Showing all 44 replies.
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>>5131378
it looks prety cool, looks to be an alien isolation meets jurassic park but actual good and accurate designs. Pretty based for having allosaurus and quetzal as the main big predators.
Im optmistic, the reaction on /v/ was pure cancer as expected.
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>>5131402
Birds were very scary for most of our primate lineage, it was when we evolved to homos that we stopped being hunted by eagles but some people I have met legit feel afraid of staying near birds of prey when close to then, probably from our species councious leftovers like being afraid of snakes, spider and pointy teeth.
Besides have you seen a chicken kills rats, its like the most brutal shit ever. Make big cats look like merciful killers by comparison.
Now imagine an feathered yutyranus grabbing your leg with its mouth, shaking you violently, your torso and head hitting the ground until it manages to rip your leg off, then it put his one leg on your torso, putting one tonne if pressure on your belly, making you shit your intestines out and puke blood. The yutirannus eating you chunk by chunk, until it can full swallow you and gulp, with its face and neck feathers all soaked in blood. That's how mouse dies to chicken, just that you are the rat being eaten by overgrown chicken with teeth
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>>5131569
Animals are scary because of their actions, not appearance. You don't look at a stock google image of a lion and think "gosh that gives me shudders!" even if our ancestors were being eaten by lions thousands of years ago. Actual context is needed, which is why stuff like the bear attack in Revenant or Jaws works. Most people trying to push "Accurate dino horror" will just draw something like pic related and expect it to make people shit their pants. (Or do some analog horror creepypasta thing) Which doesn't work because it's trying to do appearance based horror with a regular animal. An animal is never going to match the Xenomorph, Jason Voorhees or any other fictional horror monster in giving you goosebumps with sheer appearance alone. You actually seem to already get what I mean based on your description of a Yutyrannus attack. I'm just hoping the game can pull that off. It should be way easier to do in a game where the player is forced to be a part of the scene, but you never know, people can be surprisingly good at fucking up something handed to them on a silver platter.
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>>5131573
True, I do now get it what you are saying. And for real animals don't give dread like a serial killer or an alien give it to us.
But I would also say if there was like an type of real existent animal to be the closest thing to give fear to your bones, in my opinion, would be a theropod.
Like if a saw a big cat, bear or a shark I wouldn't shit my pants but of course still be afraid. Maybe because im familiar about then and know there are ways to circumvent then knowing their behavior, even if leads to my inevitable death.
But in a scenario meeting like an allosaur with no guns, wtf would I do?! It's impossible to intimidate it, pretend to be dead is guaranteed death, there is no punch in the snoot so it goes away, I'm just the right size of its prey and have zero knowledge of its actual behavior. And also im going to be eaten alive violently.
Because we don't know how an actual theropod behaves, there still like an mysterious and brutal violence to them that would make me, seeing one in front of me, absolutely shit my pants. But hey that's me and I still agree that animals and including dinosaurs dont give any type of dread or fear normally.
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>>5131402
I think the devs know better simply by the juxtaposition of the kid's dialogue with the snippet of gameplay we see.
>I liked the... Allosaur. He's big and loud!
>Actual Allosaurus is 100% silent as it notices the player and slowly approaches
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The Lost Wild' director Gary Napper shares new details about the game
>"From the outset, our goal has been to create a world where dinosaurs are not framed as monsters, but as believable animals. They exist within the world with their own instincts, behaviors, and drives. This shift in perspective fundamentally changes the player’s role. You are not the dominant force, the hero or the conqueror, you are the outsider, vulnerable and exposed, trying to navigate a food chain where you no longer sit at the top"
>"We emphasize tension through vulnerability. The player is not equipped to kill these creatures, although they can find tools to defend themselves. The experience avoids gamified or arcade-like systems that would undermine that tone. There are no exaggerated weak points or predictable attack patterns designed for exploitation. Instead, survival depends on observation, learning, and reaction. When encounters happen, players evade, hide, create distractions, and use the environment to escape"
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>>5131702
>"The environments in The Lost Wild are dense, claustrophobic, and unforgiving, with abandoned buildings embedded within an overgrown wilderness. This is not a wide-open safari, it’s a place where visibility is limited, paths are unclear, and the landscape itself can disorient you. Through this, we create the feeling of being lost, both physically and psychologically"
>"My experience working on 'Alien: Isolation' has inevitably shaped how I approach horror design and is definitely a lens I view this game’s design through ... In 'Alien: Isolation', the creature was terrifying not just because of what it could do, but because of what players imagined it was going to do. The sense of anticipation and fear built in the unknown. That same principle applies here in a lot of ways. By treating dinosaurs as systemic, unpredictable entities rather than scripted events, we create a more dynamic and personal form of horror. The difference here is not just that you can’t fight back, it’s that you feel like you shouldn’t. Maintaining a respect for the dinosaurs as living creatures, while trying to survive in a world with them"
>More broadly, I think there’s a growing appetite for experiences that move away from the power fantasy. Horror becomes far more effective when the player feels exposed, when control is limited, and when success is uncertain. The Lost Wild leans into that approach offering an experience where survival is never guaranteed and dominance is never assumed.
>"Ultimately, The Lost Wild is about placing players into a world that feels grounded, real, indifferent, and alive, and then asking them to navigate it not as a hero, but as something far more fragile but relatable. 'If I were there, what would I do?'"
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>>5131801
>Feathered raptor analog horror video
>Its eyes GLOW in the dark
>Its head is COVERED in BLOOD
>It mimics HUMAN VOICES
>It will SLOWLY and PAINFULLY disembowel you
>For whatever reason, nobody will have a gun and just shoot it
>They will make the worst decisions possible to make the animal a threat, instead of the animal itself being threatening
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>>5132004
One part i find equally retarded in movies and shitty analog horror videos is how the animal SLOWLY and DREADFULLY slowly approaches the people. Because i think the most horrifying thing about ambush predators is how, if it really wants to kill you, you are never going to see it until it's inches away from your neck
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>>5132493
>See pic related
>"FUCK THATS SO SCARY OH MY GOD LE KITTIES EYES ARE GLOWING IN THE DARK IM SHITTING MY PANTS"
This is how you sound you moron.
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>>5132558
If I was there in person I would bang some metal pots together and make it fuck off. You don’t seem to understand that animals aren’t scary by default because they’re familiar things we can formulate an answer to.
A lion is scary when, as >>5132213 describes, it has already pounced on you and is in the process of mauling you to death. A lion by itself isn’t scary. Making it glow in the dark or putting ketchup on its mouth doesn’t change that.
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