#..........contemplating a sister game full system designed to be played with this. but that's a thought for later.
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equalseleventhirds · 4 months ago
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well instead of going to bed at a normal time like a normal person, i made a very basic bare-bones canva pdf of my fun new ttrpg supplement, you already know how this story ends, aka 'so, you're doomed by the narrative,' aka 'my blorbo my blorbo and me my blorbo,' aka 'algie read a few too many villainess isekai manga probably but we deal'
it's system agnostic (but best suited for gmed games of dramatic adventure probably, particularly with a resolution mechanic u can have a bonus/minus of some sort on), loosely based on trophy dark, and entails being Normal People suddenly reborn in the bodies of characters in a book they love. ah. well. doomed characters in a book they love.
grab it free now when it is 1:30 in the mornign for me and i've just thrown it up on google drive, and not in a few days when i've cleaned it up enough to post it on itchio for like, a dollar or whatever to help me pay for this poison ivy thing i got going on.
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dysphoric-affect · 6 years ago
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A Reflection On Narrative Power vs. Player Agency In Games
          As a lifelong gamer, my history playing them has of course been filled with amazing moments, or else I wouldn't be as passionate about them as I am. However, there are few moments that I would say have had a deep impact on me, that have transcended the everyday experience we'd expect from them and given me a whole new respect for the medium and what it's capable of. One of the greatest of these for me came from BioShock, which along with a litany of other things that title did right serves to make it one of my favorite games of all time, and one of the personal greater influences on me as an aspiring game designer myself.
          That moment came in the form of my first couple encounters with Little Sisters in the game. Traditionally, in RPG's I've favored the evil choices my first play-through, I suppose mostly to enjoy a contrast from the demand to be a moral rule-abider in real life and the necessity of playing the good hero in all other games that don't provide such choices; in other words, as a way to more fully embrace the escapist potential within games taking such a form. However, when I encountered the narrative display of a little girl in terror struggling pathetically to get away from me, that predilection of mine I mentioned was given pause. Whatever subtle alien features that character had because of the presence of the parasite within her, she was still first and foremost in my mind an innocent and helpless child, and by extension a being deserving of moral consideration.
          It seemed such a strange notion: the real world was for having moral pause and giving moral consideration, and games were for a freer expression of free will and choice than reality permits us to take, whether because of our own personal moral convictions or simply an awareness of and fear of repercussions were we to act more freely, from social stigma to outright punishment. Yet there I was with a feeling in some ways more alien to me than the fictional ailment afflicting the girl.
          While I didn't fully comprehend and contemplate the significance of what was occurring to me in that moment until later reflection, the end result was the same: I saved the Little Sister. I never felt so validated from making the morally upright choice in a game as I did following that, when the newly healed child thanked me, the observing doctor did the same, voice full of a subtle but palpable undertone of emotion, and the girl scampered up to the safety of the vent in the wall, struggling in her efforts still, but now purely out of the physical difficulty of doing so as a child rather than having anything to do with fear of me. I understood, and I felt, that she knew I was her protector and that she was safe with me. As she struggled I approached, looking for a way I could help, and even when it was clear there was nothing I could do and that she would automatically make it up on her own, I still liked to imagine as my view tracked her progress that her finding her footing and getting up the rest of the way was because I had caught her and given her the gentle boost she needed, whether or not my arms actually appeared to do those things. I felt a rare kind of power in games, and it had nothing to do with leveling up, perks, skill trees, loot or upgrades. Understand, though, this isn't the profound impact I referenced at the start: this is just one of the layers to it.
          Not long after this, I ran into my second Little Sister. This time, however - my previous experience notwithstanding - my traditional nature got the better of me. I had none of the playful malevolent intent that would accompany my making evil choices in other RPG's typically. I simply knew the general rewards for harvesting were supposed to be greater than for saving, which had its basic appeal of course from the gameplay perspective, and beyond that was intellectual curiosity as to what exactly would happen when I made that choice. So choose to harvest I did.
          It's strange...I've long considered not displaying dead children or having the killing of children be depicted in games as a lamentable restriction on artistic expression within the medium, keeping things too sterile instead of having honest representation of the dark reality of something that can occur or even has occurred within the game's world. In spite of that, I found BioShock's solution to be more unnerving in a way: the girl just disappeared completely. I knew what had actually occurred, but there was no sign that she had existed. This had an arguably stronger impact, because in the aftermath I had my previous experience from saving one to contrast it with, which meant I was readily aware that there should be a face there, innocence there, hope there...and I had deleted all of that. My reward? The number of something that would improve my character progression was higher. In any other scenario in an RPG, that numerical boost would count for a lot. In that moment, though, it felt so arbitrary and meaningless.
          I remember that I paused the game to come to grips with the situation. I wasn't emotional in the sense that I wanted to cry, but I felt extremely unsettled. I scrambled mentally to figure out what to do, though there was little that could be done. Progress got saved automatically. There was no taking it back. Perhaps I should move on? But I didn't want to. I felt like the specter of that decision would weigh on me the remainder of my time playing. Even if I only ever saved the Little Sisters from then on, I knew there would be that one stain on my record, and just as you notice the one stain on an otherwise white sheet first rather than how pure the rest of it is, so too did I know that would be the only choice that mattered to me, in a way. I hesitated a moment longer, and then decided to do something I'd never done before in a new game I'd just started playing: I quit, I deleted my save, and I started over. I saved the first Little Sister, I - with satisfaction - corrected my previous mistake and saved the second, and for the rest of that play-through and every play-through that came after that, I only ever saved each and every Little Sister.
          When I reflected on it later - something I've done a number of times since then, actually - I fully processed and appreciated what had occurred. I had been offered freedom of choice, but the power of what was presented in narrative to me made me willfully reject that choice. That is an incredibly profound accomplishment, when you think about it. That freedom of choice, that agency, is the one thing that separates the stories of games from any other medium. While the macro events of the story may be predetermined, the moment to moment experience is left to the player. At the least this encompasses the specifics of the actions that occur within the enemy encounters, but at most this can include choices that influence the look of the world and the fate of its characters, as we find within RPG's. Whatever their particulars from game to game, this is one aspect that all storytelling games include as a hook that separates them from movies, television shows, and books: you can have influence. To then convince a participant to deny themselves that privilege because they've connected personally to a character, or to the moral nature of the situation they find themselves in...in no truer sense I think can the narrative of a game be said to transcend the medium than in a moment such as this.
          Recently, I was re-watching Ken Levine's "Narrative Legos" GDC talk where he outlined the vision for what the studio hopes to accomplish with their next project after moving on from the BioShock franchise, and something stuck out to me that hadn't as much the first time. Near the very end of the presentation, after outlining how these dynamic and emergent narrative elements could be integrated into the gameplay loop of player progression and rewards, he mentions how once the general mechanics for such a system are in place, one of the challenges from there from a narrative perspective is creating narrative around characters powerful enough that when it comes to picking who you ally yourself with, while certain characters would yield more beneficial gameplay rewards, the player would feel temptation to side with someone else simply because they like them better. This directly harkens back to the dynamics used in BioShock I've been talking about in the general sense - pitting powerful narrative impetus against player agency - and that it was not only mentioned, but mentioned as a final subject within that talk tells me that this is still a concept that's of pivotal interest to their studio. This gets me very excited, not just for what the creators of BioShock will create next, but more broadly for the future of narrative-driven games in general.
          For a long time, achieving realism and immersion in gaming has revolved around the basic sensory experiences of it, such as graphics and sound. When there was such a large discrepancy between what they presented us and what we would expect to see in reality, this was a sensible focus to place effort into. Now, however, the lines separating games from photorealism and so forth are thin, where they are possible to even see, and so the focus has started to shift elsewhere. Motion controls and virtual reality have taken the stage in more recent time as where the next focus ought to be to attain that next level of realism and immersion, and perhaps this is rightly so...to an extent. When all is said and done, however, I believe the final horizon of achieving realism and immersion lies beyond any such sensory experiences and rests finally in the power of the narratives crafted for our games. Whether in the strength of the characters within the stories, or the impact of the themes and moral issues throughout them that we're confronted with, the narrative will ultimately be the true final threshold on the way toward connecting players deeply to the experience in the case of any game where a story is being told.
          Does this mean every game needs a story, or that every one that does has to say something meaningful about the human condition or wax philosophical? No. But I do mean that there is certainly a place for this, and to my mind it is a largely untapped place, both within the industry's creative capabilities on the one hand and within the hearts of fans of the medium on the other. My hope is that between this article and the general sentiment and efforts of others, more of this kind of risk-taking narrative ingenuity will be encouraged, because there is still so much more of it yet to be had and enjoyed. And so, to those who created BioShock, I say thank you...and I'm paying attention. My question to other developers in turn out there is...are you?
