I'd like to see a creepy stalking monster isn't lanky and doesn't have a scream and chase sequence. Even something as simple as keeping the stalking behavior of the cave dweller, but removing the chase sequence and keeping it nearly silent (except for some quiet ambient sounds) until it is right up behind you. And let it crawl upside down on ceilings like Nyf's spiders for good measure.
I am going to hop onto a top comment to promote a Minecraft horror mod that is actually scary, and that's the Slenderman mod. Because the Slenderman mod does horror right. There are two active threats trying to get you. There are proxies, which are utterly silent and incredibly hostile and violent, and then there is the man himself. Who is just standing there, a few dozen blocks away. And you have no idea when he's going to make his play to kill you. Because the Slenderman doesn't just start screaming and chasing you. He watches, and waits, and builds an atmosphere of tension. This is a _horror_ mod, not a jumpscare. There is nothing particularly frightening about his appearance, except that he's always just _appearing,_ just _there._ and he's always getting just a little closer. And in the meanwhile, he's sending proxies at you so you're forced to focus on something else.
The original Dweller was not meant to insta-kill anyone, it's just a goofball creature stalking you, it's not an unkillable god like the other copycats.
7:30 is an actual game mechanic called a zombie siege. each night at midnight there’s a ~10% chance for one to spawn outside a village; basically the OG raid.
@@JACKHARRINGTON according to the wiki they are a java exclusive. there are outdated versions of bedrock that have this feature, but i don’t think mojang ever properly implemented sieges in bedrock.
@@mosshivenetwork117 honestly i like both. pillager raids feel like a mini boss that’s easy to prepare for, but the zombie sieges always caught me off guard when i’d try to escape the night in a village.
I think what a lot of these mods are missing is subtlety. It's kinda goofy how all of these mods have the jump scare screamer thing going on and it has gotten so old. Like imagine seeing the teeth guy on the outskirts of a forest near your base and rather than running at you he waves or beckons at you and walks into the forest. Maybe Minecraft is too limited to do something like that but I think it'd be better than bum rush screaming at you. Also, upload more Lethal Company or else Evil Uncle Grandpa will spawn in your Minecraft world and SCREAM at you...
You have a very good point, but I created a modpack to be just like how you described it should be. It removes all vanilla hostile mobs and leaves only the modded ones, but to stop them attacking you constantly I put the hostile mod cap all the way down to 1-4 so they appear less. I also have got shaders that I set perfectly to have dense fog in day and especially rain, pitch black during the night and in the caves giving the perfect ambience. Also I added a lot of ambience mods to make it creepy and also some life quality improvments.
Most of em do that. Pretty sure the big white scp 096 looking guy or “the one who watches” isn’t supposed to jump you out of nowhere that often. Most of these creatures are supposed to stalk you and they do. There might be something wrong with this dude’s game due to the fact he put a bunch of these mods together because they aren’t supposed to even appear that often.
From watching this video ive come to the conclusion that the true purpose of minecraft "horror" mods is to see which one gives you tinnitus the fastest
Jumpscares should be the end result of a lot of suspense. Or to never shake off that suspense, it does not need a jumpscare. For example I felt a slight sense of suspense when I heard someone trying to open my door. Thank god it was just someone confused about the wrong apartment.
@@caketaro true horror is something that sticks with the viewer/player/reader. It should be something that burrows into you and grips your soul until you eventually forget. Jumpscares are cheap horror. It's too sudden, unnecessary, and it feels very forced. I LOVE horror, but I utterly HATE jumpscares. Good horror shouldn't have to jumpscare you, but rather have jumpscares happen organically as a result from buildup and atmosphere, just from things happening and you reacting harshly just from natural anxiety buildup. Even if there is no jumpscares, the horror is still there just from the factors listed above. With Jumpscares, there is no horror. Just... reaction bait.
the way most horror mods fail at being "Scary" is they completely ignore what made Herobrine so popular and just put some big lanky ghoul onto the game make it jumpscare and kill you and leave it at that, the kind of scary Minecraft could be is like how The Backrooms was scary before people started adding creatures and "sectors" it's just the idea of being alone in an environment completely untouched by human beings but always feeling like something might be out there with you.
@@Friend_A The one who watches recently had an update, where if you are in the woods, it will hide behind trees, breathing. It will also strip a piece of wood sometimes. it also has a scare mode where it only watches and follows you. in the desert is when it does BS. (also it has voice lines in scare mode)
Yeah, I feel like a mod that just adds a bunch of strong creepy-looking monsters would be enough to distract the player to let the dwellers do their thing, which is to pop out of nowhere at the moment where you expect it the least.
real minecraft horror is when you install a bunch of mods without knowing what they do, so you hide in a hole for your first night, but then you start to hear digging noises from above
@@luisruiz5045the real horror is the game not launching and having to figure out what is causing the issue. (I've wasted several hours of my life doing this 🙃)
The real horror is trying to play modded minecraft with your friends via creating a server. It took me 6 hours to understand post-forwarding and my router settings
The perfect horror mod would bank on the idea that you aren't really alone. Like imagine seeing an identical copy of your house 4000 blocks away, or seeing bridges that you didn't build in the nether
You completely missed the point. It’s scary because it’s unexplainable. Not because there’s some stupid entity ooga boogaing your game files. It’s weird, wrong and shouldn’t be there, and you have no idea what to do about it. Also this is a terrifying idea btw, I hate it
The last man on Earth sat alone in a room. There was a knock on the door. The feeling of not being alone when you should be is classic horror. It's great. Especially if nothing ever truly comes from it. The suspense builds and builds but there's never relief by finding out what it is.
i dont really see how thats scary thats just free blocks to break or a free bridge to walk across, itsn ot like its harming or threatening me or whatever
The Warden is lowkey the best "horror" MC element because it builds tension. Y'know that old writing trick where "if you just blow up a table, that will just make a moment of shock. If you show the bomb under the table first, that creates suspense." The shriekers are the perfect suspense builders for the bomb that is the Warden. It really gets the blood pumping. So many of these horror mods just... lack that. There is no suspense, just shock.
