More_Badass
Member
"It wasn't scary" is a common criticism you see when anything horror is discussed (cough The Witch cough), and I think over the years, I've come to see that kind of assessment as odd. It seems to imply that if a movie or work isn't actively scaring you, making you feel fear, than it's a failure in the horror department. Maybe it's not even horror.
Although when I hear criticism like that, I tend to envision their definition of "scary" as said work making them react like this during it
But I feel like the idea that something horror has to scare you to be considered as such to be pretty narrow. Especially when you consider that a veteran of the genre and subgenres has probably seen dozens or hundreds of takes on various genres, and thus the mechanisms of those genres have probably long been acclimated to.
But horror can unsettle and disturb, make you feel uncomfortable and tense. Personally I don't think those are the kinds of reactions that are usually associated with the "it wasn't scary, it wasn't actually horror" criticism. To be fair, it's way easier to startle with a quick scare than it is to create an atmosphere of dread, so I can see why the former has been so closely linked with what a work of horror is supposed to be do
I always view it as two veins of horror, that a work can try and scare you or it can make you feel scared for the characters. The former is usually replete with startles and jump scares, since the work is trying to be a digital/film haunted house: creepy stuff and scares. Most modern horror movies, Five Nights At Freddy, and so on.
And the latter is stuff like The Exorcist, The Shining, The Witch, games like Inside, Stasis, etc., where the horror comes the atmosphere, the settings, the imagery, the situations in which characters find themselves, the implications of the narrative, that don't have you cowering from the screen but feeling dread and tension due to what's happening onscreen and in reaction to what's happening to the characters.
A character entering a dimly lit basement and slowly moving a flashlight. only for something to lunge into frame, is the former. Slowly moving a flashlight to reveal some grotesque tableau that makes you and the character react in despair is the latter.
Books are pretty much always the latter, since they need to rely on words and mental imagery to create a sense of tension and dread. And games can be pretty varied in that regard. Soma has its jump scares and can make you nervous about entering the dark depths, but also offers a lot of haunting imagery and story beats that linger in your head to complement the more visceral horror.
Although when I hear criticism like that, I tend to envision their definition of "scary" as said work making them react like this during it

But I feel like the idea that something horror has to scare you to be considered as such to be pretty narrow. Especially when you consider that a veteran of the genre and subgenres has probably seen dozens or hundreds of takes on various genres, and thus the mechanisms of those genres have probably long been acclimated to.
But horror can unsettle and disturb, make you feel uncomfortable and tense. Personally I don't think those are the kinds of reactions that are usually associated with the "it wasn't scary, it wasn't actually horror" criticism. To be fair, it's way easier to startle with a quick scare than it is to create an atmosphere of dread, so I can see why the former has been so closely linked with what a work of horror is supposed to be do
I always view it as two veins of horror, that a work can try and scare you or it can make you feel scared for the characters. The former is usually replete with startles and jump scares, since the work is trying to be a digital/film haunted house: creepy stuff and scares. Most modern horror movies, Five Nights At Freddy, and so on.
And the latter is stuff like The Exorcist, The Shining, The Witch, games like Inside, Stasis, etc., where the horror comes the atmosphere, the settings, the imagery, the situations in which characters find themselves, the implications of the narrative, that don't have you cowering from the screen but feeling dread and tension due to what's happening onscreen and in reaction to what's happening to the characters.
A character entering a dimly lit basement and slowly moving a flashlight. only for something to lunge into frame, is the former. Slowly moving a flashlight to reveal some grotesque tableau that makes you and the character react in despair is the latter.
Books are pretty much always the latter, since they need to rely on words and mental imagery to create a sense of tension and dread. And games can be pretty varied in that regard. Soma has its jump scares and can make you nervous about entering the dark depths, but also offers a lot of haunting imagery and story beats that linger in your head to complement the more visceral horror.