The scariest goruri indie game

summation

  • The interior causes fear through the atmosphere, not violence, allowing the player to be quiet and unstable.

  • Firewatch is a lonely unerves with loneliness, escalation paranoid and eerie Wioming wilderness; No monsters are needed.

  • Subnautica is afraid of players with realistic loneliness and unknown depths of the alien sea.

Some games do not have to scare blood, monsters, or players' faces to fear the soul in the body. Some are satisfied with exploring a satisfactory calm world while gamers are quietly feared.

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They wear an innocent mask, but it's an indie title that hides a thick atmosphere with anxiety, so they bother the player even after the credit rolls. They do not provide zombies or evil worship -creepy fear, loneliness, and creepy realization that something is very wrong.

6

Inside

Ordinary monster

Inside Do not shout fear. It is not needed. Instead, it is to whisper something wrong at the back of the player's mind and sit with them. All of this desolate side scrolldead of Playdead is designed to crawl the skin, not through Gore or violence, but many people through the mood and meaning. There is no music, no conversation, and barely colored.

This game follows a unnamed boy who seems to run in something much bigger than himself. And it is the scariest part. The player doesn't know what it is. Human figures of masks and trucks drive him out through forests, farmland and industrial wasteland. The body floats in the background, strange experiments shine through cracked windows, and at the center, no matter how far the boy does not run away, it feels unavoidable whenever there is no escape.

Actually, turning the screw is the way Inside Process puzzles. Mechanics are simple -sprinkling boxes and avoiding swimming, flashlights through flooded tunnels. But they are always tied to threats. Drowning is confused and common. Dogs are not just pursuing. They tear the boy when they catch him. And there is an adult who always sees the face. It feels like something even if nothing happens.

5

Fire watch

The silence between the two can be a deafness.

There is no monster Fire watch. There is no blood or body. The man in the tower, the woman in the radio, and the overwhelming isolation. And anyway, it's enough to make one of the most quiet games. It was built in the Wioming wilderness in the late '80s. Fire watch Cast the player with Henry. The world of the game is surprisingly colorful, but its beauty is deceptive. As the story unfolds, there are small inconsistencies such as missing hikers, strange noise, and unbelievable shadows. Sometimes, it feels like something, someone is looking at it.

what Fire watch What you do so well is to amplify the paranoid without falling into complete fear. There is no antagonist waiting in the forest, but there is a fear that there may be fear. And since Henry's only human contact is a delilah's unpleasant voice on the radio, the player questions everything, including whether Henry can trust his judgment. The forest is still so quiet and so quiet that all snaped twigs are made like a gunshot.

4

Hollow

There is something ancient breathing under the soil and stones

Hallownest's ruins were not forgotten by ghosts. them Be ghost. All corridors, all collapsed kingdoms, and all repercussions Hollow It was filled with remnants of something that died long ago but never stopped twisting. Starting with a quiet Metroidvania for a worm with a fingernail for a knife is rapidly melting into the darker and much more tragic. The deeper the player, the more unstable. A cheerful NPC disappears. The enemies begin to scream in pain instead of invasion, the ancient parasites squeak under the soil, and the body touches the wall of the abyss.

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There is no scary jump to inform the horror Hollow. Instead, it appears through atmosphere and world construction. Players are not exploring the forgotten kingdom. They are solving everything and infectious diseases that swallow everything. The fact that the knight's face is a mask without emotions makes it worsen. There is no catharsis here. There is only a descent.

3

Subnautica

The sea does not want you here

“Bad thoughts”, such as diving below 800 meters above sea level in metal tube fixed with duct tape and hope, say nothing. Subnautica You understand that the sea is already terrible in real life, and you don't have to decorate much to embarrass the player. Players that collide with alien planets, which are 99%of water, can survive by cleaning, crafts, and deeper and darker water. Shallow coral reefs are beautiful and almost peaceful. However, when you enter Blood Kelp Zone or Grand Reef, the light disappears, pressure builds up and the situation begins to darken.

There is every moment Subnautica I remember the player. I heard a huge moan from afar and rotated slowly, and I didn't see anything. Leviathan doesn't have to jump out of scary water. In fact, it is worse if they do not. awe Subnautica It exists. The player is completely surrounded by creatures that are completely unknown to their own, and the more the world is, the more aliens in the world. There are no scripts or antagonists, but there are silence, pressure and climbing that humans are never here.

2

Rain World

Nature is not cruel. It doesn't matter just

If there is a game that turns the circle of life into survival fear Rain World. The player controls a small, squeaky creature called Slugcat, who tries to find a family in the world. On the surface, it is a pixel art flat former, but under the cute appearance, there is a cruel and unforgivable ecosystem. The predators are fast, intelligent and terrible. It's not slugcat. One wrong rotation or 1 second is over and over. Then it rained. that Roar Like the forgotten wrath of God, all scrambleds were changed to desperate panic for shelters.

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Rain World I don't want to be afraid of the players with fear. It does so by making them feel helplessly helpless. The creatures of the world do not exist to challenge the player. They just live. And when the player interferes, it is their problem. It is not because it is cruel, but because it is indifferent.

1

Outside wild

Death is not the end. Puzzle.

At first glance Outside wild It looks like an attractive space exploration game that plays between the original planets on the wooden spaceship where the player catches with duct tapes and curiosity. It is full of lovely, bright and vanzo music. But after the sun explodes, it explodes again. Fear Outside wild It does not come from what it has shown. It comes from what the player realizes. This game works in a 22 -minute loop and resets the universe with all supernova. At first, it is interesting. Then you get nervous. Why is this happening? What is the cause of the loop? What is more than that? And why is the black hole whisper?

As the mystery is released, the player is exposed to an extinct Nomai civilization, and a tragic attempt to solve the trapped problem. Some moments were directly extracted from psychological horror games, such as descending to the Peach Black Sea from the giant's depths or exploring the ruins full of interoper of the interoper. There is no monster chasing a player Outside wildHowever, the inevitable fear of the universe, knowing that the end is approaching, does not remain for a long time since the final loop.

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