And you can actually play around the Warden after it's summoned. Once it's there you can hide and it'll lumber around actively hunting for you in a way you can watch from your hiding spot, making another cycle of suspense building until it screams that it's found you and well, time to run.
And the Warden doesn't appear everywhere or all the time. You can choose to avoid it if you want and figure out ways to avoid it (if spawned) or prevent it from spawning. It also works better because it's a consequence of doing something unsafe whereas the mods really aren't, they're just there because they can be. I love the Warden and the deep dark/ancient cities. The mechanic of sound makes them very intriguing and different from other things seen in Minecraft and I feel genuine dread when a Warden spawns. I love it.
Lethal Company that just came out while only really being a bit spooky in the beginning, but it puts the most emphasis on the tension of having to deal with an entity rather than the actual ""scare"". The Bracken will usually make itself seen before it tries to ambush you, Coilheads as well physically move instead of teleporting like a weeping angel. Thumpers are loud and hard to not hear so they make their presence well known. But the suspense of just knowing a monster exists and knowing what could go wrong is what makes it so thrilling. It's showing the bomb under the table. As others have said, the Warden follows this idea a lot closer than most of the supposed horror mods out there. What the devs need to understand is that you dont need to actually jump and kill the player to make them feel scared in the moment
The warden is also controllable. If you’re wise you don’t have to encounter the warden at all. It’s not just bad luck that it spawns randomly and you die it’s a response to your actions. Other mobs don’t even spawn in the deep dark biomes to make the warden 100% the action of the player.
unironically minecraft Alpha is scarier than all of these mods. That big feeling of loneliness made going to caves or going out at night much more scarier. Wondering if you are truly alone in what seems to be an empty world, just like the og backrooms
I miss Minecraft alpha so much, it’s unfortunate that going back to it doesn’t provide the same feeling as it did just playing it 10 years ago, cause my ass was absolutely scared of herobrine and backed out of caves because I thought he was watching me
Same for old Legacy Console and PE. It just felt so unnerving on those versions due to the limited world sizes and no villagers. Villagers did exist in old Legacy Console, but they had the same AI as pigs and did not even have sounds.
Even 1.8 is scarier than these mods. I'm playing on an amplified world on version 1.8.1. Sometimes I would get creeped out and would start seeing things that aren't there in my underground tunnels.
Minecraft before wouldn't make me scared, but extremely sad because I felt so alone playing, even playing newer versions like the 1.12. Thats the reason I couldn't play for years until someone in reddit had the same issue and resolved it putting music you like in the background, i finally been able to play ever since xd
13:07 It's actually funny. The chase music playing for no reason was actually scarier than if something instantly jumped out on time with the chase music. It felt stressful and suspenseful even as an observer, asking "where is it?" And "what is it?" Without ever knowing. Same reason why vanilla cave sounds are so scary. You never see a thing, just feel and hear.
When I played the Aether II mod a while back sometimes it would glitch and the Slider's boss theme would suddenly play at random. Made me jump a few times.
@@Blanktester685 I mean herobrine isn't scary but its definitely more so than any of these lmao. Herobrine worked on some level because Minecraft already felt eerily empty so it played off of that while these mods don't even feel like they are in the same game. Its still not scary to anyone above the age of seven but its at the very least more interesting as a concept
I was just talking about this yesterday. These mods aren’t scary because there’s no tension, and there’s no consequence to losing a fight. They’re too strong, almost impossible to beat, and there’s no escaping them, because they’re almost always faster than the player. So you just have to deal with the futility of getting absolutely fucking rocked by a stickbug on speed several times during your playthrough. There’s plenty of effects in minecraft that could’ve been used to create ambiance and tension, but every horror mod just has unbeatable enemy number 34972 beat you to death because that’s “scary”. They don’t feel very real in this world. They’re always unusually big and unusually fast, so they look absolutely ridiculous running after you. The cave dweller had a good NEW mechanic of crawling, but it can be pretty easily circumvented by simply… blocking it off. The important thing about horror are stakes and consequences, I think. Unless you’re in hardcore mode, there really are no stakes/consequences, and there’s no *point* in playing hardcore mode because it instakills and you’ll never get very far.
They are kinda easy to kill considering it is to be a mob that’s supposed to invoke genuine fear, should be unkillable so that you know you can’t fight back, only run.
The cave dweller is actually astonishingly easy to kill, I've done it several times, his entire strat revolves around making you feel panicked and helpless, which is a complete facade. He actually has something like enderman levels of health and if you have a shield or some blocks you can just completely shut him down. He also falls for traps of all kinds. He's no longer a threat in the world I play with my friends, we just see him as a joke and mock his cave noises & weird run cycle since we can all very easily kill him.
A majority of them are immune to player damage and common sources of damage like lava. You already have a near Invincible boss like mob that runs faster than even a horse, why give it all of the stupid debuffs like mining fatigue, covering up half your screen with a jumpscare, and disabling shields?
A modpack that does the consequence thing well is Trepidation. There is a 1 hour timer from starting the world, and if you don't ascend through all 5 dimensions by then you lose, (you can choose to play hardcore or not, if you don't then dying only costs you time & items), so its basically a roguelike. I don't think it has horror mobs, but the existing mobs are pretty scary when then can break blocks, build up, and kill you in a couple of seconds if you let your guard down.
I am convinced that the starved stalker (that goofy long-necked griddy-hitting dweller) is a parody of dwellers with the goofy music and silly-looking head
I didn’t look into it that much before putting it in with all the others, but I wouldn’t be surprised if it was. Apparently though I had an older version and the music got removed, so maybe not
I can't get over the villager at 16:11. Eyes wide awake, lying in his bed, and some random dude just breaks into his house with the slenderman just screamin at the top of his lungs outside. Dude must be thinkin 'FML'. Lol
Yeah I think part of what makes these mods impossible to take seriously is that they don't integrate into the rest of the game or have interactions at all. It's hilarious to watch some screamer monster chasing this guy while villagers are just peacefully laying in bed, cats are running around, and the pillagers completely ignore it and just attack the guy
My fridge suddenly made a noise (regulating temperature i think) while i was watching this in the kitchen and it scared me more than the entire video lmao
I think the cave dweller was fine. Maybe with reduced spawns but that "The One Who Watches" dweller is literally the worst offender. Dudes just annoying.
