• Video Game Urban Legends, Creepy Pasta, Hoaxes, and Other Shit v3 - Don't Make This Fail
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This is the only C64 one I've seen, and I kinda liked it (sorry if its been posted): [QUOTE]Remember in the 80s when video games on certain home computers/consoles came on cassettes?? Computers like the Commodore 64, in addition to the floppy drive for loading and playing disk games, also offered a dedicated cassette player that loaded the game code from an actual tape. It was a fairly rudimentary but considerably cheaper method that became very popular due to it's reduced cost and ability for gamers to freely copy games from each other. I was one such gamer and I must have amassed hundreds of such tapes over the years for my old Commodore 64. Among the 'anything goes' laws (or lack thereof) attached to the video game industry that existed in the 1980s, where hundreds of games of a highly questionable nature (ie games depicting graphic sexual imagery) were produced and sold free from any real censorship, rumors and embellished 'second hand' tales abounded about bizarre games that many had heard of, but which very few could actually get their hands on!! Most were usually non-existent, or just somewhat off-point descriptions of existing games, or even just hacks/revampings. I never took much notice of such silly stories as I was only interested in actually playing the games A friend of the family used to own a music shop, and as cassettes were the cheapest and most common form of media at the time, he would often have a surplus of used tapes that people would leave with him. If possible he would repair and re-sell the tapes in bulk. Knowing we had a Commodore 64, he would often give us tapes he could not re-sell himself; It was a great way for me to pirate some of my friend's games. One particular time around the summer of 1990, he gave me a particular bunch of such tapes. Before recording over them I would always play through each tape to see what was on them, perhaps a good song etc; Slightly pressing the pause button would usually cause the stereo to speed through the tape; the 'chipmunk' effect. Sometimes they would be fully blank, other times there would be some music. However in this bunch of cassettes, there was one I will never forget. The tape itself didn't look too remarkable, just a standard black casing with the sparse remnants of a dark red label on the A side with the initials 'DNP' written on it. When I tested it out in the stereo, I found it had the unmistakable 'screeching' sound of computer code. I had found several such tapes among the many I was previously given, but none would ever load. I decided to try the cassette out on my C64 to see what, if any, game was stored in it. After pressing play, where the basic OS would usually go to the loading screen, the screen instead froze for a few seconds; the colors changed briefly, after which the game eventually began loading as normal. The loading confirmation screen, which appears for a few seconds to let you know the game was 'found' and is loading correctly, appeared as normal, but the name of the game which would usually also appear was just a long line of random letters mixed with symbols and numbers. Again, the screen briefly froze, changing in color, before proceeding to the regular loading. I remember being excited that it was actually C64 data and I was looking forward to seeing what game it was. After returning from a brief errand, I noticed the standard flashing colors displayed during loading had suddenly been replaced with a very unusual monochromatic loading picture vaguely resembling an old man's face. However, the picture was heavily pixelated, and each 'pixel block' was constantly flickering between white and black, as well as ASCII-type numbers, letters and symbols. Typically, a loading screen like this would be static with thin lines flying up and down the edges of the screen as the game was still loading in the process, but in this case, the image was flickering and there were no such loading lines anywhere. This image remained for several more minutes, and after leaving it long enough for anything at all to have loaded, I restarted the computer and reloaded the game. The same thing happened again. This time I decided to leave it load for a longer time, leaving the room again. I returned about twenty minutes later, but to no joy; just the same strange image resembling an old man. As I looked at the image I was taken aback by, even with the graphical distortions, how 'realistic' it was. 8-bit graphics at the time were usually designed to appear more cartoonish than realistic, but this one image had life-like shading and even hints of facial lines. The data was clearly designed specifically for the C64 as opposed to some random file storage that got picked up by the CPU; However without any further avenues I had to conclude the data was damaged beyond repair and I would likely never know what game it was, so I decide to turn it off. Just as I was about to do so, the flickering 'portrait' image vanishes and the screen went black, after which a title screen, or what at least should be a title screen appeared; there was no fancy art-work and all that actually appeared is the text 'Game Loaded. Press Fire To Play' in small white font centered on a gray screen. Before I got the chance to actually start the game, it suddenly switched to one of the music puzzle rooms from Impossible Mission (a very popular C64 game from the mid 80s) where the game's character, a James Bond-like secret agent, is standing at a computer desk in front of what looks like a massive chess board. In the original Impossible Mission, the object of this 'music puzzle' room is to play a piece of music by directing a cursor, in the shape of a glove-covered hand, over different black and white squares in proper succession with the intention of collecting certain power ups needed throughout the game. However, I didn't seem to be able to control anything. Plugging the joystick in and out or changing the port didn't seem to work either. It was almost like staring at a static image.Suddenly the cursor began to slowly move by itself. It was not moving as if by CPU automation like you would expect, but rather like a person was controlling it, with imperfection and random stopping and starting and spontaneous direction changes. Somewhat unnerved, I tried again to get the controller working, but to no avail. By now the cursor was moving about the screen at a faster and more randomized pace. It suddenly stopped over one of the white squares and began to play the one note over and over, like someone repeatedly pressing a certain piano key