Sentences with phrase «jump scare moments»

It's not scary in the Silent Hill - sense, but there are some genuine jump scare moments that you will encounter.
The soundtrack is pretty unmemorable in retrospect but works effectively at conjuring the desired mood whilst actually playing, complemented by the ambient sound design, which while arguably overly reliant on jump scare moments, will raise the hairs on the back of your neck when playing with headphones.
The psychological horror definitely plays a much bigger part in Outlast 2 than in the first game, and with that comes much less jump scare moments and more moments focused on messing with the player's mind, which I appreciated.
The chintzy jump scare moment on the soundtrack is totally unnecessary.

Not exact matches

As with most PG - 13 shockers, the frightful moments are merely a collection of jump - scares, reliant on sudden noise and movement to try to unnerve you in your seat.
One that stands out involves Susan looking for an escaped bug under a table, and, as she gets up, she passes a poster of a giant spider, framed so that it looks like it's dropped down behind her — despite that description, it's a subtle moment that isn't even played as a jump scare, but is effective nonetheless and indicative of a dark sense of humour.
Though there are a couple of jump scares, most of the horror comes in the quieter moments when you learn of how the regime treats it's citizens.
The whole thing is just a bit too tight though — there's no room to play, or moments of repreive to lure you into a false sense of security before a jump scare.
The fun is also in the fact that any moment could be the origins of a jump scare.
The trailer features lots of jump scares and cross-cutting but also some genuinely gross moments and cool visuals.
It Follows starts strong and shocking, the pace holding up as it progresses, peppered with unexpected moments and scares that will have even the most hardened of horror viewers jumping out of their seat.
There are a number of extremely effective jump scares and freaky moments that will have you grabbing onto someone / something nearby.
Many jump scare games are simply about knowing that something is going to pop up at you any moment and it's the anticipation of that, that creates the most atmosphere.
Do the false - alarm moments, like a group of girls screaming playfully in a parking lot, come a little too close to suspense - thriller jump scares?
The film makes inspired, distinct use of all the channels to create some effective sound design in everything from striking jump scares to subtle moments of ambient noise.
Moments of peril and several jump scenes (that may scare very young viewers) accompany them as they encounter carnivorous plants, petrified mushrooms and magnesium explosions.
Perhaps Wan goes overboard on the number of jump scares but I can't lie; some of them were pretty memorable moments.
The whole thing is just a bit too tight, though — there's no room to play, or moments of reprieve to lure you into a false sense of security before a jump scare.
Despite creating this world where silence is paramount, the moments of resulting terror rely on startling music cues and lazy jump scares.
The first moment George (Ryan Reynolds) and Kathy (Melissa George) Lutz walk into the house, director Andrew Douglas assaults the audience with sound effects, typical suspense music, and jump scares.
It's not so much survival horror, though there are jump scares and moments of terror, as it is straight - up survival.
There are certainly no intentional jump scares, but you'll likely run into more than a few startling moments.
The jack - in - the - box scares, most of them heavy - handed false alarms, are so calculated that the payoffs are easy to time one's watch to and, thus, ineffective, save for maybe one crafty jump moment involving a rotating mirror.
The only thing I miss a little is the well known scared to dead moments, like in RE1 the hounds jumping through the windows in the west hallway, it scared me to dead, that is what made RE so great and I'm very happy to hear after revelations re-release for home consoles Capcom will focus on that again.
5 — Ouija — interesting premise taken and driven into the ground by ignoring the premise; telegraphing all the thrills / scares / jump moments, and being generally dumb.
And it takes too long to get to these moments, which feel pointless because the film constantly contradicts and distracts itself to further its lack - of - a-plot or setting up the next jump scare.
Though there are few solid jump moments and a few genuine scares in Dracula Untold, it is, essentially, just another superhero origin story — albeit for a slightly darker character than usual.
There's not a lot of jump out and scare you moments, but the suspense here is very frightening throughout as you just wait for something very bad to happen at any second.
Profound without ever being didactic, sordid without being gratuitous, above all the film succeeds by deftly dancing between the poles of dark and light, allowing for both cheap jump scares and sophisticated and subtle moments of performance.
In case you're not currently riding the hype train with your tongue flailing out the window, Resident Evil 7 is 2017's first must - have game; a veritable cornucopia of jump - scares, grossout moments, memorable characters... Continue reading →
Sure, it has it moments of giving you a heart attack, caused by a jump scare.
The first time you see the beast it isn't with a jump - out scare moment, but more of a «oh, by the way — and you are now being hunted» sort of thud.
With legendary jump scares (because bosses burst through walls now, apparently), PT-esque freakout moments and the usual creature features you'd expect from a Resi game it all coalesces to create an interactive horror that drips with menace both in VR and on traditional screens.
The game doesn't try to fool you into playing a walking simulator with very few interesting moments or jump scares; instead, Detention is, weirdly enough, a point and click kind of game, without the actual pointing and clicking.
It's designed to keep gamers from spoiling terrifying moments and hidden jump scares.
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