-
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deskcoin64-blog · 5 years ago
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Thirteen of Third Coast’s Favorite Scary Gaming Moments
As Halloween weekend comes to a close, you might be feeling a bit of sadness at the prospect of all the spooky fun fading. Don’t fret though, because Halloween isn’t over yet, and neither is all the scary fun. Here at Third Coast, we’ve compiled a list of the scariest moments we’ve had playing video games, and we’re here to share them with you. So grab some Halloween candy and explore our favorite frightening game moments. Then, if you dare, scout the Halloween sales on Playstation, Xbox and Steam’s Halloween sale (starting today) and spend some time reliving the horrifying moments we mentioned. Third Coast gamers Antal Bokor, Marielle Shaw, James Brod, Matthew Bucher and Allison Manley share their favorite scares below.
Screenshot: Penumbra: Overture (via igdb.com)
Penumbra: Overture
I came across Penumbra a few years after it came out, and I’m not sure exactly what drew me towards it. It immediately gave me an eerie, found footage sort of vibe, like I discovered something forbidden, or even cursed. Penumbra’s inherent jankiness really helped drive that impression home, but if you’re willing to suffer through some clunkiness you’ll find a truly unsettling, extremely atmospheric and compelling game about a man trying to find his long-presumed dead father in a remote underground facility in northern Greenland. Brave creatures, fight your deteriorating psyche, solve physics-based puzzles, and uncover horrific mysteries. Developed by Frictional games, known for Amnesia and Soma, Penumbra is a survival/psychological horror that will haunt you.
-Antal
Screenshot: Tomb Raider III
Tomb Raider (Series)
I may have already mentioned I was hooked on Tomb Raider from the very first game, but what needs mentioning in a list of scary games is that there are some truly terrifying moments in those first three Tomb Raider games. Some are by design—like the incredibly creepy last two levels of the original game, where the walls pulse and strange aliens abound—but others happened more organically. I remember being engrossed in a complicated puzzle in the midst of a lush jungle in Tomb Raider III only to nearly die of a heart attack when a tiger would suddenly ambush me, destroying my moment of quiet contemplation. Perhaps the scariest thing I remember happening in any Tomb Raider game I’ve played though was during Tomb Raider III, when a giant Shiva statue came to life in what had previously been a peaceful puzzle room. The legacy continues, too, as Shadow of the Tomb Raider turned out to have some very frightening foes in the depths of its cave systems. 
– Mariel
Screenshot: Subnautica
Subnautica
Not a conventional horror game, Subnautica is perhaps the game that scared me the most on this entire list. When I reviewed it last year (link to review) I mentioned its scarier moments, and even after putting about fifty more hours into that game since I reviewed it and even knowing all of its secrets, I still feel uneasy in its depths. There’s an extremely primal fear throughout as you are introduced to an underwater food chain that places you somewhere in the middle. Star Trek-like technology helps surviving under the oceans possible, but not necessarily easy as uncovering its mysteries puts you closer to some of Subnautica’s more terrifying creatures and environments.
-Antal
Screenshot: Layers of Fear
Layers of Fear
Layers of Fear is great because it’s a first-person psychological horror game featuring classic works of art mixed with grotesque uses for body parts… but it’s also got a LOT of great jump scares. Throughout the game (set in an artists’ manor), a lot of the paranoia comes in constantly-shifting hallways, many of which have words written on the walls and over the doorways. In one of those hallways, the wall above the door says “DON’T LOOK BACK.” When you see that, you just have to turn around, right? Let’s just say that if you play the game, you probably don’t want to. Unless you want to change your pants.
-Allison
Screenshot: Dead Space
Dead Space
I’d heard of the Dead Space games for years, and I’d always been interested. Resident Evil 4 in space, and gorier? Sign me up. Let me tell you, I was not disappointed. Dead Space is a horror game for people who don’t like feeling completely defenseless, without sacrificing the teeth-grinding anxiety that horror games give you in spades. It has plenty of satisfying weaponry, which is perfect when you’re going up against some of the most disturbingly scary creatures in any horror game I’ve played, because when every enemy you face looks like it was ripped right out of The Thing (which is a must watch for horror movie fans), you know you’re going to have a bad time. All of this is brought together with a setting that feels like Alien but scarier makes Dead Space a must play for fans of the horror genre.
– James
Screenshot: The Evil Within
The Evil Within
Legendary director and developer Shinji Mikami, best known for his work with Capcom and the Resident Evil Series, helped not only create the modern survival horror genre—but he also helped redefine it with Resident Evil 4 in 2002. When Evil Within came out, I think people were expecting another genre defining game. Instead, we got a mind fuck that is worthy of cult status. Gritty and rough around the edges, Evil Within is like playing through a horror hodgepodge. Taking cues from Silent Hill and the Resident Evil series, The Evil Within plays like the nightmare you would have after binge playing as many games in those series as possible. With a story that jumps from setting to setting without much explanation (until the end), increase the sense of hopelessness. And if that wasn’t bad enough, even on “Normal” difficulty The Evil Within can be pretty difficult, and checkpoints can be pretty sparse adding another layer fear in the form of lost progress. The sequel (see our review here) is a lot more conventional to modern horror standards, and while it never felt as gritty as the original, is also worth a look.
-Antal
Screenshot: The Forest
The Forest
I went into The Forest preparing to be scared. I knew it was a sort of Descent-esque survival game, but I wasn’t prepared for just how much horror would be involved. Try as I might to convince myself that the terrifying mutations that exist in the forests where my plane crashed weren’t real, the sounds they made, the way they hunt in packs, and the particular combination of twisted body parts they’re made up of had me legitimately terrified for almost the entire first half of the game. Adding to the fright factor, the monsters’ attack patterns are erratic—sometimes they’ll charge straight for you in groups, but sometimes they’ll fake you out, letting out a crazy sort of laughing sound as they do. Once you start exploring the caves, you’ll find newer and deeper horrors, with bloody limbs you’ll need to brush past, empty camps where things went terribly wrong, and the knowledge that just around the next bend you may encounter something you can’t get out of. While I eventually conquered my paralyzing fear of The Forest’s citizens and was better able to face off with them, I still can’t shake that uneasy feeling every time I load back into the game. 
– Mariel
Screenshot: Bloodborne
Bloodborne
Not strictly a horror game, its risk/reward mechanics can create some stressful moments—but more than that, Bloodborne is absolutely chock full of horror style. Werewolves, giant insects, and even eldritch horrors abound in a game that is just as horrifying as it is difficult. Arguably the best game in the Souls series, Bloodborne reinvents as much as refines the Souls series in a way that even Dark Souls 3 couldn’t completely match
– Antal
System Shock 2
When you think of evil video game AIs you might think of GLADoS, but the first think I think of is Shodan. While GLADoS had a sort of plucky wackiness to her evil, Shodan was ruthless and terrifying. Not satisfied with sending her zombified, mutated and cybernetically enhanced minions after you, Shodan also enjoys taunting you as you fight for your life, as seen in the above reveal rant from the original System Shock game. While the original System Shock is a cult classic that has been re-released over the years (with Nightdive Studios even working on a complete Unreal engine-based remake) I personally found System Shock 2 to be the scarier of the two, but they’re both great atmospheric games—and the spiritual predecessors to the Bioshock series.
-Antal
Screenshot: Bioshock
Bioshock
Going into Bioshock, I didn’t know what to expect. I’d picked up a PS3 a year or two after its initial release and was going back and trying to play the games I’d heard everyone raving about. I didn’t expect to be taken in by the game, but as soon as I emerged from that initial bathysphere ride into Rapture I was hooked. And scared. The lonely corridors paired with the cheerful 50’s dance classics set the mood perfectly, and it was all downhill from there, from the terrifying masks on the bunny splicers in their bloodied dresses to the Scripture quoting, hymn singing others gone mad and waiting to tear you apart. All this without even mentioning the terrifying stomping and hissing of Big Daddies lurking nearby, or the inherent scariness of the Little Sisters who accompanied them and their high-pitched shrieks. Bioshock had me so entirely immersed in its world that I still think of those frightening depths today. 
– Mariel
Screenshot: Raw Data
Raw Data
Raw Data is one of the few VR games that really manages to feel like a “full” game. It can also be really terrifying. Sure, we’ve seen a lot of horrible things in games, as evidenced by the stories you’ve read in this article so far alone. But when you’ve got the headset on and you’re in a dark laboratory corridor where there’s been a containment problem and robots in various stages of disrepair start attacking, it’s a whole new sort of fright. The worst ones for me were the ones that slowly slithered on the cold tile floor only to leap into your face at the last second. Even with weapons at the ready, I felt ill-prepared for their glowy red eyes and cold metallic skin so close to my face I could almost feel it.