several times. It then moved to another key, and played that one several times. The glove-shaped cursor paused for a few seconds or so and moved onto another note, playing that one several times. Suddenly it began moving at a faster pace, playing most of the notes it passed over, though by this time it only played each note once. Whatever pattern it was playing it certainly didn't resemble anything I had heard before;in fact it didn't even sound like it was playing any kind of song, just random notes, with slightly increasing speed. Suddenly, the cursor disappeared and the audio stopped. A few seconds later the sprite of the game's Bond-like character began flickering with most of it being replaced by random colored squares and occasional text and numbers. This continued for a few seconds, before the famous 'Stay A While' voice began to play. However, the voice was damaged and not speaking properly, like it was breaking up and skipping. I couldn't tell what, if anything, it was saying. The voice was suddenly accompanied by an orchestra of clearly malfunctioning sound effects, most I recognized from the game itself like the robot attacks and running effects, but with others I was not familiar with, like bleeping and other high pitched sounds Without warning the chaotic noise and glitchy graphics are suddenly replaced by dead silence and a wall of white jumbled text against a yellow screen. The text was extremely small, much smaller than the usual font used in most C64 games, and the equally bright yellow background made it almost impossible to read. However I could tell there were a lot of actual words among the jumbled text, most too advanced for my 10 year old reading skills. Again, without warning, the picture suddenly reverted back to the 'flickering old man', but its hard to describe why, but the man's face now looked evil, from which I too scared to look away; after a few seconds the C64 automatically rebooted to the main screen and the cassette player suddenly ejected by itself I wasn't sure about what I had just seen, but I know the experience had left me quite spooked and strangely dazzled. I pulled the cassette out of the player, and just started stamping on it and tearing the tape. When no-one could see, I threw it in the burning fire, after which I felt quite safe again. In the weeks and months following I began to have very disturbing dreams; unusually scary especially for a 10 year old!! Sometimes the dreams would include the old man's horrifying and evil face; other times the old man would be chasing after me; sometimes he wouldn't be involved at all; but there was one constant throughout these terrifying dreams: the music. The initially innocuous and random note-playing that occurred when I played the tape on the C64 would now play throughout the nightmares; I don't know how I knew, but I just knew it was the exact same notes; And hearing them would cause great discomfort, and when they were done they would just start again, and again, to the point where it would be playing twice at the same time, then eventually it would playing three times at once, then four, then five etc to the point where every benign dream would turn into an unwakeable nightmare I still hear the notes almost every night even now as an adult. While perhaps not as intense, they still linger in almost every dream I have. It starts off low and distant and I seem to know it is only going to get louder and nearer. A lot of the time I can somehow order myself to wake up before the sounds get too loud, but when I am in too deep, they take over and I cannot stop them. To this day I have no idea where that tape came from, who made it or what purpose it originally served. The store owner sold his business and moved away shortly after I watched it so I never found out where he got the tape before giving it to me. He died several years ago so now I will never know. All I do know is that tape completely destroyed my ability to have dreams without them turning to vividly horrible nightmares I am guessing 'DNP' meant 'Do Not Play' [/QUOTE]
[QUOTE=Hanso;38383324]This is the only C64 one I've seen, and I kinda liked it (sorry if its been posted):[/QUOTE] Cliche after another. [QUOTE]"Without warning the chaotic noise and glitchy graphics are suddenly replaced by dead silence and a wall of white jumbled text against a yellow screen. The text was extremely small, much smaller than the usual font used in most C64 games, and the equally bright yellow background made it almost impossible to read. However I could tell there were a lot of actual words among the jumbled text, most too advanced for my 10 year old reading skills. Again, without warning, the picture suddenly reverted back to the 'flickering old man', but its hard to describe why, but the man's face now looked evil, from which I too scared to look away; after a few seconds the C64 automatically rebooted to the main screen and the cassette player suddenly ejected by itself"[/QUOTE] that's original. [editline]10th November 2012[/editline] FUCK THIS SHIT! [QUOTE]I bought pac-man for the atari 2600 as a kid. The flickering sprites and some of the worst sound ever made me put it in the "bad game box" and then stored it in my basement. Now today I moved from my mom's basement to an apartment. Then magically, as I was driving, my bad game box suddenly opened, and pacman shoved itself in my face. I almost crashed, and then I threw the game outside my window. On a bridge. Then magically the pacman game suddenly affected my appearance. Everything was flickering. IT WAS HORRIBLE. Then I saw pacman, coming towards me. Then I woke up. And found myself in a very yellow place. I now figured it out, I was eaten by pacman.[/QUOTE]
[QUOTE=darth-veger;33594360][video=youtube;MK2iLnTR9V8]http://www.youtube.com/watch?v=MK2iLnTR9V8[/video] I wonder if this was actually put in by the composer (No its not a screamer)[/QUOTE] Ok I might be late as fuck in saying this but I've actually done some research into this The part where ghost/unown comes on screen? You don't have to do any research to know that the original Game Boy can't handle a sequence of frequencies like that. Clearly edited. Also, Unown were not even created until the second generation. Another thing is that ANYONE could have just inserted the image into the sound. There was actually a video on Youtube proving it was fake; the guy basically inserted the ghost sprite into the sound using some kind of BMP to Sound software, then ran it through the (Spectometer? forgot the name) to show that it gets the same effect as the "missing frequencies" video. Then at the end he just types in Caps, "LAVENDER TOWN SYNDROME IS FAKE" and puts that in the sound too.
