i was going to just comment on joe's post (good as always) but as usual when a comment gets past three paragraphs, i became filled with doubt before i finished it and investigated and discovered my convictions were false
minor F.E.A.R. spoilers below
i played fear when it wasn't yet over a decade old and it was the best horror game i'd ever played in my life. it did things that we didn't know were possible in games yet and nobody talked about it and i didn't understand why. if joe's right that people talk shit on this game i don't know why. it was a masterpiece and while i don't know if it holds up, there was nothing to complain about when it was new.
my comment was about the best scare in any horror game in history. and i'm talking about forwards and back because nobody is going to outdo this, or at least that's what i remembered. here is my memory of the scare
in the middle of the game, you're getting onto a ladder, like you've done 3,000 times already. this is a "you can see your feet" type of game (one of the sole two genres of FPS) so you have to animation-priority your way onto it. you press E, and your character puts their foot on the top rung, and the camera swings around in the standard getting-onto-a-ladder animation you've seen dozens of times already, which happens to end with your field of view below the level of the floor you were just on.
2/3 into the animation, as your character is past the point of no return and has to finish getting onto this ladder if you don't want to plummet to the floor, your camera sweeps across alma standing six inches away from you directly at the top of the ladder. but the animation is locked in, and just continues past her as you settle, and ends with her out of your field of view. by the time you can look up or climb up, it's been a quarter second; you know she won't be there. you still check, though, and you're still freaked the fuck out when she isn't there.
i remember being absolutely floored by this scene. turns out it didn't happen at all like that.
https://www.youtube.com/watch?v=Fo7HA7Y89XI
yes, you animation-priority your way onto the ladder, but it's much faster and clunkier than i recall. when the animation ends, you're just staring at alma, standing dead still. she then begins to dissolve. here, in 2023, this has no punch whatsoever. she just... stands there and melts?? i am laughing, almost. what? i was scared by this?
well.
in 2006 or whatever when i first played this, i had never played an FPS with animation priority motion. i was used to half life, etc. where ladders were basically magnets that your character could slide up and down on. you couldn't see your hands or feet, so you couldn't see them reach out and touch things. you were not a person, you were a camera equipped with v_ models
fear felt so organic, so real, so heavy. i had learned, by this point in the game, that i could not get off a ladder without waiting through the animation. i knew that i was glued to that ladder as soon as i was on it, and it made me uncomfortable. i actively felt less safe and in control because i couldn't do absurd "air control" quake bullshit in this game. i liked that, a lot, i liked that my character had weight and physics and couldn't do a zero-zero jump six feet straight up and eight feet to the side off of a ladder.
but that was so novel that it made me actually feel even more constrained than i really was. i am positive that, at the time, i believed this scene played out exactly the way I said above, and that's because i was so scared of the way the game had manipulated me, had made me take an action that made me vulnerable which i had internalized up to that point as perfectly safe, that I saw things that didn't exist.
i told myself that getting onto a ladder was safe. more specifically, i told myself that turning my back to a place i'd already looked at was safe, because in 2005, videogames didn't know which direction you were looking.
in 2005 i had never seen an FPS that changed the world state or triggered script actions based on whether you were looking in a particular direction. this is of course very easy nowadays - it was easy then, too, but i had never seen it and i don't think it was common.
but even moreso, getting onto a ladder in a half life era game wasn't an event. no game, to that point, had ever changed the world state based on your being on a ladder, because that wasn't an action. you didn't press a button to climb onto a ladder, it was a movement state, you could enter and exit "being on a ladder" by moving one pixel left and right, to contact or not contact it.
fear, however, made it a specific action which you had to commit to, an Event, a little micro cutscene you had to watch, and that threw me off so hard. i had accepted "this game uses an animation to put you on ladders," sure, but it had never occurred to me that that meant that the game was taking over my body when i clambered onto one, and what the implications of that were.
see, in all other FPSes, you couldn't do something like make an object appear behind the player, because game scripts couldn't seem to make anything happen at a resolution finer than a couple seconds. if clive barker undying wanted demons to spawn, they just kind of popped into existence and hung out for a couple seconds before doing anything. that, plus the seeming inability to tell where the player was looking that i had observed, plus the fact that this was a PC game, where the player could survey their entire surroundings by just whipping the mouse half an inch to the side on their desk, meant that i had simply never conceived of it being possible to introduce an NPC to the world without them either running in from another room, or spawning in full view of the player.
i had been subconsciously scared when fear took my instant mouse control away for those brief moments when clambering onto ladders. it had bothered me that i didn't get to choose where i was looking, so i couldn't survey my surroundings for attackers, but it didn't click that this unsettled me until i climbed onto that ladder and was stuck, mid-animation, staring at alma.
the reason i remember this being so slow and deliberate is because i was genuinely panicking, so time perceptually slowed down. the reason i don't remember her being visible at the end of the animation is because my animal brain said "welp, we just got eaten by a Predator i guess" and shut off my hippocampus in order to move my consciousness to the Penalty Box to watch my fuckup on looping Instant Replay
game of the year