They also rely on the unknown. In many such stories, like in 'The Evil Within', you don't know what kind of monster or danger lurks around the corner. This uncertainty builds dread. The game designers might use things like dim lighting and strange sounds to enhance this feeling. It's like when you hear a creaking sound in a dark hallway in the game, and you don't know if it's just the wind or a malevolent spirit. You are constantly on edge, which is the essence of the horror in dread game stories.
The powerlessness of the protagonist is another factor. In games such as 'Resident Evil 7', the player character is often outmatched by the enemies. You can't just easily fight off the threats. You might be trapped in a dilapidated house with limited resources and surrounded by mutated creatures. This feeling of being helpless in the face of danger is what makes dread game stories so horrifying.
Dread game stories often use a sense of isolation. For example, in 'Alien: Isolation', the main character is alone on a spaceship with a deadly alien. The loneliness makes every noise and movement more terrifying.
Another way is through the use of powerful and malevolent entities. In DND horror stories, there might be a powerful demon or ancient evil. These entities are often described as being almost invincible and having cruel intentions. Their mere presence, even if not directly encountered, can make players feel dread. For instance, the group might find signs of the demon's passage, like burned earth and dead animals, and know that it could be nearby. And if they do encounter it, the fight is often hopeless, adding to the sense of dread.
By using lighting. Dim lights or sudden flashes can be scary. For example, in a haunted house level, a single flickering bulb in a long corridor makes you feel on edge.
One way is through isolation. In many science fiction horror stories like 'Alien', the characters are in a spaceship or a far - off place. They are cut off from help. This isolation amplifies the fear. Another factor is the idea of things that are out of our control. If a scientific experiment creates a monster or a virus that spreads uncontrollably as in 'I Am Legend', it makes us feel helpless and thus creates dread.
Historical horror fiction often uses the unfamiliarity of the past. The settings, which are different from our modern world, can be very spooky. For example, old castles or abandoned asylums in historical periods. It also uses the beliefs and superstitions of the past. If a story is set in a time when people believed in witches, it can play on those fears. The limited knowledge of the past, like in medicine or science, can also create dread. People couldn't explain certain things, and that mystery is used to build horror.
The Sandman can be described in a really creepy way. For example, if he has long, spindly fingers that he uses to sprinkle sand into people's eyes to make them sleep. The idea of losing control while sleeping is also scary. And if the story has a lot of foreshadowing about the Sandman's arrival, like strange noises or omens before he shows up, it creates dread.
They use the unknown. For example, in 'Slenderman' games, the faceless figure is always lurking in the shadows. You don't know when or where he'll appear. This element of unpredictability creates fear. Also, disturbing visuals like the carved - up face of 'Jeff the Killer' are shocking and stay in your mind, making you feel uneasy.
A Candy Pose Horror Story can create a sense of dread through the use of atmosphere. For instance, if the story is set in a dimly - lit, foggy environment where the figure in the candy pose is barely visible. The uncertainty of what the pose actually means and what might happen next builds dread.
Use dark and foreboding language. For instance, 'The night was thick and suffocating, as if it were a living entity slowly squeezing the life out of the world.'
The sense of helplessness is a big factor. In many SCP stories, the characters, whether they are the Foundation personnel or the victims, are often in a situation where they have very little control. Take SCP - 999, which seems harmless at first but can cause extreme emotional distress if not handled properly. And there's no easy way to completely stop it from affecting people once it starts.
Sixpence Horror Stories also create horror through their settings. Dark forests, abandoned asylums, and old cemeteries are common settings that immediately give off a spooky vibe. The detailed descriptions of these places, like the overgrown weeds in the cemetery or the creaking floors in the asylum, enhance the sense of horror.