Anybody remember the black room creepypasta? I remember one day, my little brother was playing that.. twisted horrible online game when he told me the story of that. I played it and it was just bullshit. My brother was so scared though
Every other creepypasta in a nutshell: "HEY I SAW SOME BLOOD AND KILLING IN A GAME, LET'S CONTINUE PLAYING!!! THEN I REALIZED IT WAS A HACK!!!!"
[QUOTE=BFG9000;38404764]Ok I might be late as fuck in saying this but I've actually done some research into this The part where ghost/unown comes on screen? You don't have to do any research to know that the original Game Boy can't handle a sequence of frequencies like that. Clearly edited. Also, Unown were not even created until the second generation. Another thing is that ANYONE could have just inserted the image into the sound. There was actually a video on Youtube proving it was fake; the guy basically inserted the ghost sprite into the sound using some kind of BMP to Sound software, then ran it through the (Spectometer? forgot the name) to show that it gets the same effect as the "missing frequencies" video. Then at the end he just types in Caps, "LAVENDER TOWN SYNDROME IS FAKE" and puts that in the sound too.[/QUOTE] Not to mention the original song doesn't have those sounds in them.
[QUOTE=Iluza;36186022]Here's my spine-chilling real story from V1:[/QUOTE] Again, late but Oh my God the hilarity Somehow you were able to turn it into a cheesy creepypasta while still describing the experience 100% accurate Fucking Perfect
I find it weird that this thread was such a big hit, then it was moved to fast threads, then nothing.
[QUOTE=MenInBlack23;38547218]I find it weird that this thread was such a big hit, then it was moved to fast threads, then nothing.[/QUOTE] Orkel doesn't like fun.
We should let this die and then recreate it in the games section.
We could probably just ask Orkel to move it back.
So I was thinking about writing a Garry's Mod Creepypasta. One that's actually original. No "hyper-realistic" blood, no unexplained noises, no hidden messages, none of that crap. Sound like a good idea?
[QUOTE=Mr.Twizzle;38556933]So I was thinking about writing a Garry's Mod Creepypasta. One that's actually original. No "hyper-realistic" blood, no unexplained noises, no hidden messages, none of that crap. Sound like a good idea?[/QUOTE] Yes, if you can pull it off.
I had an idea for a horror game, which I put [URL="http://blog.communistpancake.com/post/36373447212/i-had-an-idea-for-a-horror-game"]here[/URL], but so as to not be entirely shameless self promotion, here it is: [quote]Let's say it's SCP related. It could be anything else, but this simplifies the explanation. You start out in a holding cell. Outside you can hear the voices of SCP researchers. "When is he going in?", "Are these batteries fully charged?", "Should we give him a gun?", "No, you remember what happened LAST time we gave one of them a gun!". After all of this discussion, two guards come and take you out of the holding cell. If you haven't realized it yet, you're a D-Class. They move you into an airlock-type thing and close the door on one side. Through a slot on the door they pass a flashlight, a radio, a small black device with a screen and a blinking light, and a knife. A voice comes on over the intercom, over loud static. The voice says "OK, you know what to do. The device that's been passed through to you will show you the way - the faster the light's blinking, the closer you are. The screen should have a local map on it. We've pinpointed the radio signal's source, so you'll need to make your way to it using this device. We'll be on the radio with you the whole time. Just keep calm and make your way to the center." The airlock door then opens. At this point the player should be looking at the screen and blinking light of their device. Their target - though they don't know what it is - is a small, ornate wooden box in a building in the center of the city. Oh, by the way, you're in a city. A medium sized walled in city. The researchers have explained to you that it doesn't show up on any maps, nor on satellite. They only found it through old transcripts of interviews with those who claimed to have seen it. The only reason why they decided to investigate was due to the mysterious radio signal coming from the area. The layout of the city isn't straightforward, but it's not overly confusing. There's no main street and everything isn't laid out in a nice square pattern, but it should be easy for the player to make their way to the center of the city. Nothing bad should happen to the player, and nothing scary - it's dark, that's all. Once they reach the building where the box is contained, climb the stairs, and reach the room where the box is contained, this is where the real fun starts. In this room is the box, a note, a gun, and a dead body. A dead body wearing an orange D-Class jumpsuit. You read the note - it says: I found the box, He's coming. Taking the only solution Don't trust what they say. This is a creepy note, as most suicide notes usually are. At this point, the player knows nothing of who "he" is - though at this point, the researcher's comment that "You remember what happened LAST time we gave one of them a gun" makes much more sense now. The player has the option of taking the gun, and at this point, should take the box as well. Once the box is taken, a researcher's voice should come on over the radio: "The signal's stopped, and you're right where it was coming from. Does that mean you've found the box? Sorry about the body, we probably should've warned you about that. Don't worry, you'll be fine. Just make you way back to the entrance and you'll be fine." At this point, the researcher's voice should be getting interrupted by static. "Hold on, it seems we're getting interrupted here. Just make your way back and don't wor-". The researcher's voice cuts off. If the player looks at the map now, there will be static on the screen and the light will be red. It's worth noting now the two endings. The first ending, and this