-Mariel
Screenshot: Resident Evil 2
Resident Evil 2
One of the scariest moments I remember from a video game was in Resident Evil 2 for N64. One of the most memorable things about early Resident Evil games for me was simply opening doors. The creak of the door and the darkness inside served as a loading screen, but was also nerve wracking. Would something pop up? What was waiting for you in the next room? After playing through Resident Evil 1 and growing used to that loading screen, RE2 made it scary again. Opening doors was business as usual until one door opened to reveal a horde of zombies coming into your area.
– Matthew
Screenshot: Alien: Isolation
Alien: Isolation
When Alien: Isolation came out to rave reviews, I was super psyched to wash my mouth of the bitterness that was Aliens: Colonial Marines and finally embrace a truly good Alien game. And then it was so scary I couldn’t beat it. I played it for several hours, reveling in its retro-futurism and its recreation of a 1980s Alien world—one that believably sat between Alien and Aliens. But then I ran into that damned xenomorph, some primal childhood fear reared its head, and I was paralyzed. My mom used to warn me that watching the Alien franchise would scare me, but I certainly did not listen. After imagining there was a slickly oily, acid-blooded creature waiting to kill me with its razor claws and extending, stabby jaw for the majority of my life, facing a moving and thinking manifestation of my childhood fear was too much. I never beat Alien: Isolation—because it scared me too much. But I vow to return someday…just not today.
– Antal
We hope you’ve had fun with this list of our favorite scary game moments. If you’ve got your own favorite moments to add to this list, leave them in the comments!
Hi! If you made it down this far you must’ve liked what you’ve seen. If you did, consider donating to our Patreon. Your donations enable us to continue to provide this type of content and more. Check out our Patreon page at patreon.com/3CR. Thank you for your support!
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Categories: Game, Games & Tech, Round-Up
Tagged as: Alien: Isolation, Bioshock, Bloodborne, Dead Space, gaming, halloween, Layers of Fear, Penumbra: Overture, PlayStation, ps4, Raw Data, Resident Evil 2, scary gaming moments, shadow of the tomb raider, Steam, Subnautica, System Shock 2, The Evil Within, The Forest, Tomb Raider, Xbox, XBoxOne
Source: https://thirdcoastreview.com/2018/10/29/eleven-scary-gaming-moments/
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beamheat2-blog · 6 years ago
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Thirteen of Third Coast’s Favorite Scary Gaming Moments
As Halloween weekend comes to a close, you might be feeling a bit of sadness at the prospect of all the spooky fun fading. Don’t fret though, because Halloween isn’t over yet, and neither is all the scary fun. Here at Third Coast, we’ve compiled a list of the scariest moments we’ve had playing video games, and we’re here to share them with you. So grab some Halloween candy and explore our favorite frightening game moments. Then, if you dare, scout the Halloween sales on Playstation, Xbox and Steam’s Halloween sale (starting today) and spend some time reliving the horrifying moments we mentioned. Third Coast gamers Antal Bokor, Marielle Shaw, James Brod, Matthew Bucher and Allison Manley share their favorite scares below.
Screenshot: Penumbra: Overture (via igdb.com)
Penumbra: Overture
I came across Penumbra a few years after it came out, and I’m not sure exactly what drew me towards it. It immediately gave me an eerie, found footage sort of vibe, like I discovered something forbidden, or even cursed. Penumbra’s inherent jankiness really helped drive that impression home, but if you’re willing to suffer through some clunkiness you’ll find a truly unsettling, extremely atmospheric and compelling game about a man trying to find his long-presumed dead father in a remote underground facility in northern Greenland. Brave creatures, fight your deteriorating psyche, solve physics-based puzzles, and uncover horrific mysteries. Developed by Frictional games, known for Amnesia and Soma, Penumbra is a survival/psychological horror that will haunt you.
-Antal
Screenshot: Tomb Raider III
Tomb Raider (Series)
I may have already mentioned I was hooked on Tomb Raider from the very first game, but what needs mentioning in a list of scary games is that there are some truly terrifying moments in those first three Tomb Raider games. Some are by design—like the incredibly creepy last two levels of the original game, where the walls pulse and strange aliens abound—but others happened more organically. I remember being engrossed in a complicated puzzle in the midst of a lush jungle in Tomb Raider III only to nearly die of a heart attack when a tiger would suddenly ambush me, destroying my moment of quiet contemplation. Perhaps the scariest thing I remember happening in any Tomb Raider game I’ve played though was during Tomb Raider III, when a giant Shiva statue came to life in what had previously been a peaceful puzzle room. The legacy continues, too, as Shadow of the Tomb Raider turned out to have some very frightening foes in the depths of its cave systems. 
– Mariel
Screenshot: Subnautica
Subnautica
Not a conventional horror game, Subnautica is perhaps the game that scared me the most on this entire list. When I reviewed it last year (link to review) I mentioned its scarier moments, and even after putting about fifty more hours into that game since I reviewed it and even knowing all of its secrets, I still feel uneasy in its depths. There’s an extremely primal fear throughout as you are introduced to an underwater food chain that places you somewhere in the middle. Star Trek-like technology helps surviving under the oceans possible, but not necessarily easy as uncovering its mysteries puts you closer to some of Subnautica’s more terrifying creatures and environments.
-Antal
Screenshot: Layers of Fear
Layers of Fear
Layers of Fear is great because it’s a first-person psychological horror game featuring classic works of art mixed with grotesque uses for body parts… but it’s also got a LOT of great jump scares. Throughout the game (set in an artists’ manor), a lot of the paranoia comes in constantly-shifting hallways, many of which have words written on the walls and over the doorways. In one of those hallways, the wall above the door says “DON’T LOOK BACK.” When you see that, you just have to turn around, right? Let’s just say that if you play the game, you probably don’t want to. Unless you want to change your pants.
-Allison
Screenshot: Dead Space
Dead Space
I’d heard of the Dead Space games for years, and I’d always been interested. Resident Evil 4 in space, and gorier? Sign me up. Let me tell you, I was not disappointed. Dead Space is a horror game for people who don’t like feeling completely defenseless, without sacrificing the teeth-grinding anxiety that horror games give you in spades. It has plenty of satisfying weaponry, which is perfect when you’re going up against some of the most disturbingly scary creatures in any horror game I’ve played, because when every enemy you face looks like it was ripped right out of The Thing (which is a must watch for horror movie fans), you know you’re going to have a bad time. All of this is brought together with a setting that feels like Alien but scarier makes Dead Space a must play for fans of the horror genre.
– James
Screenshot: The Evil Within
The Evil Within
Legendary director and developer Shinji Mikami, best known for his work with Capcom and the Resident Evil Series, helped not only create the modern survival horror genre—but he also helped redefine it with Resident Evil 4 in 2002. When Evil Within came out, I think people were expecting another genre defining game. Instead, we got a mind fuck that is worthy of cult status. Gritty and rough around the edges, Evil Within is like playing through a horror hodgepodge. Taking cues from Silent Hill and the Resident Evil series, The Evil Within plays like the nightmare you would have after binge playing as many games in those series as possible. With a story that jumps from setting to setting without much explanation (until the end), increase the sense of hopelessness. And if that wasn’t bad enough, even on “Normal” difficulty The Evil Within can be pretty difficult, and checkpoints can be pretty sparse adding another layer fear in the form of lost progress. The sequel (see our review here) is a lot more conventional to modern horror standards, and while it never felt as gritty as the original, is also worth a look.
-Antal
Screenshot: The Forest
The Forest
I went into The Forest preparing to be scared. I knew it was a sort of Descent-esque survival game, but I wasn’t prepared for just how much horror would be involved. Try as I might to convince myself that the terrifying mutations that exist in the forests where my plane crashed weren’t real, the sounds they made, the way they hunt in packs, and the particular combination of twisted body parts they’re made up of had me legitimately terrified for almost the entire first half of the game. Adding to the fright factor, the monsters’ attack patterns are erratic—sometimes they’ll charge straight for you in groups, but sometimes they’ll fake you out, letting out a crazy sort of laughing sound as they do. Once you start exploring the caves, you’ll find newer and deeper horrors, with bloody limbs you’ll need to brush past, empty camps where things went terribly wrong, and the knowledge that just around the next bend you may encounter something you can’t get out of. While I eventually conquered my paralyzing fear of The Forest’s citizens and was better able to face off with them, I still can’t shake that uneasy feeling every time I load back into the game. 