To add to this, I love jumpscares when their done right, and after enough tension and suspense has been built. But jump scares done wrong are just annoying
16:16 it's a shame, that's actually a pretty cool shot; the Watcher's arms reaching in through the windows, grabbing and scratching at your hiding spot, but perfectly positioned so you can't see his face or any other part of his body would actually be surprisingly ominous... if you didn't see his face immediately before, and if it wasn't accompanied by the EXTREMELY long and drawn-out roaring sound
Right? The sad part is that sight on it's own is actually pretty creepy, but the problem is most dweller mods aren't scary because they're actually scary, they only evoke that reaction in a forced way by cheap jumpscares and obnoxiously loud noises that rival the decibel levels of a live concert. I don't think people would be dunking on dweller mods this hard if they actually didn't rely so heavily on cheap scare tactics that have been done to death in the horror scene, especially since FNaF's boom in popularity 10 years ago.
I want to see horror mod that interacts with the world. Imagine it's nighttime and a horde of mobs, passive, hostile, villagers and pillagers alike are running past you and you don't know what they're running from. All you know is that you also need to run as you hear a looming sound coming from a distance.
You'd need to lower the scale and completely manipulate the world. Like build a horror map and take away most of the player's freedom so they can actually get scared. Maybe a giant cave system or a large ao Oni like Mansion. Otherwise, regular Minecraft with creepy monsters is as bothersome as a zombie or skeleton
I do remember one mod that I think did "horror" right. It's an old mod, very old. From many years ago. It was called "Dimensional Doors". It was all about these doors, which looked normal until you opened them, at which point you'd see they were actually portals to something. You could go into them, and enter these pocket dimensions (unique to each door). These places were generally like small structures you'd be in, often with loot to find and other doors that could lead you deeper into the dimensional layers. These places were mostly made of just normal blocks, with normal lighting (complete with preset torches). The horror element came if you tried to break out of there. You could dig through the outer walls of the structure, and generally surrounding it would be like, a very small bit of terrain that kinda looked like it had been ripped from the overworld. And I mean VERY small. Like this might only extend 15 blocks beyond the outer walls of the structure. It was always fully lit out there, though there was no sky or landscape beyond that, just a pitch black void. But there was one other thing that was found out there, which were these monoliths. Like the one from 2001, that sort of thing, it looked like that. They were pitch black in color, so they would blend in with the void (but were totally visible with a different background). And they just floated there. They didnt move, other than rotating so that they'd face you. They didnt seem to do anything at first. After a few seconds you'd get this weird glowing eye... more like a symbol of an eye... very slowly opening in the center of them. If the eye opened all the way with you still in the thing's field of vision, there'd be this weird warbling effect and you'd be pulled into another dimension entirely. Just this unending, twisting landscape, that was somehow very dark and very well lit at the same time. It was only made of two types of blocks, one of which made up the majority of it ("fabric of reality") and the other was this flashing block; your goal in this world was simply to locate some of the flashing blocks, touch it, and be sent back to the overworld. The only mobs in that world were the monoliths, and they'd do exactly the same thing; stare at you, and then warp you to another area of the bizarro world. So, the challenge was to avoid their gaze while finding the flashing blocks (which were typically at really low z-levels). The monoliths didnt actually do any damage, and in fact nothing in that world could hurt you at all. Even fall damage... being sent to that world (or being warped within it) always put you into the sky, so you'd fall a great distance, but wouldnt get hurt. It was just to disorient you. And that's it. There was no jumpscare, no weird gangly thing chasing you, no loud noises (there was no noise at all except the warp sound), no spooky faces staring at you in the dark. And heck, none of this happened in the overworld, it was ONLY in the pocket dimensions. So there was no chance of sudden loud shrieking things while you were going about your business. The closest thing to an actual threat is that when you exited the bizarro world, you'd be put in a random location in the overworld (within like, 1000 blocks or so of where you'd entered the original door, I think it was). So you could spawn in and get lost, or find yourself in a cave with creepers nearby, that sort of thing. What made it effective though was just that the whole thing was... uncanny. Kind of unnerving in a very subtle way, while also playing into the "fear of the unknown" just a bit. What were these things? What did they want? What was that place? No answers, ever. And whenever you were in one of the pocket zones, you KNEW they were there, outside of the structure. They were always there. And that's what did it: the place you were in was just "wrong" somehow in ways that were hard to explain, there was absolutely some eldritch thing there but it was harmless, and it all just had no explanation whatsoever. So there was just this constant sense of "something feels off" even when you knew how everything worked. It was very effective and really did a great job of creating atmosphere, and making the whole thing memorable. The best part? Dimensional Doors was not a horror mod. It had some eldritch weirdness in it (since that suited the overarching concept), but that wasnt the POINT of it. There were all sorts of screwy things you could do with the doors themselves, various types of doors (such as doors that would just link two spots in the overworld, and you could set them up) and the pocket zones were basically like mini dungeons that often had secret stashes or puzzles to solve for rewards, yet contained no other danger. Lots of other content too. Tons of stuff to do. Not even a horror mod, it didnt even add mobs that actually could hurt you in any way, yet it's THE one that I remember actually being rather freaky. It got weird and just rolled with it, and that's all it needed to do. Whereas all these recent "horror" mods are just "tall thing screams at you". Honestly I hesitate to even call them horror mods. I honestly think what they actually are is RUclipsr bait mods, nothing more. Something to get some overacting RUclipsr to get "scared" by, and get attention that way. If someone REALLY wants to make a Minecraft horror mod, they'll have to actually get creative, and that's where I think a lot of people really struggle, so most will only go with variations of what they've seen before. And they'll add jumpscares because they simply dont know how else to freak out the player.
Yeah, I actually agree about the RUclipsr bait thing, this video shows how unscary the mods are when the RUclipsr doesn't overreact. But it seems that his horror modpack is very badly configured, a big element of the scariness is how infrequent the events are, especially at world gen and especially the chases, though the Herobrine(-like) random appearances are also a bit too overused, those mobs should use like basic cover to give the impression of actually stalking instead of, say, following the player like a common mob.