can happen at any time the player wants, is suicide. This can be done with the gun or with his knife. This just triggers a "game over" screen and gives the player the option of restarting the game. The second ending is when "he" "kills" you. I'll get to that ending in a sec. First, who is "he"? If the player was really observant during his walk to the building, he may have seen a figure ducking between buildings and trying his best to keep out of sight. At this point, the creatures does nothing. However, from now on in the game, the creature is actively trying to find the player. But it's not very good at it - the only way it can "kill" the player is for the player to stand still and wait for him. There's a good reason for this, I assure you. But the player will constantly be reminded of his presence - footsteps, ducking around buildings, things falling over, whispers. The player might be in a building looking out a window and see the creature out the window, entering the very same building - of course, the creature won't make it to the player unless the player tries to make the creature meet them. So the goal of the player is to exit the city. However, as soon as the player grabs the box, the exit ceases to exist. The map is now infinite, just block after city block. A system of prebuilt buildings and city block templates could be used to do this efficiently from a programming perspective. So the player will be navigating these city streets with their flashlight, on and on and on. The only endings are dying by the creature or by killing themselves with either their gun or their knife. By the way, the gun does nothing to the creature. At some point, the player will give up. They'll either kill themselves or accept their fate. They'll finally meet the creature, who attacks them, and the screen fades to white. At this point, the player would expect a game over screen. However, they'll fade back in at a hospital bed back in the station with the researchers. Along with this, there will be a researcher and two guards. The researcher will tell them what happened - the player suddenly appeared back in the airlock, unconscious, without the box or any of the items (gun, knife, flashlight, map). There is then a debriefing, then there's the ending screen. This is the "good" ending. There is no way to bring back the box. So why did the player appear back at the airlock? Simple - the city is part of the SCP, as well as is the creature. The city wants the player out, but wants to keep the box. The creature's job is to get the player to leave, but without the box. That's why there's no exit to the city - so the player can't just walk out with the box. So anyways, that's my idea for a psychological horror game / new SCP. [/quote]
Sounds relatively simple, yet likely effective. I gots an idea of my own, too. [QUOTE]One kind of creepy game I'd be interested in seeing is an open-world survival horror game wherein you and various other characters are hunted by eldritch terrors in an ever-shifting city of the dead, but there are no predefined "failure states"; if you are killed you enter a sort of "spirit world" similar to the one in the Soul Reaver games and can revive by possessing a corpse; if you fail to protect the mortal characters their fates merely weigh on your conscience. The main thing about this game is that you are an immortal survivor in a world twisted by some surreal disaster, and whether you decide to journey alone or make a difference to the lives of the few remaining survivors of this catastrophe is your choice; each character would be well-developed and interesting, some you'd dearly want to save, others you'd want to pay for what they've done, but there are no objectively good or evil characters in the city; each one of the characters have done some good and some bad in their lives, and it is up to you whether they are spared, punished, or simply left alone. The city would also change over time; some places that were once inaccessible would become accessible, whilst other paths that once were open would now be blocked. This would mean that you could do many things on your first playthrough, but you can never truly do everything, for a metaphorical sword of Damocles hangs over the entire city. One week after you first wake up in wherever you wake up in, the city will be destroyed by the eldritch forces that are consuming it. In that one week, you can make a fair amount of difference to quite a few lives, or you can choose to not intervene in anyone's life. Combat would be mostly indirect, involving traps and distractions, and even if you manage to "kill" one of the horrors that stalk the streets, they too will not stay dead, and have a tendency to come back to haunt you. The best way to deal with them is to trap them in such a way that they won't be able to escape unless they kill themselves, which can delay their pursuit for far longer than killing them or knocking them out ever could, with some of the creatures being tenacious enough to keep banging at the freezer door for days before they decide to just slit their own throats and possess a new corpse to escape their icy prison. Also, you actually start out as one of the characters; depending on who you have become, the different characters will respond differently towards you. At the end of it all, you decide how the story ends; do you try to escape the city with your favoured characters, do you seek to travel inwards and try to discover the truth about the disaster, or do you wait out the end of the world with the one you care about most? The game would, in theory, have a good variety of modular endings, citing what happened in the end, who was saved, who was "punished", who was eaten by the warped fiends, etc.[/QUOTE] It'd probably take a rich indie guy to make something like this, since mainstream investors are probably making too much money selling the gaming equivalents of crystal meth to primary school children to invest a few millions in a game as deep and immersive as what this kind of thing would probably be.