– Mariel
Screenshot: Bloodborne
Bloodborne
Not strictly a horror game, its risk/reward mechanics can create some stressful moments—but more than that, Bloodborne is absolutely chock full of horror style. Werewolves, giant insects, and even eldritch horrors abound in a game that is just as horrifying as it is difficult. Arguably the best game in the Souls series, Bloodborne reinvents as much as refines the Souls series in a way that even Dark Souls 3 couldn’t completely match
– Antal
System Shock 2
When you think of evil video game AIs you might think of GLADoS, but the first think I think of is Shodan. While GLADoS had a sort of plucky wackiness to her evil, Shodan was ruthless and terrifying. Not satisfied with sending her zombified, mutated and cybernetically enhanced minions after you, Shodan also enjoys taunting you as you fight for your life, as seen in the above reveal rant from the original System Shock game. While the original System Shock is a cult classic that has been re-released over the years (with Nightdive Studios even working on a complete Unreal engine-based remake) I personally found System Shock 2 to be the scarier of the two, but they’re both great atmospheric games—and the spiritual predecessors to the Bioshock series.
-Antal
Screenshot: Bioshock
Bioshock
Going into Bioshock, I didn’t know what to expect. I’d picked up a PS3 a year or two after its initial release and was going back and trying to play the games I’d heard everyone raving about. I didn’t expect to be taken in by the game, but as soon as I emerged from that initial bathysphere ride into Rapture I was hooked. And scared. The lonely corridors paired with the cheerful 50’s dance classics set the mood perfectly, and it was all downhill from there, from the terrifying masks on the bunny splicers in their bloodied dresses to the Scripture quoting, hymn singing others gone mad and waiting to tear you apart. All this without even mentioning the terrifying stomping and hissing of Big Daddies lurking nearby, or the inherent scariness of the Little Sisters who accompanied them and their high-pitched shrieks. Bioshock had me so entirely immersed in its world that I still think of those frightening depths today. 
– Mariel
Screenshot: Raw Data
Raw Data
Raw Data is one of the few VR games that really manages to feel like a “full” game. It can also be really terrifying. Sure, we’ve seen a lot of horrible things in games, as evidenced by the stories you’ve read in this article so far alone. But when you’ve got the headset on and you’re in a dark laboratory corridor where there’s been a containment problem and robots in various stages of disrepair start attacking, it’s a whole new sort of fright. The worst ones for me were the ones that slowly slithered on the cold tile floor only to leap into your face at the last second. Even with weapons at the ready, I felt ill-prepared for their glowy red eyes and cold metallic skin so close to my face I could almost feel it.
-Mariel
Screenshot: Resident Evil 2
Resident Evil 2
One of the scariest moments I remember from a video game was in Resident Evil 2 for N64. One of the most memorable things about early Resident Evil games for me was simply opening doors. The creak of the door and the darkness inside served as a loading screen, but was also nerve wracking. Would something pop up? What was waiting for you in the next room? After playing through Resident Evil 1 and growing used to that loading screen, RE2 made it scary again. Opening doors was business as usual until one door opened to reveal a horde of zombies coming into your area.
– Matthew
Screenshot: Alien: Isolation
Alien: Isolation
When Alien: Isolation came out to rave reviews, I was super psyched to wash my mouth of the bitterness that was Aliens: Colonial Marines and finally embrace a truly good Alien game. And then it was so scary I couldn’t beat it. I played it for several hours, reveling in its retro-futurism and its recreation of a 1980s Alien world—one that believably sat between Alien and Aliens. But then I ran into that damned xenomorph, some primal childhood fear reared its head, and I was paralyzed. My mom used to warn me that watching the Alien franchise would scare me, but I certainly did not listen. After imagining there was a slickly oily, acid-blooded creature waiting to kill me with its razor claws and extending, stabby jaw for the majority of my life, facing a moving and thinking manifestation of my childhood fear was too much. I never beat Alien: Isolation—because it scared me too much. But I vow to return someday…just not today.
– Antal
We hope you’ve had fun with this list of our favorite scary game moments. If you’ve got your own favorite moments to add to this list, leave them in the comments!
Hi! If you made it down this far you must’ve liked what you’ve seen. If you did, consider donating to our Patreon. Your donations enable us to continue to provide this type of content and more. Check out our Patreon page at patreon.com/3CR. Thank you for your support!
Related
Categories: Game, Games & Tech, Round-Up
Tagged as: Alien: Isolation, Bioshock, Bloodborne, Dead Space, gaming, halloween, Layers of Fear, Penumbra: Overture, PlayStation, ps4, Raw Data, Resident Evil 2, scary gaming moments, shadow of the tomb raider, Steam, Subnautica, System Shock 2, The Evil Within, The Forest, Tomb Raider, Xbox, XBoxOne
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Source: https://thirdcoastreview.com/2018/10/29/eleven-scary-gaming-moments/
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weekegg2-blog · 5 years ago
Text
Thirteen of Third Coast’s Favorite Scary Gaming Moments
As Halloween weekend comes to a close, you might be feeling a bit of sadness at the prospect of all the spooky fun fading. Don’t fret though, because Halloween isn’t over yet, and neither is all the scary fun. Here at Third Coast, we’ve compiled a list of the scariest moments we’ve had playing video games, and we’re here to share them with you. So grab some Halloween candy and explore our favorite frightening game moments. Then, if you dare, scout the Halloween sales on Playstation, Xbox and Steam’s Halloween sale (starting today) and spend some time reliving the horrifying moments we mentioned. Third Coast gamers Antal Bokor, Marielle Shaw, James Brod, Matthew Bucher and Allison Manley share their favorite scares below.
Screenshot: Penumbra: Overture (via igdb.com)
Penumbra: Overture
I came across Penumbra a few years after it came out, and I’m not sure exactly what drew me towards it. It immediately gave me an eerie, found footage sort of vibe, like I discovered something forbidden, or even cursed. Penumbra’s inherent jankiness really helped drive that impression home, but if you’re willing to suffer through some clunkiness you’ll find a truly unsettling, extremely atmospheric and compelling game about a man trying to find his long-presumed dead father in a remote underground facility in northern Greenland. Brave creatures, fight your deteriorating psyche, solve physics-based puzzles, and uncover horrific mysteries. Developed by Frictional games, known for Amnesia and Soma, Penumbra is a survival/psychological horror that will haunt you.
-Antal
Screenshot: Tomb Raider III
Tomb Raider (Series)
I may have already mentioned I was hooked on Tomb Raider from the very first game, but what needs mentioning in a list of scary games is that there are some truly terrifying moments in those first three Tomb Raider games. Some are by design—like the incredibly creepy last two levels of the original game, where the walls pulse and strange aliens abound—but others happened more organically. I remember being engrossed in a complicated puzzle in the midst of a lush jungle in Tomb Raider III only to nearly die of a heart attack when a tiger would suddenly ambush me, destroying my moment of quiet contemplation. Perhaps the scariest thing I remember happening in any Tomb Raider game I’ve played though was during Tomb Raider III, when a giant Shiva statue came to life in what had previously been a peaceful puzzle room. The legacy continues, too, as Shadow of the Tomb Raider turned out to have some very frightening foes in the depths of its cave systems. 
– Mariel
Screenshot: Subnautica
Subnautica
Not a conventional horror game, Subnautica is perhaps the game that scared me the most on this entire list. When I reviewed it last year (link to review) I mentioned its scarier moments, and even after putting about fifty more hours into that game since I reviewed it and even knowing all of its secrets, I still feel uneasy in its depths. There’s an extremely primal fear throughout as you are introduced to an underwater food chain that places you somewhere in the middle. Star Trek-like technology helps surviving under the oceans possible, but not necessarily easy as uncovering its mysteries puts you closer to some of Subnautica’s more terrifying creatures and environments.
-Antal
Screenshot: Layers of Fear
Layers of Fear
Layers of Fear is great because it’s a first-person psychological horror game featuring classic works of art mixed with grotesque uses for body parts… but it’s also got a LOT of great jump scares. Throughout the game (set in an artists’ manor), a lot of the paranoia comes in constantly-shifting hallways, many of which have words written on the walls and over the doorways. In one of those hallways, the wall above the door says “DON’T LOOK BACK.” When you see that, you just have to turn around, right? Let’s just say that if you play the game, you probably don’t want to. Unless you want to change your pants.
-Allison
Screenshot: Dead Space
Dead Space
I’d heard of the Dead Space games for years, and I’d always been interested. Resident Evil 4 in space, and gorier? Sign me up. Let me tell you, I was not disappointed. Dead Space is a horror game for people who don’t like feeling completely defenseless, without sacrificing the teeth-grinding anxiety that horror games give you in spades. It has plenty of satisfying weaponry, which is perfect when you’re going up against some of the most disturbingly scary creatures in any horror game I’ve played, because when every enemy you face looks like it was ripped right out of The Thing (which is a must watch for horror movie fans), you know you’re going to have a bad time. All of this is brought together with a setting that feels like Alien but scarier makes Dead Space a must play for fans of the horror genre.