Well put. the Dimensional Doors mod and its Limbo dimension was genuinely disturbing. There’s 3 major types of fear: -Dread, that deep feeling of unease which comes in anticipation of something bad happening, Terror, the “in-the-moment” fear that makes you scream, and Horror, that almost sick feeling which comes after seeing something terrible. The Dimensional Doors mod doesn’t really have Terror, but it certainly has Dread and Horror with those monoliths. The warden also does a really good job at being properly frightening. You get the dread from the buildup to it spawning with the skulk shriekers, and when trying to avoid the warden after it spawns but before it notices you, terror when it hears you and you have to run, and, in multiplayer, horror after it potentially butchers one of your friends, knowing you could be next.
This unlocked a very very deep core memory of playing on a friends modded server, before I even knew all there was to know about the vanilla game. I remember having zero idea what was going on and being pretty freaked out by my encounters with the endless sequence of tiny rooms and then the Limbo dimension, but I was also fascinated. I think I've been searching for something similar all these years but I somehow completely forgot about my experiences with that mod.
I think one problem with these mods that not many people are talking about is that they don’t feel like minecraft. I know it’s pretty hard to make a mod feel like minecraft but these mods make creatures that just don’t fit with the game. It’s almost like these horror mods are trying to change minecraft when really they should try to take advantage of the game and it’s mechanics. These monsters just feel like they belong in a different game.
They really don’t feel like they belong in Minecraft, which I think could work in some kind of mod that’s supposed to be like something invading your game but none of them really go for that
@@Friend_A I feel like the cave dweller is really the only one of these mods that fits, since it’s based around the cave sounds. All the other mods are just “Oh look! It a scary lanky white man who appear and jumpscare and kill!!!! Ahhhh 😨😱😱😱 Scary!!!” They’ve devolved to Backrooms or Creepypasta levels of “Scary” at this point
@@Friend_A There's a reason the only thing that caught your interest was herobrine's message. The from the fog mod adds a lot of far more subtle, far more diverse ways of creeping you out. In essence it is a far more 'Minecraft' horror experience that catches you off guard with things that happen already in minecraft: hearing something move behind you, an item on the ground, and other such interactions, blocks placed that you don't remember being placed, etc. Naturally, it doesn't appear much in this video because its point is to be a fair bit more subtle(although I'll grant you that the possessed mobs are definitely not subtle).
This is why I still believe that John is the best horror mod. All of the John's feel like normal Minecraft enemies. They do not force you to play a certain way like all of these mods do. These mobs work on pre-built horror maps in adventure, but they are awful for normal survival mode.
@@RePorpoised that mod still has him appear directly behind you too much, it would be more realistic if he was always in the distance, watching, never ever up close but he's there also those sand pyramids appear way too much
Don't sell yourself short, as a modder myself I find your type of feedback the most valuable of all. It makes us modders want to try harder and address the issues stated as to create something that'll actually have an effect :)
@@Friend_A Maybe not now but I have been contemplating porting the cave dweller back to 1.12.2 for use in RLCraft. It's just hard to find the time to do so. If it however happens I'll definitely remember your video!
A lot of these mods don't utilize minecraft's systems and mechanics. The herobrine mod has him using chat and such, but the rest just are "ooooo scary monster go boo and kill!".
I made a comment about this, but what I find scarier than the jump scares is the lack of them. The creature is there, you know it, but you can't find it. It searches endlessly and you know it will rip you apart when it finds you. Wandering across the world, climbing cliffs and mining through caves, you know it will find you eventually, but you don't know when
@@doodlehates_uttp Honestly, I'd say Cracker's Wither Storm mod - despite not being horror - does that well. It always tracks the closest living player, and it's always just... slowly making its way over. And there's pretty much nothing you can do to stop it.
Honestly the herobrine mod is ENJOYABLE to play with. Note how the herobrine interactions were all kinda playful, never MASSIVE danger, the biggest one being the raid event caused by a herobrine villager.
You perfectly encapsulated my feelings on these sorts of mods - they're all some variety of the exact same thing. By this point there's a metric ton of lanky "horror" mobs with a spooky face (with lots of sharp teeth and glowing eyes, because ooh scary) that watches you from a distance, then either runs at you or teleports into your face, plays a loud sound, and then kills you almost immediately. It isn't helped by the fact that they spawn CONSTANTLY. Seriously, the One Who Watches spawned, what, like 30 times in this video alone? The constant appearances only detract from the experience, because they quickly just become annoyances. I'd argue the Cave Dweller is tolerable simply by how scarce he is. Hell, he only appeared twice this video, and he ran away the first time. The others always showed up, always chased. It gets old, quick. I feel bad for the mod author of the original Cave Dweller - he had a somewhat neat idea going - giving a face to the spooky noises from within the cave 9even if the lack of affiliation was what made the noises so eerie to begin with) - but then a couple other guys saw his success and tried to cash in with their soulless carbon copies that completely missed the point of the original, only finding real favor with the clickbait Minecraft "content" creators whose core audience isn't any older than maybe 12. Maybe that's the age range I would've found these scary, but now? No chance.
I genuinely agree here. It’s sad to see such a great potential new mod turn into something that quite isn’t right within Minecraft or what the original cave dweller was intended to be . Maybe this just the early stages of something new and exciting coming to the modding community? We shall see…
This might just be my opinion, but I feel that The Man in the Fog (Also known as the Night Dweller I think) is still consistent with this. He doesn't actively harass you, and will only start chasing if you stare at him from what I know. Stuff like the One Who Watches as you pointed out, however, are just terrible implementations of the same idea. No way would I consider using that one, I'd get too angry (And it doesn't help you can't even counter it like the Night or Cave Dweller)
@@Furydragonstormer I see your point, but I have to disagree. Man from the Fog is entirely too predictable in his patterns and can be completely avoided by simply living in a stone house. Even going in blind, your average player could figure out his behaviors and patterns and learn to completely circumvent him within an hour. In his first iteration before his major overhaul - like you stated - you just avoided looking at him and you were fine (which, honestly, I prefer, because he could genuinely take you by surprise if you weren't scanning your surroundings). Now, there's a very audible clue to alert you to his presence, either forcing you to play his game and find him... or, like I said before, just enter a building made of any material stronger than wood and glass. Boom. Threat averted.