[QUOTE=ironman17;38566976]Sounds relatively simple, yet likely effective. I gots an idea of my own, too. It'd probably take a rich indie guy to make something like this, since mainstream investors are probably making too much money selling the gaming equivalents of crystal meth to primary school children to invest a few millions in a game as deep and immersive as what this kind of thing would probably be.[/QUOTE] That sounds amazing, and amazingly hard to make. Would be fun to play. Also, my idea would be best played if you didn't know anything about the game. Which means I just ruined it for all of you.
Both are interesting. I had a horror game design a few years back. [QUOTE]You wake up in a bathroom, with amnesia. There are no lights, but you are a special one, you see the dark.The door and window are both locked. You then hear something, a small whisper. Then, the door opens. You're in a mansion. You don't rememeber anything, only you finding clues all around that mansion, to help remember who you are. But you're not alone.[/QUOTE]
[QUOTE=MenInBlack23;38587116]Both are interesting. I had a horror game design a few years back.[/QUOTE] Sounds like Amnesia the Dark Decent.
[QUOTE=Burgervich;38589869]Sounds like Amnesia the Dark Decent.[/QUOTE] [QUOTE=MenInBlack23;38587116]You wake up in a bathroom, with [B]amnesia[/B]. There are no lights, but you are a special one, you see the [B]dark[/B].The door and window are both locked. You then hear something, a small whisper. Then, the door opens. You're in a mansion. You don't rememeber anything, only you finding clues all around that mansion, to help remember who you are. But you're not alone.[/QUOTE] all that's missing is a descent
[QUOTE=cwook;38590028]all that's missing is a descent[/QUOTE] well if it's a mansion you would have to descent down the stairs
[QUOTE=Burgervich;38589869]Sounds like Amnesia the Dark Decent.[/QUOTE] I thought of it in 2 seconds.
This game is like a creepypasta IRL. Shit really picks up around 2:20 seconds in. [media]http://www.youtube.com/watch?v=cih-bCkTc_M&feature=g-high[/media]
This is the weirdest one I have ever seen. [QUOTE]Back in the early eighties, A game called Q*bert was released. It was a game, where you control a orange circle with legs and a dick as a mouth. The object of the game was to color all the tiles in a pyramid, or weird shape thing. Yes, it was simple, easy, whatever. It was forgotten, after all the console wars, and every arcade machine was abandoned, with a ton of auctions on ebay. Yeah, the game had a short lifespan before its sequel Crazy Er*bert, which was the same thing. Recently, on amazon, I bought a copy of qbert for 0.01. Cheap offer, for any nes game. The NES game actually had a weird jiggle effect. A glitch where if you move around to much without completing the level, qbert's dick thing will jiggle. It was an amusing glitch. So yeah, I played the old game. It wasn't so hard, yet not so easy. It gets addicting fast. To addicting. I went in my basement, to put this game in my collection of nes games. Then, I went to sleep. I was very tired. When, I started to get weaker. I don't know, but by the time I got to my door, I fell on the ground. Then I heard a sucking noise. I opened my pants, to see him, qbert. I screamed and took qbert and threw him at my shelf. He came closer to me... To be continued[/QUOTE] The sequel is coming, it was not written by me. The link is somewhere.
how about a farcry 3 creepypasta?
-found it-
[QUOTE=bisousbisous;38682867]-found it-[/QUOTE] Well post it :C
[QUOTE=supersnail11;38692691]Well post it :C[/QUOTE] [QUOTE=Shitlord Alpha]Some people might recall some momentary buzz caused a couple of years ago by a particularly odd Morrowind mod. The file name was jvk1166z.esp. It was never posted on any of the larger Elder Scrolls communities, usually just smaller boards and role-playing groups. I know in a few cases rather than being posted it was sent via PM or email to a 'chosen few.' It was only up for a few days, to the best of my knowledge. It caused a buzz because it was a virus, or seemed to be. If you tried to load the game with the mod active, it would hang at the initial load screen for a full hour and then crash to the desktop. If you let it get that far, your install of Morrowind, along with any save files you had, would become completely corrupted. Nobody could figure out what the mod was trying to do, since it couldn't be opened in the Construction Set. Eventually, warning were distributed not to use it if you found it, and things died down. About a year later, in a mod board I used to frequent, someone popped up with the mod again. He said he was PMed by a lurker who deleted his account immediately after sending. He also said that the person advised him to try playing the mod through DOSbox. For some reason, this worked...sort of. The game was a bit laggy, and you couldn't get into Options, Load Game, the console, or really anything else, other than the game itself. The QuickSave and QuickLoad hotbuttons worked, but that was it. And the QuickSave file seemed to be just part of the game file, so you couldn't get at it anymore. Some speculated that the changed game used an older graphics renderer, making DOSbox necessary, but it didn't LOOK any different. This part I can speak about from personal experience. When you start a new game in JVK (as the board came to call it), once you left the starting bit in the Census Office and came into the game proper, the first thing you notice is that the 'prophecy has been severed' box pops up. This is because every single NPC having to do with the main quest is dead, with the sole exception of Yagrum Bagarn, the last of the Dwemer. Their corpses never despawn, so you can go check on all of them. In effect, you begin in a world that is doomed to start with. The second thing you notice is that you're losing health. It's only a bit, but it keeps happening, a little bit at a time. The longer you stay in one place, the quicker