– James
Screenshot: The Evil Within
The Evil Within
Legendary director and developer Shinji Mikami, best known for his work with Capcom and the Resident Evil Series, helped not only create the modern survival horror genre—but he also helped redefine it with Resident Evil 4 in 2002. When Evil Within came out, I think people were expecting another genre defining game. Instead, we got a mind fuck that is worthy of cult status. Gritty and rough around the edges, Evil Within is like playing through a horror hodgepodge. Taking cues from Silent Hill and the Resident Evil series, The Evil Within plays like the nightmare you would have after binge playing as many games in those series as possible. With a story that jumps from setting to setting without much explanation (until the end), increase the sense of hopelessness. And if that wasn’t bad enough, even on “Normal” difficulty The Evil Within can be pretty difficult, and checkpoints can be pretty sparse adding another layer fear in the form of lost progress. The sequel (see our review here) is a lot more conventional to modern horror standards, and while it never felt as gritty as the original, is also worth a look.
-Antal
Screenshot: The Forest
The Forest
I went into The Forest preparing to be scared. I knew it was a sort of Descent-esque survival game, but I wasn’t prepared for just how much horror would be involved. Try as I might to convince myself that the terrifying mutations that exist in the forests where my plane crashed weren’t real, the sounds they made, the way they hunt in packs, and the particular combination of twisted body parts they’re made up of had me legitimately terrified for almost the entire first half of the game. Adding to the fright factor, the monsters’ attack patterns are erratic—sometimes they’ll charge straight for you in groups, but sometimes they’ll fake you out, letting out a crazy sort of laughing sound as they do. Once you start exploring the caves, you’ll find newer and deeper horrors, with bloody limbs you’ll need to brush past, empty camps where things went terribly wrong, and the knowledge that just around the next bend you may encounter something you can’t get out of. While I eventually conquered my paralyzing fear of The Forest’s citizens and was better able to face off with them, I still can’t shake that uneasy feeling every time I load back into the game. 
– Mariel
Screenshot: Bloodborne
Bloodborne
Not strictly a horror game, its risk/reward mechanics can create some stressful moments—but more than that, Bloodborne is absolutely chock full of horror style. Werewolves, giant insects, and even eldritch horrors abound in a game that is just as horrifying as it is difficult. Arguably the best game in the Souls series, Bloodborne reinvents as much as refines the Souls series in a way that even Dark Souls 3 couldn’t completely match
– Antal
System Shock 2
When you think of evil video game AIs you might think of GLADoS, but the first think I think of is Shodan. While GLADoS had a sort of plucky wackiness to her evil, Shodan was ruthless and terrifying. Not satisfied with sending her zombified, mutated and cybernetically enhanced minions after you, Shodan also enjoys taunting you as you fight for your life, as seen in the above reveal rant from the original System Shock game. While the original System Shock is a cult classic that has been re-released over the years (with Nightdive Studios even working on a complete Unreal engine-based remake) I personally found System Shock 2 to be the scarier of the two, but they’re both great atmospheric games—and the spiritual predecessors to the Bioshock series.
-Antal
Screenshot: Bioshock
Bioshock
Going into Bioshock, I didn’t know what to expect. I’d picked up a PS3 a year or two after its initial release and was going back and trying to play the games I’d heard everyone raving about. I didn’t expect to be taken in by the game, but as soon as I emerged from that initial bathysphere ride into Rapture I was hooked. And scared. The lonely corridors paired with the cheerful 50’s dance classics set the mood perfectly, and it was all downhill from there, from the terrifying masks on the bunny splicers in their bloodied dresses to the Scripture quoting, hymn singing others gone mad and waiting to tear you apart. All this without even mentioning the terrifying stomping and hissing of Big Daddies lurking nearby, or the inherent scariness of the Little Sisters who accompanied them and their high-pitched shrieks. Bioshock had me so entirely immersed in its world that I still think of those frightening depths today. 
– Mariel
Screenshot: Raw Data
Raw Data
Raw Data is one of the few VR games that really manages to feel like a “full” game. It can also be really terrifying. Sure, we’ve seen a lot of horrible things in games, as evidenced by the stories you’ve read in this article so far alone. But when you’ve got the headset on and you’re in a dark laboratory corridor where there’s been a containment problem and robots in various stages of disrepair start attacking, it’s a whole new sort of fright. The worst ones for me were the ones that slowly slithered on the cold tile floor only to leap into your face at the last second. Even with weapons at the ready, I felt ill-prepared for their glowy red eyes and cold metallic skin so close to my face I could almost feel it.
-Mariel
Screenshot: Resident Evil 2
Resident Evil 2
One of the scariest moments I remember from a video game was in Resident Evil 2 for N64. One of the most memorable things about early Resident Evil games for me was simply opening doors. The creak of the door and the darkness inside served as a loading screen, but was also nerve wracking. Would something pop up? What was waiting for you in the next room? After playing through Resident Evil 1 and growing used to that loading screen, RE2 made it scary again. Opening doors was business as usual until one door opened to reveal a horde of zombies coming into your area.
– Matthew
Screenshot: Alien: Isolation
Alien: Isolation
When Alien: Isolation came out to rave reviews, I was super psyched to wash my mouth of the bitterness that was Aliens: Colonial Marines and finally embrace a truly good Alien game. And then it was so scary I couldn’t beat it. I played it for several hours, reveling in its retro-futurism and its recreation of a 1980s Alien world—one that believably sat between Alien and Aliens. But then I ran into that damned xenomorph, some primal childhood fear reared its head, and I was paralyzed. My mom used to warn me that watching the Alien franchise would scare me, but I certainly did not listen. After imagining there was a slickly oily, acid-blooded creature waiting to kill me with its razor claws and extending, stabby jaw for the majority of my life, facing a moving and thinking manifestation of my childhood fear was too much. I never beat Alien: Isolation—because it scared me too much. But I vow to return someday…just not today.
– Antal
We hope you’ve had fun with this list of our favorite scary game moments. If you’ve got your own favorite moments to add to this list, leave them in the comments!
Hi! If you made it down this far you must’ve liked what you’ve seen. If you did, consider donating to our Patreon. Your donations enable us to continue to provide this type of content and more. Check out our Patreon page at patreon.com/3CR. Thank you for your support!
Related
Categories: Game, Games & Tech, Round-Up
Tagged as: Alien: Isolation, Bioshock, Bloodborne, Dead Space, gaming, halloween, Layers of Fear, Penumbra: Overture, PlayStation, ps4, Raw Data, Resident Evil 2, scary gaming moments, shadow of the tomb raider, Steam, Subnautica, System Shock 2, The Evil Within, The Forest, Tomb Raider, Xbox, XBoxOne
Source: https://thirdcoastreview.com/2018/10/29/eleven-scary-gaming-moments/
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thatcrazyfanfictionwriter · 7 years ago
Text
Secret of the Sewers: The Breakout
Professor Honeycutt paced around the room he'd been locked in, his face wracked with worry. Every so often, his eyes would glance over at the closed door, knowing full well there were at least two Triceratons guarding it. His eyes drifted from the door down to his metallic hands, knowing the secrets he's installed into them. Though he had been able to escape similar circumstances while the prisoner of Darius Dunn, he had been in familiar surroundings, and he had to only worry about himself. This time, he was in unfamiliar territory, and there wasn't a doubt in his mind that the Gamarons and their sister would be punished for his attempts.
He let out a sigh, sitting down on the cot and putting his head in his hands. All he could do was sit there and wait.
"I do hope you five are well." he said quietly.
...
Mealtime came around for Incarceron, and the motley group of six gathered around a single table in the back, the Hamato Siblings looking at the lump of brown mush that served as food.
"Umm, Mona Lisa?" Mikey questioned, poking the mush with his fork, "Are you sure we can actually eat this?"
"It is nutrients paste." Mona explained, eating her own paste. "A single portion provides you with all of the necessary sustenance for a full solar cycle of activity."
The five still looked at it skeptically, then Mikey scooped up a bit on his finger and licked it.
"Huh... Not that bad." he commented.
Eventually, the others were brave enough to give it a test, and then they two began eating it. As they chowed down, Leo spoke up.
"Mona Lisa, what can you tell us about how this place works?" He asked.
"What do you wish to know?" Mona replied, scooping up some more of the paste.
"I have the basic lay of our way out already planned." Donny explained. "However, without the inner workings of the prison, all my data is useless."
"I am afraid there's not much I can tell you." she replied, setting her fork down. "No prisoner has seen the outside of this cell block. Only the guards can travel through the outer halls."