Gonna be honest, a lot of these mods became a major annoyance. At first it was spooky and scary but then it became annoying with the jpeg jumpscares and the monsters being able to break blocks and being OBNOXIOUSLY loud. It got to the point where it actively hindered my ability to progress. I want to see a mod where you're being hunted by something that stalks you for a while, lets you get comfortable, reminds you of its presence, stalk you some more and then attack while respecting the area you've claimed as your own and allowing you to feel safe. Doing that allows the player to get comfortable, and that sets up a contrast between the safety of the players base and the rest of the world which creates the constant nagging thought that the moment you step outside your wall, base, etc., you're in danger and being actively hunted. Also, this hypothetical creature shouldn't be an unkillable, instakilling behemoth. Instead, it should be able to be killed while also still posing a significant threat. It also shouldn't just chase you for an hour while screaming. Instead it should act like an predator, quietly stalking its prey, waiting for the perfect opportunity where its prey's back is turned, alone, unprotected and vulnerable. It also shouldn't over stay its welcome because if it does, it looses the shock and horror it had and becomes familiar to the player and with familiarity comes comfort and fear looses its place. However, for every moment of fear and terror, there should be an opportunity for courage and triumph because that chance of a different outcome, of change, creates a contrast that further exaggerates the fear and tension this creature creates by adding the sense of risk. Do you stand your ground and risk your life to fend off this predator? Or do you continue running and hiding from it which grantees your safety but all at the cost remaining in constant paranoia and fear of when its going to strike next. Do you continue in the constant which is familiar? Or do you push back for the unfamiliar and unguaranteed chance of freedom and peace? With all that being said, it all boils down to the truth that a GOOD monster (in any genera tbh) is one that creates fear and tension but still allows the victim(s) to create a sense of familiarity. A monster that greatly contrasts from the victim(s) normal, repetitive life. Unfamiliarity creates fear. But for something to be unfamiliar it must 1.Not be a constant. If its constant it becomes familiar and looses any chance to be scary and 2. Allow familiarity to form because once that happens, that gives room for this creature to come in and introduce itself into an environment that it wasn't made for. It must be able to become an unknown variable in an otherwise familiar world. Also side note, the loud screams don't equal scary. Being loud and screaming 24/7 ruins ANY surprise or secrecy it may have. Its hard to be scared of something you're constantly aware of. Also, its just stupid, annoying and it hurts my ears.
This is why I could never be interested in RUclipsr horror games like Poppy Playtime and FNAF. I also find horror that relies on blood and gore annoying like Resident Evil and Scape and Run: Parasites. I recently started to play Project Zero: Maiden of the Black Water, and it has made me feel more uneasy than the entirety of Resident Evil 3. No blood and gore or forced chase sequences, just an unsettling atmosphere with nothing else around.
I have seen multiple people describe it as horror, but I do agree that I see it as more of an action and cinematic game than horror. I thought that the Nemesis chase scenes were unnecessary filler instead of scary.
The only scary monsters for me is the Cave Dweller and Weeping Angels, mainly because they move while you're not looking which is hell for people like me and there are way too much mobs around. As for the ambience, the sounds for when they're nearby is a little heart-dropping, not the Night Dweller though. He's just annoying when you're outside minding you're business. Overall, the mods are cool, they just need some updating.
tbh I only find the weeping angels annoying since you can easily kill them with a pickaxe, which is why there should be a blinking effect that activates when you see one, and lasts like a minute or something, with the timer only going down when you get away from it
I agree. Weeping Angels fall into the more annoying then scary category. Losing items and being teleported 1000+ blocks away or into another dimension is very annoying. They make Netherite mining impossible. Why do all of these horror mods never take The Nether or End into account for the spawning behaviours?
The one thing i hate about the weeping angels mod is just how many it spawns i tried in normal but had to change to easy and later removed it because on easy i was constantly so rounded by 30 of them.
I think when it comes to horror in Minecraft, specifically, the kind that terrified us all as children long ago, is the absence of anything dangerous yet, the environment making you believe that there is. Setting the game to peaceful, no mob spawn gamerule, brightness to 0, and cave sounds on while never letting the sun rise, that in essence is the horror that Minecraft naturally has to itself if you let it scare you enough. If I were to mod it to enhance it, I would use shaders and dynamic lighting, as a single torch light would be all you have/need, dynamic sounds for echoes, and maybe replace the cave sounds with subtle and almost quite sounds of something walking on blocks or an extremely soft voice that sounds like it’s saying hello or breathing. I would make the frequency very low so it’s very rare to hear said sounds, not only making you jump but to also question over time is that is infact what you heard. If I had the capability to mod, I would love to tackle this and try to create what I think is the strongest and most effective kind of horror, psychological horror, and instead of adding a monster to what we feared long ago, I would enhance the features and bring what we feared into light and give us new reasons to fear it again
I love this idea. And if I could mod, I'd love to do it myself and I would credit you somewhere. But I don't know how to do anything with modding... The most I could probably do is make a comic based off this, but that's it really. And then the comic would take me an age since I'm very slow/take too much making something perfect because I'm a perfectionist😕
I felt this way once by a Metroid Mod that adds a new cave biome based on the Phazon Mines from Metroid Prime. The atmosphere, ambiance noises, no mobs (not even bats), and the looming threat of being corrupted by Phazon really made me feel uneasy exploring caves on hardcore. To crown it all, Metroid is not even a horror game and neither is this mod.
@@SunroseStudios Ooh, yeah! Go on ahead ^^ I would appreciate a “credit of concept” but, in the grand scheme of it, I wouldn’t mind idly knowing I had a very small part to play, ultimately, the work is down to you, so, you should deserve the real credit
itd be great if it werent for one thing: id mistake the breathing or "hello" for my auditory hallucinations. adding additional minecraft footstep noises that are distant would work better imo because it's an in-game sound and less likely to register as a hallucination
I feel like the Cave Dweller, in its environment, can be scary. If the Cave Dweller was taken out of the caves and spawned randomly, then it isn't scary at all.