it seems to occur. If you let this loss kill you, you'll find the cause: a figure we came to call the Assassin, because he seems to wear a retextured version of the Dark Brotherhood armor from Tribunal, even though the expansions don't work in JVK. It's all black, completely untextured, like he's just a hole in space. The way he moves... he gave me quite a start, the first time I saw him scuttling around my dead body. He crawls inhumanly on his hands and feet, his arms and legs splayed out like a spider. You'd usually only see him after death, crawling around and over your body just before the reload box popped up. Occasionally, you could catch a glimpse of him darting around a corner or crawling on a wall or ceiling. It made the game very difficult to play at night! Other than that, the only noticeable difference is that at night, at random intervals, every NPC in the game will go outside for a few minutes. During this time, the only thing they will say when hailed is: "Watch the sky". Once they return to their normal behavior they act as normal though. After a while, a player on the board discovered a new NPC named Tieras, a male Dunmer in the temple at Ghostgate. Two things are notable about this NPC: first is his robe, a unique article of clothing that was lovingly rendered with twinkling stars all across it, looking like a torn-off chunk of the night sky. The second is that all of his dialogue, in addition to showing up in the dialogue box, is voiced. You can skip it if you wish, but it all sounds like it's in the default male Dunmer voice. Some people said that they thought the voice was "slightly" different, but it was a very, very good imitation. I won't go into the details, but the questline he sends you on has to do with a dungeon referred to simply as 'The Citadel'. At least, to the point I reached, the quests were all of a fairly generic 'discover the secrets of the ancients' bent. The entrance to this dungeon is on a small island far to the west of Morrowind proper. I eventually discovered that if you used a Scroll of Icarian Flight at the westernmost point on the main landmass and jump directly west, you'd end up almost exactly at the island. Even though the dungeon is called The Citadel, it goes straight down. It dwarfs any other dungeon, both in size and difficulty. From a natural cave area you'll proceed down into an ancestral tomb looking area, then Daedric ruin area, and then a Dwemer ruin area. I made it down to the Dwemer Ruins before I quit. The creatures here were strong enough that a level 20 character would have to take care, and since you can't use the console in JVK, level 20 takes a while to get. Since QuickSave and QuickLoad are your only options, it's all too easy to get yourself into an impossible situation too. I did, and I just didn't have the energy to start over. Now what I'm telling you is based on what those few who went further reported. Past the Dwemer Ruins you find yourself in a level like the Dwemer Ruins, but darker. Rather than the usual bronze, all the surfaces, including those of the creatures, are black. The sounds of machinery are loud here, and grow louder still randomly. There's also steam or fog everywhree, limiting your vision to about ten in-game feet or so. If you can make it through all this, you will reach a hall that those who found it called the Portrait Room. Like the fire in torches or other effects from early 3D games, this room has picture frames that always face directly at you, no matter how you look at them. The images in the frames were always randomly chosen images from your My Pictures folder. On the board, the ones who got there had some fun posting screenshots of the Portrait Room with various pictures in the frames (usually porn, of course). At the end of the hall was a locked door. After admitting defeat and returning to Tieras everyone just found him saying "Watch the sky" in his gravelly voice. What's more, nobody else in the game would say ANYTHING. There was just a completely blank dialogue box with no options at all. They wouldn't even rattle off the usual canned audible greetings. The only exception was at night; whenever they'd go out for a few minutes, they'd still repeat "Watch the sky". At this point one of the players - a friend of mine from the board - noticed (and the few others who got this far agreed), that the night sky was no longer the usual night sky of Tamriel; it had changed to a depiction of a real night sky. And it moved. From this point on everything is based on what this one person reported. Eventually he got himself kicked from the board, but I kept in contact with him for as long as he responded. According to him, based on the constellations and planets, the sky started around February 2005. If you died, loaded, or went back into the Citadel, it would start over. When the usual day sky graphics took over, the movement would be suspended until the stars appeared again. In the space of a single night, everything would move about two months worth. Since the timescale of JVK was more or less that of the standard game, that meant that a bit less than an hour was a 24-hour period. He became convinced that the door would open based on some kind of celestial event. Of course waiting for that meant leaving the game running. Of course THAT meant the game couldn't be left unattended, thanks to our old friend, the Assassin. My friend decided to hang out for a whole day, just to see if anything happened. That would be about a year's worth of movement. Here's the post he made at the end of this experiment: "I loaded in Seyda Neen, where it all starts. It wasn't too bad, just had to check in now and then to move around and heal to make sure I wasn't dying. But check it out! 24 hours exactly in, the Assassin learned a new trick! HE SCREAMS!!!! I was reading and all of a sudden, this crazy loud shriek just about makes me crap myself. It's like something out of a horror movie! I look up, and there he is, just crouched