"But how do the guards get in and out of the block?" Hisako wondered.
"Each guard has a special key card." Mona explained. "These cards allow them access all across the prison. However, they are rarely if ever in the block."
"So I guess what Rynokk said was true." Raph remarked. "They're just here to keep us in and clean up the blood."
"That is partially true." Mona agreed.
Raph glanced up in confusion.
"Partially?" he repeated.
"The guards will intervene in fights." she clarified. "Warden Tetrax talks a big game when he says that you will leave at the end of your sentence or in a body bag, but nobody wants to deal with dead prisoners."
"Then why didn't Tetris intervene when Rynokk and his buddies were beating the shell out of you?" Leo wondered.
"Because they only intervene during serious fights where someone gets injured to the point that they need medical attention." Mona explained.
As she said that, Raph glanced around the main area, his eyes catching sight of Rynokk and his buddies. He could feel an idea beginning to form, and a smirk playing on his face. He slipped away as the five continued talking.
"So that's the only way to get the guards in here..." Donny surmised. "And for our plan to succeed, we're going to need one of those cards."
"So we need to pick a fight, but a fight we know we can win." Hisako added.
"How the shell are we going to do that?" Mikey questioned.
Mona Lisa glanced over at where Raph had been sitting, noticing that he was gone. She looked around before finally catching sight of him approaching Rynokk's table.
"It would seem that Raphael is already working on that part of the plan."
She pointed towards the red turtle, the other four following her finger to where she was pointing. Their eyes went wide as Hisako immediately made a mental connection.
Raphael, no! She mentally hissed.
Raphael yes. Raph replied.
He came right up behind Rynokk, rearing his fist back before punching Rynokk in the back of the head with all is strength. The pink alien went face first into his nutrients paste, splattering it all across his respirator and all over the table. His cronies stifled a snicker, then they all began backing away slowly as Rynokk stood up. He turned towards Raph, glaring at the turtle.
"I hope for your sake that was an accident and you are about to beg for forgiveness." he snarled.
"Oh trust me, it wasn't an accident." Raph promised, putting on his cockiest grin and channeling every annoyance tactic he'd learned from Mikey. "That was just the precursor to a world of pain."
Rynokk snarled, leaning closer to Raph.
"You better apologize now, or-"
"Or what?" Raph interrupted, throwing his arms up. "You gonna sic your cronies on me?"
Rynokk went to say something, but Raph just went on.
"Ya know, I'm starting to think that there's a reason you let your cronies do all the dirty work." he ribbed. "I think that Rynokk is nothing but a big. Fat. Coward!"
By now, Raph had managed to gather a bit of a crowd, and from the many observation windows surrounding the block, the silhouettes of several guards could be seen.
"I bet that Rynokk wouldn't last five seconds in a fight against a real warrior!" Raph exclaimed. "He talks big, but the only thing scary about him is his body odor!"
Rynokk was done. He let out a loud screech, then went to punch at Raph. Raph just ducked out of the way, letting the big pink lummox stumble forward a bit.
"Awww, did I hurt widdle Rynokk's feelings?"
Rynokk recovered, then attempted a few more punches. With both his hands behind his back, Raph easily bobbed left and right, easily avoiding the blows. As this continued on, Hisako stood up and began cheering.
"Raph! Raph! Raph! Raph!"
After a second, Mikey joined her in her cheering, then Donny, then Leo. Soon, Mona Lisa was joining in on the cheering, and it spread from there, infecting all of the aliens watching until they were all cheering Raph's name. Rynokk's temperament did not improve. If anything it got worse.
"Here that, you overgrown pimple?" Raph taunted. "That's my name they're cheering. Not yours, mine. Guess these guys know who the real boss is."
Rynokk continued his futile attempts to hit Raph, then stopped, screaming in unadulterated rage.
"Stop screwing with me and actually fight!" he exclaimed.
"You sure you want that, Rynokk?" Raph questioned, his voice dripping with sarcasm.
"Shut you're Rakkin' gob and fight!"
With that, Rynokk charged towards Raph swinging a punch at him. Raph caught the punch and delivered one of his own to the face. Raph then unleashed one punch after another at Rynokk's face and chest, not giving the alien even a second to counter.
...
Up in the security room, several guards were watching the fight with great interest. A few were even making bets as to who the winner might be.
"Looks like someone's finally giving Rynokk a beat down." One of the guards commented.
"It's those Gamarons the Prime Leader sent us." another realized.
Warden Tetrax glanced at the screen as he stroked his chin in contemplation.
"These creatures are tougher than I anticipated." he remarked. "Perhaps even tough enough for the Games."
...
Back in the fight, Rynokk's respirator was showing some serious dents. He was stumbling around, holding his fists up in an attempt to defend himself. Raph breathed on his nails, shining them on his shirt before smirking.
"Had enough yet?" he questioned. "Cause I could do this all day."
Rynokk was breathing hard, but he ran at Raph with one last charge. Raph let him come, then jumped into the air. Before he even began his downward arc, Raph straightened his legs, coming in for a final blow at Rynokk's back. Both of his feet connected with the large alien's back, and you could almost see Rynokk's eyes bulge from the sudden attack. He fell on his stomach, groaning in pain as Raph gave a bow.
"And that's how you take down a prison boss." he declared.
As he said that, a shrill beep echoed through the block, then the Warden's voice came over an intercom system.
"Attention all prisoners, report to your designated sleeping areas immediately!" he ordered. "Failure to comply will result in any participating prisons being sent immediately to the Games!"
That's when guards began pouring into the block, causing all of the prisoners to scatter. Everyone immediately began scrambling towards the cells, tripping over one another to get moving. Raph jumped off of Rynokk, joining his brothers.
"Umm, what exactly are these games?" he asked. "And why is everyone so desperate to avoid them."
"Don't know, don't want to know." Leo answered. "We best get back to the cell now."
The five Hamato siblings raced up to the cell, vaulting over railing and even leapfrogging over other prisoners in a mad dash. When they finally reached the cell, the five of them leaned against the walls, breathing heavily and sliding to the floor.
"Well, we got what we wanted." Donny huffed. "So who grabbed the keycard?"
"Don't look at me." Hisako replied, holding up her empty hands. "I thought Leo grabbed it."
"And I though Donny grabbed it." Leo retorted.
"Well I didn't grab it." Donny snapped. "Mikey?"
"No, I thought Raph grabbed it." Mikey replied.
"I was busy fighting Rynokk, shell for brains." Raph exclaimed, face palming. "How could I possibly grab it?"
About that time, Mona Lisa came rolling into the cell seconds before the clear door slammed home. She paused for a moment to catch her breath, then smirked, unfolding her hand to reveal a keycard.
"I do believe we can cross the keycard off of our list." she declared.
Raph was grinning from ear to ear.
"Mona Lisa, I could kiss you!" he practically shouted.
Mona stared at Raph in surprise as the others began snickering. Mikey began making kissy faces, making fake mouths with his hands and smashing them together. Raph turned bright red, slowing lowering his face into his hands in shame.
"Guys, I think he's turning red!" Hisako snickered.
"Hard to tell through all the green." Mikey joked.
Raph muttered something unintelligible as Leo and Donny attempted to regain composure.
"Alright guys, we can poke fun at Raph later." Leo decided. "Mona's right though. We now have one less thing to worry about."
"Unfortunately, we still have an entire load of other problems to deal with." Donny added.
"The lockdown will remain in effect for another quigon." Mona informed them. "We should use this time to plan our next move."
"Good idea." Leo agreed, taking the key card from Lisa. "While we may have the card, it's going to be difficult to use it with guards watching our every move."
"We're going to need a distraction, and a big one." Donny suggested.
"And sicing Raph on more helpless prisoners isn't gonna cut it." Mikey added. "Those dudes didn't even come inside until AFTER the fight was done."
"We're going to need something bigger." Hisako rationalized. "Something to draw attention away from our escape attempt."
They all thought for a minute, then Raph finally spoke up again.
"How about a prison riot?" he asked.
Mona Lisa looked over at him, then smiled and nodded.
"That could work." she told him. "If we manage to get all of the prisoners to participate, it will force Warden Tetrax to send in all of his guards to deal with them."
"And in the resulting chaos, we can use the keycard to slip out." Donny added.
"But here's the million dollar question." Hisako reminded them. "How the shell are we going to organize a riot? I'm pretty sure Rynokk's cronies are probably gonna try and sabotage us."
"We'll have to worry about that once the lockdown ends." Leo decided. "But right now, let's just get some rest. Something tells me we're going to need it."
"Leonardo is right." Mona Lisa agreed. "This may be our one chance to sleep without the need for someone to keep watch."
