl out of the sea using spider-like metal legs powered by a “death stench.” Images of bloated victims assimilated into the killer fish army pervade the pages of the book as do images of mass hysteria.
If Gyo is Ito’s own take on the zombie genre, Uzumaki is something far more experimental and disturbing. In Uzumaki, a small Japanese town finds itself under attack by a supernatural curse involving spirals. The book is infused with a heightened sense of paranoia, as characters try to navigate the horrific dream logic that’s not unlike the one found in P.T.
Interestingly enough, Ito was inspired to create Uzumaki in part due to his desire to understand spirals as symbols, as well as an interest in depicting spirals in an unexpected way that would scare Japanese audiences, an approach that sounds like Kojima’s own distortion of gameplay mechanics players normally take for granted.
“The ‘spiral pattern’ is not normally associated with horror fiction. Usually spiral patterns mark character’s cheeks in Japanese comedy cartoons, representing an effect of warmth. However, I thought it could be used in horror if I drew it a different way,” Ito said in an interview with 78 magazine in 2006. “Spirals are one of the popular Japanese patterns from long ago, but I don’t know what the symbol represents. I think spirals might be symbolic of infinity.”
While Ito’s work is full of the violence and gore that Kojima wanted to move away from with P.T., it’s clear that the two creators share similar sensibilities when it comes to finding more primal ways of scaring their audiences. Like Kojima and his use of the suburban hallway, Ito often uses images of things that aren’t traditionally considered scary — like spirals — in order to terrify. Another example is hair.
“Historically, long black hair has been symbolic of Japanese women, and most women value this image. The long hair of a woman is common in Japanese horror because it conveys an enveloping feeling of movement. I think it conjures up fear in people unconsciously,” Ito told 78. It’s in this space between what we know to be scary and what people don’t even know they’re scared of yet that both Ito and Kojima excel. With Kojima now running his own Kojima Productions indie studio where he can decide what he wants to work on and with whom he wants to work with next, his collaboration with Ito might finally come into fruition on their own terms. And their past work certainly points to a match made in hell. If Kojima and Ito do decide to collaborate on a new horror game, one would have to wonder how del Toro might fit into the project. After Silent Hills was canceled and a previous video game project called Insane also fell through, del Toro vowed to never work on a game again during an interview with Playboy (via IGN). That said, del Toro did allow Kojima to use his likeness for a major supporting character in Death Stranding, so perhaps there’s hope the Silent Hills trio could be reunited one day. Until then, our hopes of seeing something akin to what was planned for Silent Hills rest with Kojima and Ito. Perhaps Kojima could even teach Ito a thing or two about video games along the way: “I don’t know anything about games. I don’t play them. I am afraid if I get into them I’ll miss deadlines. I have never played Silent Hill,” Ito revealed at the Toronto Comics Art Festival while ruminating on his relationship with Kojima. “I have known Hideo Kojima for 20 years. He is a nice older brother type.”
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