down right in front of me. Of course, the second I moved my character, he ran off. When I went back down to the Portrait Room, the door was still locked. Damn it, damn it, damn it!" A bit later, he came to the decision that he needed to wait three days - three years in-game. The PM advising us to try DOSbox that showed up in February of 2008 was his reasoning anyway. "After the first shriek, the Assassin stops hitting you out of nowhere. Now he'll shriek, and if you don't move for a few seconds after that he hits you. I think whoever made the mod was trying to help. At night, I've got my headphones on and I was just kind of dozing off... when he wakes me up with a shriek; I jiggle the mouse, and I'm good!" That post was two days in, from his laptop. Once it was over... "FUCK FUCK FUCK FUCK FUCK! FUUUUUUUUUCK! So FUCKING done. So, I wait, the three days, right, and right after the FUCKING Assassin made me jiggle the mouse, he shrieks again. So, I look, and everyone in town is outside. They're all saying "Watch the sky". I don't see anything though. But then the game starts getting dark... like REALLY dark. I turn up the brightness all the way on my monitor and I can still barely see. I can see other people in the game, little figures running around in the distance, just running back and forth. If I try to get close, they run off. Now, I was trying to sleep, so the lights are off and this is kind of creepy. I don't want to get up to turn on my light because I don't want to miss anything, but NOTHING fucking happens. Eventually I go back to The Citadel... it's still dark and I gotta swim, and the whole time I can see all these guys swimming all around me, just barely there. I make it to the Citadel and it's normal light inside, so I get worried. Sure enough, the Portrait Door is STILL FUCKING CLOSED. I go outside and it's ALL STARTING OVER. So that's it. I'm fucking going to bed, and I'm fucking done. The end." After that, two things happen. First, another one of the guys who got to the Portrait Room claimed that the Assassin was showing up in his regular Morrowind game (if you reinstalled Morrowind to a different folder, you could have a normal Morrowind install along with JVK). He himself chalked it up to an overactive imagination at first, but he reported a couple of really big scares with the black figure crawling right at him or seeing it waiting for him just around a corner before scuttling off. Another of those who reached the Portrait Room started a regular Morrowind game, but never for sure saw him; it was just a couple of maybes, late at night, and always at a distance. The second is that my friend started getting really abusive and short-tempered on the board, though he stopped talking about JVK entirely. It got so bad that he was soon kicked off. I didn't hear anything from him for a couple of weeks after that, so I sent him an email. This was part of his reply: "I know I shouldn't, but with classes out I've got some time, so I started JVK up again. It's almost 2011... and I think I've got the sleep madness! But stuff is happening! It's still dark... once it gets dark, it never gets any lighter. It stays like that. The people moved a few months ago... everyone in Seyda Neen just went to that little bandit cave and moved in. They killed the bandits inside and now they're just standing around inside. They don't say anything anymore; they don't do anything when you click on them. I quicksaved and killed one and he just stood there until he died without fighting back! And it's like that everywhere. You have to walk, since the quick travel people are all in caves now too, but all the cities and towns are just deserted; all the people are in caves and tombs. Everyone in Vivec is down in the sewers. I'm going to Ghostgate next... I want to see if Tieras is still there. I'll tell you what he says when I get there!" I replied and said I wanted to see what he said too and waited a day. When I didn't get a reply, I mailed him again and a couple of hours later he sent back: "Sorry, I totally forgot. So it's 2014 now... since it's always night, the stars are always moving. The whole screen is dark, but you can still see the brightest stars moving around. Tieras was gone... everyone in Ghostgate was gone. I don't know where they went. They're not in any of the nearby caves. But there's new stuff... people still don't say anything, but their eyes are bleeding. It's so dark that even with a light spell you have to get right up against them to see, but there they are, little dark streaks coming down from their eyes. I think I gotta be getting close. I know this is stupid, and there's no way the pay off is going to be worth it, but I just want to be able to say I stuck it out!" I got that one during the day. Later that night, I got a follow up email: "Some of the planets aren't moving right. It's pissing me off... if this keeps up, I won't be able to keep track anymore. It's almost 2015 now, I think. Fuck. You know, I just now noticed that there aren't any monsters anymore, either. I'm completely alone outside now. The main quest peoples' bodies are still laying around though. I went to check on them. I don't need headphones anymore, so I just leave them off. When he shrieks, it's like he's screaming right into my ear. I think I even kind of anticipate it. He's around a lot more now, a lot closer. He's different from the other people who started showing up, remember? They keep running around, just where I can barely see them. I have to admit, it's kind of creepy at night. Sometimes, when I go to the bathroom or whatever, I swear I can see something out of the corner of my eye. I'm keeping all the lights on now." I sent him a letter, jokingly telling him to get some real sleep and left it at that. Two mornings later, I found this in my email. It was the last thing I got from him. After this, he stopped responding completely: "I just got up from a fucked up dream, I think. The Assassin shrieked at me, and when I