With no more words needed, the turtles cozied up to one another, Hisako wedging herself into the center of the turtle pile. Within seconds, the five of them were out. Mona Lisa smiled softly at this, she curled up herself, joining her allies in sleep.
...
Prime Leader Zanramon sat down in the communication center of his palace, placing a call to Incarceron. Within a few trigons, the large communication screen came up, revealing the face of Warden Tetrax.
"Prime Leader." He greeted, saluting.
"Tetrax, I received a report that you initiated a lockdown." he declared, lacing his claws together in a sign of dissatisfaction. "Is there something I should know?"
"It was merely a precaution." Tetrax assured the Prime Leader, confidence practically oozing off his frame. "One of the Gamarons you sent me initiated a fight with Rynokk."
Zanramon snorted at the thought.
"No doubt he was reduced to little more than a green smear on the walls of the prison." he chuckled.
"No sir." Tetrax replied. "Actually, Rynokk wasn't even able to lay a single appendage on the Gamaron."
This made Zanramon pause. Rynokk was a well-known brawler, and had been the leader of a notorious group of space pirates before he had been captured. He'd seized control of the prison within the first Nexton of his sentence, and had gotten many of the strongest prisoners under his influence. And yet, a single Gamaron had taken him down.
"This is troubling news." He remarked. "You were wise to initiate the lockdown."
"Thank you Prime Leader."
"Keep an eye on the Gamarons." he ordered. "And keep me informed if anything out of the ordinary occurs."
"As you command."
Tetrax cut the communication, leaving Zanramon alone. He thought back to the Gamaron's threats, and their promise to handle whatever he threw at them. He'd brushed it off as being nothing more than an attempt to bolster the Fugitoid's confidence, but now he was beginning to think that they had meant every word.
...
The sound of the pneumatic locks to the cell door opening cause Hisako to bolt awake. She sat up, almost instinctively eying the door. Her brothers were awoken as well, feeling their sister's urgency. Mona Lisa awoke as well, immediately taking note of Hisako's frightened demeanor and pale complexion.
"Hisako, are we under attack?" she questioned.
Hisako shook her head, taking a deep breath in order to calm herself.
"Sorry..." she muttered, "I half expected... Him... to walk through the door."
The turtles instinctively pulled their sister closer, hugging her tightly and reassuringly. Mona Lisa noted this, looking at her allies in confusion and sympathy.
"Who is it she speaks of?" she asked.
"A person that we don't talk about." Raph explained. "You'll never meet him, so don't worry about it."
"Yeah." Leo agreed, his eyes catching sight of a few shadows approaching the door of their cell. "Something tells me we've got bigger things to worry about."
Everyone turned to see a few of Rynokk's cronies approaching the cell. The turtles all rose to their feet, Mona Lisa and Hisako doing the same. Raph moved to the front of the group, getting between the others and Rynokk's goons.
"You jokers come for a rematch?" he asked, getting into a defensive stance.
The aliens all immediately raised their appendages in pacifying gestures.
"Easy Gamaron." one hissed. "We're not here to fight."
"Far from it." another one added. "We're here to thank you."
This made all six of them blink in confusion. Raph lowered his stance, which prompted the aliens to lower their appendages.
"We've tried standing up to Rynokk before, and he's always pounded us into the floor." the first alien explained. "You're the first being in this rakkan hellhole that actually beat him."
"If you need or want anything at all, just ask." a third alien piped up. "We owe you that much."
Raph mulled that over, then a cocky grin plastered itself on his face.
"As it just so happens, there is something you guys could help me with."
He gestured for them to come closer and he began to whisper.
"My friends and I are thinking of starting a riot." he explained in a hushed tone. "We could use your help to spread the word and make sure everyone gets involved."
The aliens were all nodding enthusiastically, the idea of a prison riot making all of them eager for a fight.
"However, you got to wait for our signal." Raph insisted. "You go off too quickly, and the entire thing is moot."
"Don't worry Gamaron." The first alien insisted. "We've got this."
The aliens spread out to do what they'd been told, leaving the Hamato siblings and Mona Lisa to themselves.
"And that's two problems solved with one fight." Raph declared, his cocky grin becoming even more so. "You guys really need to step it up."
The turtles and Hisako just chuckled, clapping and patting their brother on the shell.
"So far everything has worked out, but we've seen how quickly Tetris can reclaim order down here." Donny reminded him. "If we want this to work, we need to take that power away from him."
"The intercom system." Mikey remembered. "I bet if we take that out, then old Tetris won't be able to call in the cavalry."
"It's Tetrax, why do you insist on getting his name wrong?" Mona Lisa questioned.
"Because it probably pisses him off, and I find that extremely satisfying." Mikey answered.
Lisa gave a nod of understanding, then returned to the matter at hand.
"The warden's name aside, Michelangelo is right." Mona Lisa agreed. "The key to any successful mission is cutting off communication."
"Maybe one of us can use the keycard to access the security room." Hisako suggested. "No doubt that's where the intercom is. We can commandeer it and use it to give a signal to Raph's new best friends."
Leo took the card out from where he'd hidden it, handing it to Hisako.
"That should probably be you then." he told her. "Out of all of us, you're the smallest, and no doubt have the best chance of actually finding the security room."
Hisako nodded, taking the keycard and sliding it onto the hem of her pants.
"So when do we do this?" she asked.
"Tonight." Leo declared.
...
When the lights shut off all throughout the prison, the Hamato siblings assumed that it was lights out. Hisako and her brothers exchanged knowing glances, then they all shared a nod. Hisako slipped out of the cell, grateful that the prison didn't seem to care about locking them in unless it was a lockdown. She jumped down to the first level, immediately rolling under a table for a second in case one of the cameras caught her jump.
After a few moments, nothing happened, so Hisako emerged from under the table. She approached the large door that she and her brothers had been forced through when they first arrived, her eyes immediately hitting the card swiper right by the door.
"Let's hope this works." she muttered.
She swiped the card, then the doors hissed open. Hisako wasted no time running through, ducking for cover as they closed behind her. She leaned against the wall, then closed her eyes, trying to listen for any guards. Though her physical senses picked up nothing, she did manage to catch a few stray thoughts from a pair of guards not far from her. She opened her eyes, then made her way towards the security room. She leaned against the door, placing her ear against the metal.
"I'm telling you Raz, the orange Gamaron had this in his pocket." one of the guards commented. "It has to be important."
"It's a primitive piece of technology that the creature probably picked up from a street vendor back on Dhoonib." the second guard, Raz, retorted. "Now put it back Zed."
Hisako slid the keycard, opening the door to reveal the two guards arguing over Mikey's shell cell. They had their backs to the door and didn't seem to notice her enter, too caught up in their argument.
"I'm just not sure you're right about it being useless." Zed argued. "He seemed rather adamant that I be careful with it. Perhaps it's some kind of weapon?"
"Knowing Donatello, it might be." Hisako remarked.
Both Raz and Zed turned just in time for Hisako to split kick them both, knocking them unconscious. Mikey's shell cell went flying into the air before Hisako snagged it. She turned it on and opened up a single app, her smile growing.
"This is gonna be good."
...
Back in the main prison block, the intercom system let out a shrill beep, one that roused all the prisoners from their sleep. However, the voice over the intercom got all the guards riled up as well.
"Hello? Is this thing on? Testing. Testing."
The prisoners were beginning to emerge from their cells, realizing that this was the signal they'd been waiting for.
"Hello Incarceron!" Hisako called over the intercom, putting on her best Radio Host voice. "This is Hamato Hisako, coming to you live from the security room, and I have got quite the treat for my fellow inmates. My brother Michelangelo managed to hold onto his cellphone before we got arrested, and he has access to a plethora of well-known tunes from my planet of Earth."
Mikey was beaming from ear to ear.
"She gave me a shout out!" he squeed.
"I think I have the perfect song to start off this prison riot, a classic done by the king of Rock and Roll himself! Give it up for Elvis Presley's Jailhouse Rock!"
A second later, the ever familiar beat of the classic song began to echo through the speakers. About the same time, the doors opened to allow the guards into the facility. By the time the first line of the song had been sung, prisoners were engaging guards in an all-out brawl. Raph popped his neck, then leapt into the fray, unable to pass up a good fight.
...
Up in the security room, Hisako looked at the camera feeds with a large smile. Everything seemed to be going just as they'd planned. She ripped off a piece of her shirt, tying Mikey's shell cell to the intercom before stashing it in a compartment. As she did so, she caught a glimpse of several guards making their way towards the security room.
"About time." she said with a grin.
...