That was the original idea. The creator was basing it off the cave noises. His logic was that Minecraft already builds atmosphere through cave noises, might as well make a payoff for it. It can also crawl through 1 block tall spaces, which is neat. It had some interesting ideas behind it, but sadly it spawned a trend of these poorly designed mods
the most interesting part of this whole video is 23:51...not the mobs, no, THIS, seeing a mineshaft generate through a geode is fucking cool, never seen that before...also i just wanted to mention that the cave dweller was actually quite good, like you said it was the first iteration of these mobs, hence its not really that bad, i liked it when i first saw it, but everything that came after it is dumb lol
The One Who Watches is by far the worst, none of them are good, but goddamn he's by far the most obnoxious one. He's unavoidable, unkillable, and not scary in the slightest, just annoying and ridiculously loud. And he's FAR too common, that's the thing with all of them actually, like a monster isn't supposed to be there every three seconds
I tried talking about this to my mom and ended up falling into a tangent about the backrooms, but I think a key aspect of most horror - for me, at least - is fear of the unknown. No matter how good a horror media or game is, once you "know" the monster, know how to run away how to fight it whatever - it loses that scary aspect. This happens with all monster types. But these mods don't even have that "unknown" aspect really. They stare at you, run at you, kill you. There's no tension built, there's no fear of the unknown.
it was unknown, it seems a lot of people attribute the flaws of popularity to the mod itself like already knowing about it, and unknown only is a restrictive type of horror, something horrific thats accepted as just part of life and theres nothing you can do is equally scary. i know internet horrror can get oversaturared but people who act like they have an objective truth on horror is annoying, theres too much air of "my horrors not just a scary monster, its REAL horror with sublety because im smarter and better than you", its genuinely annoying also the whole thing was about a cave monster that while overpowered didin't always kill you. it wasn't always on sight like your potraying it as, also you can't blame a horror property for getting over popularized, it just happens and its realistically expected
i remember someone comparing jumpscares scaring someone being the equivalent of a comedian tickling you and then saying they made you laugh and that still holds up
The Warden is the scariest minecraft experience I have ever had, and that's vanilla minecraft. Something about having to sneak around, not being able to see, and the sounds of the warden sniffing around looking for you is so tense and anxiety inducing
Because of one important factor, you can avoid the warden and or trick it, but if you screw up and make a noise you're fucked. These mods just have a creature that just always knows where you are and you cant do shit about it
@@Samsung-1.9Cu.Ft.Microwave "Something scarier than an uncaring universe, is an universe that presents you with the right and the wrong choices and you being too naive, or coward or stubborn to take the right ones. Is the feeling that what you do does matter but you only realize it after it's too late. If tension comes from making mistakes, horror comes from living with the consequences."
@@segismundosaulalex3065in simple terms. A monster is scarier when there’s set rules on how it behaves, bird box has lovecraftian monsters that cannot be seen, but cannot pull off your blindfold so you’re essentially safe as long as you don’t have your eyes open, which to many are essential tools for survival. It’s kinda what the OG cave dweller did really well, the creature had a set condition before it goes hostile and that’s if you flee from it when you see it, like any wild creature it observes, and if their prey flees then they will strike.
Bit of an idea. What about something that never directly interacts with the player, but isolates them? Hear me out, something that prevents mobs from spawning nearby occasionally killing some. It ducks out of sight to teleport somewhere else, but doing this does not rely on the player's sight, just their presence. so, you could only hear it, and never actually see the thing. Eventually it de-spawns, playing some sort of ambience sound before presence of mobs returns to normal.
This sounds similairly to skinwalker ranch and i personally think something like what happened on that ranch would work in minecraft very well due to the isolated atmosphere of minecraft itself. Just normal minecraft, but weird shit is happening to other things around you like passive mobs and such, and whatever thing is doing it avoids you at all costs and you can only sneak up on it yourself in order to actually SEE it. I think the point of it is it would try to harm you mentally anf through restiction of the resources around you. (War od attricion basically) so yeah i think what you mentioned is great and if i knew more about minecraft modding id try something like this myself.
I'm considering giving a shot at it myself sometime. I got surface understanding of code, and a couple friends with a more proper comprehension of it. We're nerds about the mediums of art, so I'm sure it'll be fun to work on.
@@malleablephi675 dude honestly if you do go ahead and start it let me know. I do have a good knowledge of java tho unfortunately being in college takes up most of my time. If anything link the mod here cause id love to see it!
I had this glitch where mobs would despawn in a radius and I never left the game faster Also reminds me of how cold and empty minecraft beta felt, the average spawn rate was definitely lower
I agree on most of your points. To me the best minecraft horror is the "stalking" kind, its clear some of these mods started out with that but the jumpscares and chasing instantly ruin it. How minecraft caused fear in the early days was with the fear of unknown and rumors of herobrine, you didnt know if you were alone in your world and the feeling of isolation played into that creepiness. these mods are wayy to in your face. the original horror of minecraft, like you said, didnt come from a scary mob, it came from the lack of knowledge and sense of isolation. its extremely hard to do a scary mod well but some definitely succeed in some categories. the skinwalker mod is my favourite, just seeing another player in a single player world can cause so much distress even when it isnt scary. one other thing these mods do right are ambient sound effects like the one where you can hear something that sounds like a player walking up to you is my absolute favourite. brings back that nostalgic feeling, when it wasnt in your face but a dreadful feeling of "what if something's behind me".
For me, it’s the fact that these mods aren’t made for the average Minecraft player; they are made for modshowcases or quick Minecraft challenge videos. They are too overpowered to beat by normal means and too quick an experience to really count as a memorable mod outside of “oohh it’s spooky and unnatural.” Funnily enough, we have been here before; Herobrine mods used to just him in as a *boss* when he is ment to be a *presence.* I don’t *always* want to fight “the thing that is scary.” Sometimes I just want it to be part of my world.