opened my eyes he was right there, crouching over me. His arms and legs were longer, more like a spider's. I tried to push him away, but when I touched him my hands just went inside and I couldn't get them loose again, like he was made of tar or something. Then I woke up, I thought. He was gone, but when I looked at the monitor, I wasn't where I was. I was in the Corprusarium with Yagrum. For once, the light was okay and I could see him all bloated on those mechanical spider legs. I sat down at the computer and he started talking to me. Not in a box but really talking to me, in Tieras' voice. He knew things about me. He told me things that I never told anyone, some things I totally forgot about. He told me that almost nobody had made it this far and that the door would open up soon. I just had to hang on a little while longer. He said I'd know when it was time. He said I might be the first one to see what was inside. And then I woke up for real, but I was at the computer. I still wasn't where I was. I'm swimming out to The Citadel Island. And I can hear this tapping. It's at my window. It's over on the left, so I'm sending you this, because I left my laptop by my bed, to the right. Just a little taptaptaptap... like he's knocking his finger against the glass. I might still be dreaming now." So, I guess that's the end of the story. I know there's a few other stories floating around about the mod, but this is the only one I know as true, as far as it goes. I deleted my JVK copy of the game pretty much right after I gave up, but I'd like to get the mod again, if anyone still has a copy of the file. I'd like to see some of this for myself.[/QUOTE]
[QUOTE]So I'm a huge "Portal 2" fan, and I play it almost everyday. And if you have finished the game, you'll know what I'm talking about. So, in the game Wheatley sends you and GLaDOS into Old Aperture, which, I thought was cool and all. But at the same time, creepy, since everything there is old, broken, and destroyed. In the Enrichment Sphere areas, I always felt like someone was after me, because of the constant creaking metal (it's a normal game sound, it's supposed to happen.). This part automatically freaked me out a little, because Chell can't run very fast. Anyway,you probably know about Caroline, Cave Johnson's personal assistant. And I don't know if it's just me, or her story really does send a chill down my spine. Her voice lingered in my head the first time. There is a secret room that you can portal to, and you'll see a picture of her and cave. Not creepy, they look rather formal. But when GLaDOS started making the remarks that she "swore she knew these people", I got freaked out, especially after she says: "Caroline, Caroline, Caroline! Why do I know this woman? Did I kill her? Or- ohmygod." Now I'm pretty sure this next part is not supposed to happen, but I have a witness to it. Once I passed that part, (my friend was watching me play) I continued on with the tests, only to find that two tests later, we heard "No, Mr. Johnson, I don't want this!" So I figured, it was part of the game. Later on we found out that, yes, there is a Caroline voice line saying that. But it was unused. So why did it play? Lord knows why, but it scared the hell out of us, because it didn't sound like the normal voice line. It had the same tone to it, but now it sounded like a woman in tears saying it, like she was refusing some painful death or something. I don't know how to explain it. We played the part again and again, and it never happened. Now this crap didn't happen again, until the end of the game. When GLaDOS "deletes" Caroline, I swear I heard a faint scream, that said "get me out of here" I figured I was going crazy, because again, that was NOT supposed to happen.I think this might be the climax of this story. In the end credits, right after the line "Now little Caroline is in here to", a picture flashed on my screen. It was terrifying. It was a picture of Caroline, surrounded by darkness, and what seemed to be the cores in the background, and she was kneeling with a few wires on her knees. Her dress was slightly torn, and hair messed up. She was covering one eye completely, and showing the other, except it wasn't the normal brown eye color. It was glowing yellow, like GLaDOS. Underneath the picture was text that read "Now little Caroline is in here, too" I was terrified. I shut the laptop and ran. The incident hasn't happened since, but it's has been haunting me, how cruel of a game "Portal 2" is. Under all of the comedy, it's a tragic game. Chell is left abandoned in a field to die. Wheatley is left in space, no way to get back. GLaDOS is left all by herself, lonely in Aperture. Cave dies with his dreams crushed and destroyed. And Caroline is forced into a computer, forced to die. [IMG]http://images2.wikia.nocookie.net/__cb20120506000317/creepypasta/images/1/19/A-proper-maniac.jpg[/IMG][/QUOTE] Dear god that art.
Can anyone post the "Respawn of The dead" Creepypasta from TF2? Or it's already posted?
Working on a ninja gaiden pasta. [QUOTE]Ninja gaiden. If you lived in the eighties and nineties, those two words made you get frustrated. It was one of the hardest games ever made. When I was a kid, every day when I got home from school, I played it. I never beat the game. Now since I have a library of games for the nes, I just found this one. Since I got home from work, I decided to play this game. [IMG]http://coolrom.com/screenshots/nes/Ninja%20Gaiden.gif[/IMG] The normal start up screen happened, and I played through. Once I beat the first level boss, during one of those cutscenes, this happened: [IMG]http://fc05.deviantart.net/fs70/f/2012/343/9/2/ninjagaiden1_by_meninblack10-d5njb1k.png[/IMG] I normally do not complain about game glitches, but this shocked me. I wondered specifically why her face was missing, in confusion, as if it wasn't a glitch.[/QUOTE] It's not done and will be separated into chapters.
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