Outside, several Triceraton guards aimed their weapons at the door. One leaned forward, swiping his card so the door would open. The second it opened, all of the guards let loose a barrage of laser fire, practically annihilating several of the security cameras, as well as the pair of chairs. After about a minute, they all stopped firing, taking a look around the destroyed room. There only appeared to be two occupants, the two guards that had initially been on duty. Thankfully, they were both on the floor unconscious, so had been left unharmed by the laser fire.
"Where'd the humanoid go?" One of the guards questioned.
As they scanned the room, Hisako watched them from above, having found a way onto the ceiling and was currently hanging there. Once the last one entered the room, she dropped down behind him, nerve jabbing him in the neck. The guy went down with a thud, drawing the attention of the other guards.
"It's the humanoid!" one shouted. "Open fire!"
They all began attacking, attempting to shoot Hisako down. However, she quickly dove for cover in a small closet, slamming the button to close the door. The gunfire was beginning to heat up the metal door as Hisako leaned against it.
"That was probably not my brightest idea." she muttered.
As she took a deep breath, her foot connected with a broom leaning against the wall, making it connect with her head. She yelped in surprise, grabbing the broom. She was about to push it off, then she paused.
"Well, it's no tessen, but beggars can't be choosers."
She grasped the broom, then opened the door again. The second it opened, she slid under one of the Triceratons, using the broom to trip him up. She then jumped to her feet, spinning the broom like a Bo staff and getting into a fighting stance.
"Bring it on, Dino-breath!" she exclaimed.
...
In the cell block, the main area had been reduced to a warzone. Triceratons and prisoners alike were everywhere, most still fighting tooth, nail, and claw while a few had been knocked unconscious. The turtles and Mona Lisa were all right in the middle of it all, forming a shell to shell circle in order to protect themselves.
"You know, I'm starting to think this may not have been such a good plan!" Donny noted as he kicked a Triceraton in the face.
"You kidding?" Raph exclaimed, punching two Triceratons simultaneously while grinning like a maniac. "I haven't had this much fun since that bar fight!"
"We need to make for the exit!" Mona Lisa exclaimed, dodging a bout of laser fire before tail whipping the shooter.
"Without Hisako, we don't stand a chance!" Leo replied. "She's got our keycard!"
"Then where is she?!" Mikey screamed.
About that time, Hisako came running up to them, a couple brooms in her hand as she swung them like bats, knocking a few guards aside.
"Sorry I'm late." she apologized. "But I found us some makeshift weapons."
She doled out the brooms so each of her brothers had one.
"They're no ninja weapons, but they're better than nothing." she admitted.
"Remember what Master Splinter taught us." Leo replied. "In the hands of a ninja master, anything can be a weapon."
Now armed, the Hamato siblings scattered. Donny had the easiest time adjusting to the broom since it worked similarly to his staff. He spun it around for a bit before smacking it across the face of a Triceraton guard several times. He then swung the broom at his feet knocking him down to the ground.
Raph charged at the Triceraton, holding his broom like a battering ram with the broom end out. The Triceraton grabbed the end of the broom and picked him up, bringing him up to eye level. Raph then kicked the Triceraton in the face repeatedly. One last kick knocked the Triceraton to the ground as Raph back flipped onto the ground.
"Now that felt good." he muttered to himself.
Leo planted the broom on the ground, running forward and using it to trip up his enemies. Once they were down, he twisted the broom, using the side to clock the unfortunate Triceraton on the side of the head. He might as well have hit the guy with a bat because he was out in an instant.
Mikey meanwhile, was snapping the handle of his broom in the face of a Triceraton.
"A little to the right, a little to the left, one more time, a little bit more like that."
He punctuated each direction with a snap of the handle, forcing the Triceraton into the position he wanted. Finally, he was right where the orange turtle wanted him.
"And... stop." He declared. "Perfect."
Hisako swung her broom with all her strength, connecting with the side of the Triceratons head. He fell hard as Hisako grinned at her brother.
"You're a natural, sis." he told her, holding out a fist.
"Thanks, bro." she replied, fist bumping him.
Lisa came up behind a Triceraton, latching onto his back and pounding on his head. He attempted to shake her off, but found the action impossible. Raph watched her fighting, unable to keep a lovesick puppy dog grin off his face. One Triceraton attempted to take advantage of his daze, only to receive a rabbit punch to the face from the red turtle, who didn't even bother looking back. Once Mona Lisa had dispatched her Triceraton, she turned to the Hamato Siblings.
"We have wasted enough time here." she declared. "If we are to make our escape, we must act now."
"You heard Lisa, let's book!" Leo shouted.
They all ran for the exit, occasionally bashing guards aside as they got to the door. Hisako wasted no time swiping the card, the six of them pouring through the door before it even opened all the way.
"Donny, which way to the hangar bay?" Hisako questioned.
"Turn right at the next intersection." Donny answered. "Then a sharp left, and we should be at the doors of the hanger."
The six ran at top speeds, even sliding slightly as they took the two necessary turns. Once they reached the door, Hisako swiped the card again. They prepared to charge through the doors, but were met by Warden Tetrax standing in their way, an entire army of armed guards behind him. He gave a slow clap, a smug smile on his face.
"Congratulations." he told them. "This is the farthest any escape attempt has ever gotten."
"We aim to please." Raph remarked.
"Let us pass Tetris!" Mikey demanded.
Tetrax's face faltered slightly as his eye twitched.
"That's Warden Tetrax to you, Gamaron." he snarled. "And what makes you think I'll listen to a single word you say?"
Mona Lisa stepped forward, punching her palm.
"I will handle this, Gamarons." she whispered to them. "You five make for one of the shuttles. I will be right behind you."
"Lisa, you're outnumbered 200 to 1." Donny calculated. "The chances of you succeeding are-"
"Do not tell me the odds, Donatello." she interrupted. "Just go!"
She charged at Tetrax, tackling the Warden to the ground. The guards were shocked by the sudden movement, which gave the Hamato Siblings the opening they needed.
"Now's our chance, let's go!" Leo ordered.
The Hamato Siblings made a beeline towards the first shuttle they laid their eyes on. They were about halfway up the gangplank before laser fire echoed through the hangar. Raph's blood ran cold when he heard a pained scream come from Mona Lisa. The world seemed to slow down as he looked back. He saw Mona Lisa fall to the ground, where she was immediately dogpiled by a dozen or so guards.
"Mona Lisa!" he shrieked.
Hisako felt what he was about to do and her eyes went wide.
"Raph! Stop!"
But he didn't. Gripping his broom so tightly his knuckles turned light green, he ran at the Triceratons, screaming with every step.
"What's that shell-head doing?!" Donny shouted.
"He's ruining the plan!" Hisako snapped.
"Leo, what do we do?!" Mikey questioned.
By now, Raph was swinging his broom like a madman, the sides connecting with faces, abdomens, and even between a few legs. However, the guards were closing in fast and it was clear that he would soon be overwhelmed.
"We have to help him, now!" Leo decided.
They all ran to join their brother, hoping to even the odds in their favor. Unfortunately, even with all five of them there, they were all exhausted from their previous bouts, and there were just too many of them. Within a few minutes, they had been stripped of their brooms and were all lying on the ground in a groaning, unconscious heap.
"Like I told you before, off worlders..." Tetrax said to their unconscious bodies. "Nobody leaves this prison unless their sentence is up, or they're dead."
A guard came up to Tetrax, giving a salute.
"We've managed to subdue the riot sir." he declared. "We'll have the prisoners locked down in a matter of trigons."
"See that you do." Tetrax replied. "And somebody get me in contact with the Prime Leader."
...
Zanramon was fast asleep in his royal chambers when the call came in. When he heard the constant beeping noise letting him know the call was waiting, he let out an audible growl. He sat up, shuffling over to the communication array and turning it on.
"I do hope that this call is important." He snarled in barely concealed annoyance and rage. "Because if it is not, you will find yourself either on the next transport to the Klackspire mines, or the next featured attraction in the games!"
"I am sorry to wake you, Prime Leader." Warden Tetrax apologized. "However, you did ask me to inform you if anything out of the ordinary happened."
Zanramon paused, now honestly intrigued. He didn't even need to ask before Tetrax explained.
"The Gamarons and their humanoid ally seem to have formed an alliance with the Salamandarian Y'Gythgba, and they organized a riot in order to make an escape."
"WHAT?!" Zanramon exclaimed.
"Fear not, Prime Leader." Tetrax assured him. "We have successfully contained the riot, and the six would-be escape artists are back in custody."
Zanramon let out a sigh of relief. It seemed that his earlier assessment of the off worlders' promises was correct. They were indeed much stronger than he had originally anticipated. They would have to be dealt with, and Zanramon already knew the perfect way to do it.
"What are your orders sir?"
Zanramon smiled.
"Send them all to the Games."
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