I think "From the fog" does it just well, tho it can be mixed with " The end of Herobrine" to have an unpredictable presence switching from watching from afar, lurking and stalking to aggressive, jump scares and mobs possession, that combination makes Herobrine unpredictable
17:29 That chase music choice sent me laughing, mod trying to be scary and suddenly music sets the mood to take out a gatling gun and mow down the demons Doom style
Prepare for an essay, I've thought a lot about this, especially with the rise of "scary" Minecraft mods. The way I see it is like... good horror is something like Alien: Isolation, or even something like The Shining. Good horror needs suspense and the sense that something isn't right, that something is wrong, but you don't know why or what. It just is. Sort of how in early game, finding an Ancient City is terrifying because the stakes are high, the stakes are (fictionally) real for the player, and you're up against an overwhelming force that can just come back even if you happen to kill it. You can't fight, you can't see, you can't run, you can't make even the slightest sound, only able to continue off of what COULD happen if you make the slightest mistake. Not to mention, environmental storytelling is a big part of horror, i.e., the carpets in the Ancient City, the unexplained portal frame, the destroyed buildings, the redstone compartments, the music disc shards, etc. I think that's sort of why the Cave Dweller works well enough is because it already has a "story". The Cave Dweller is what we all feared we'd encounter or see or WOULDN'T see when we heard the cave sounds the first time we played Minecraft. Its environment and our fear of it is the story--anything could be in there making those sounds and the Cave Dweller fills the gaps. There's two types of threat categories when it comes to horror from what I've noticed: intelligent evil and animalistic evil (and there's lots of crossing in-between, but those are the Big Two.) In any Alien movie or game, the Xenomorph is terrifying because it's smart, because it learns. It's not human, but that doesn't mean it's stupid. In any zombie story, most of the scariest threats are the unhinged survivors and the horrifying things they do to stay alive. Saw is scary because the Killer Tyke On a Trike is SCARY smart and uses it for sick and evil games. Animalistic evil is something like The Warden: intelligent enough to find you, but it's still animalistic in nature as it just kills anything that makes noise without discernment. Zombies would be an animalistic evil, Choochoo Charles, the shark from Jaws, Huggy Wuggy, etc., etc. Most "scary" Minecraft mods can't manage half of these traits. There's a reason The Cave Dweller mod kicked off and that's because it ticked a lot of these boxes. Maybe not all of them! But enough to make an impact.
THIS! The ORIGINAL cave dweller is criminally underrated. I’d like to say something too. You know old minecraft? Its calming c418 songs? Man, i miss those times.. but imagine playing with a c418 song in the background.. its night.. the song suddendly stops and you hear a creepy and eerie ambient noise that doesnt stop as you hear footsteps getting closer to you.. without any jumpscare.. THAT, is what i consider creepy and eerie. People keep thinking that jumpscare = scary. Its not true. When you are alone in the dark, you’re not afraid of the fact there’s no light, but its a fear of the unknown.. it would kinda work with minecraft in certain situations.. no jumpscares, just creepy noises, like tapping on something.. kicking and making noise,not like screeches or screams.. no need of a jumpscare, just the fact that you hear these noises and a creepy ambient sound that you dont know when it will stop.. just gives more of a creepy impression.. as if you feel like there’s a presence WITH YOU in this world.. but you dont know if there actually is one or its just coincidences.. i think that’s why Herobrine worked in the early days and still does with the from the fog mod.. the unknown presence of something of someone that you have never seen but heard while he knows you are there, with him, in my opinion THIS Is what “scary” minecraft mods should focus on.
Omg, coming back to this and just now realizing the chase music from the monster without eyes and with a goofy run animation is literally using a remix of the Courage the Cowardly Dog music from whenever Courage gets chased. Learning that made it 10x funnier
probably the biggest pitfall is just putting in a super fast instakill monster like I saw many other horror mods do. Trying to play a pack with those (Fear Nightfall) ended up being eventually just annoying, since every time I saw them im just like "yeah just kill me already". What makes a lot of horror effective is the dread, the buildup, the ominous cues that _something_ is there, lying in wait. It's better when you have more of a chance to get away or prepare, because then it stays as a tense encounter rather than an instant death RNG which many mods I've seen go down.
I feel the same way. I tried a horror modpack that tries to recapture that uneasy feeling of beta Minecraft, and it included every trendy boogeyman mod. There is no point in going in caves or hunting at night if I am going to be one or two shotted by a pseudo-boss.
The problem I find with these is how frequent the "events" happen. Like From the Fog is scary until maybe the tenth or eleventh time you've seen Mr Spooky Eyes try and sneak up on you...
Yeah this is a big part of why these mods just aren't scary, they blow their loads way too quickly, and instead of integrating with the game they just serve as an unnecessary obstacle, at least the original cave dweller made it so you could avoid it/fight back
As someone that plays from the fog religiously, I use it more as an atmospheric mod than a horror mod. It’s great for atmosphere, reminding you of the old days in Minecraft when you were terrified to go into the caves, worried you’d be killed by some big scary thing you hadn’t ever seen before.
@@jeresomthimh8111 they do WHAT now???? protip for horror mod creators: edge your players right up until they're about to blow, and only then unleash the mod's load right on the player's face
This isn't just a problem with minecraft mods, it's a problem with a lot of modern horror. Horror isn't when suspense that doesn't exist is resolved, horror is when suspense that does exist isn't resolved.
@@gneu1527 Wouldn't that also fall under "suspense that isn't resolved"? All the while you're being chased, suspense is active (will you die or escape?) and unresolved.
I mean I personally like suspense that is eventually resolved but then creates new suspense do to the resolvement of the first which is then eventually resolved or not
I think that it might be one from the Weeping Angels mod. Maybe the mod was installed, but the angels never spawned due to the mob count being bloated with Boogeymen and Herobrine mobs.
Most of these "dweller" mods are kinda like the parasite enderman from the Scape and Run: Parasite mod. It spawn from nowhere, jumpscare you a bit, either one or two shot you, then done. It's more furstrating than scary tbh
@@that_one_helljumper I hate to look at that thing, and there would be NO WAY I'm playing the mod because 1: I don't have Minecraft on my laptop/would be able to get a mod to work for how laggy the stupid computer is on a daily basis, 2: That thing scares me more than I'd like to admit and 3: I would instantly die since it's one look then insta-death in most cases with at least iron armour. Not to mention shaking my mouse or moving back from the Enderman appearing out of God-knows-where to kill the player. I would be more scared if one of these mods had it where the monster is silent, more than several blocks away just watching the player but doing nothing and being like the most nightmare inducing thing like it was a horror movie. Or I'm imagining Herobrine in that scenario, being a little scarier than he was in inception. Either way, I'm done writing and will go back to my little hobbit hole to draw🌃
The diference being is the assimilated enderman can at least be dealt with a sword and a shield, most of these things show up, run at you at mach 3, and oneshot you
I honestly like the assimilated enderman more, you at least feel a sense of impending doom if you happen to catch a noise nearby or see one in the distance :P + you can actually deal with it
@@FyreofShadow Maybe if you have plenty of good gear? I haven't seen videos of it for a while, but from memory, it seemed to be a real pain with just iron or similar from other mods that give extra armour:/
I’m so tired of everything just being a tall gangly “dweller” that is unkillable and screams loud. There’s one RUclipsr I just.. don’t watch anymore because all of his content boils down to “oh no! Another dweller! Spooky!” While repeating a survival start every video.
@@Unlucky1776 yeah, but its honestly just the same slop content repeated everytime, used to watch him a lot. he downloads some mod that ends in “dweller”, builds a house, it turns night and he screams and pisses his pants because some loud noise plays
17:00 did actually kinda get me, mainly because I assumed it was From the Fog Herobrine, and he would just fuck off Wasn’t expecting him to instant transmission over and slap you
To be fair, they don’t really play on the “dweller” name that much considering the only one called dweller is the cave dweller😂 otherwise it’s midnight lurker, man from fog, one who watches. I agree though, the mods really aren’t scary and they are either blatantly easy to beat, or impossible. Except, the single mod I didn’t see you use, the updated cave dweller… the only one that is actually scary. The way it watches from the distance and gives you zero sound que its around. It’s genuinely terrifying and makes you want to stay out of caves. It spawns just infrequently enough to really keep you paranoid. Nice video.
I think the dweller name thing is more about the youtubers that make videos on these mods. I've seen a few videos talking about the "newest dweller mods"
The cave dweller is the only one that seems scary to me because it is something you need to face to progress, whether you are digging tunnels or mining in caves. For me, it makes the game tense, since you are worried that he's stalking you. You'll think about whether you can grab that ore you see and make a break for it before he gets you. Since he only spawns in caves, you get the feeling that you're walking into his turf instead of just getting annihilated from anywhere by a mob with super buffed stats. @@martis.23.
I'll be frank, I was more scared, when I booted up MineCraft on my XBOX 360, and got scared shitless by a drowned zombie, because I don't follow updates, and I didn't know that thing was gonna be in there. Pretty sure anything past the villager update was was Somehing New to me, so learning about the desert zombie by means of hearing one right behind me, while I was playing at night was some frightening shit.
I think the one that has the most potential is From the fog, the whistling sound effect it does when it spawns is genuinely creepy, I just think they need to add some more behavior patterns to it rather than just you look at it and it chases you. Like imagine if it did the whistling and you saw it, and instead running straight at you it just walked back into the fog or something, it would be a lot creepier and you genuinely wouldn't know what it was about to do
@@orang9134 It easily can you just have to do it correctly, that's the whole reason herobrine was so popular especially if you was of a younger age. You never actually saw him but you knew what he looked like, and every single white pixel you saw you thought was him, it was solely your paranoia and in reality nothing was ever actually there but you could've sworn it was.
And this is why I really like From the Fog, I mean yeah sure it’s goofy at times and more just like funny than scary but I think having something appear every so often to scare you or stare at you is more scary than having a walking tree branch slap your shit back to your respawn point.
I like how honest you are. There’s one I saw that seemed really cool, In Your World. It’s slow but I think it builds some kinds of suspense better, but really… how scary can it be when you’re the real villain of the game? You’re the terrifying thing in the game
Probably the main highlight of this video has to be the Starved Stalker, because every time it's on the screen, the game turns minecraft into comedy. Kicking it off with the goofiest sprinting animation as Friend A casually discusses how it's not even scary, and even has hit the griddy in some GIF. Look again and now its aggressively, yet slowly running across water. Every sound effect it causes isn't anxiety, but more so adrenaline without the stress factor. Ultimately, it's a mod of s scrawny, triangle headed creature that has such an energetic chases theme, and the stupidest running animation that has made me burst into laughter though out the entire video. It even gives you an OP WEAPON just for killing its miserable self, but too bad it no longer spawns beyond that point
I'd love a "mod/resource pack" that says its really scary, but nothing happens besides just really small shit like new noises and stuff. So the entire game gaslights you into thinking something is going to jumpscare and kill you. Then once you feel like the pack doesn't work, more shit happens to remind you that its in fact working and that there is more to it than you thought.
Yeah call it like "The Nightmare Creature" or something to keep it totally generic and in-line with these mods, and even include a similarly looking spooky dude in the graphics files for people who want to go digging in those, but all it does is actually add new cave ambience and only when your local difficulty (the one that ticks up as you stay in an area) gets really high does anything actually spooky appear. So until you settle down in an area for like 20+ in game days nothing actually scary happens. So that way you forget about it until it's too late.
Check out "From the Fog", it's a subtle Herobrine mod where he can't even kill you. You'll probably forget you even have the mod until you think you see him over a hill, or if you're recording and go back through the footage you'll realize he was standing near you for just a frame, or he burns down your house while you're out mining. Sometimes he'll even leave cryptic signs. Just a great all-around mod imo
@@ExtraQuestionableContent from the fog is in this video, it's just not that scary if my house is on fire and i know exactly what caused it and that i didn't have any agency, it's not really scary, it's just frustrating
25:44 I wont lie, the fact that it disables your shield is the singular thing I like about that mod (I almost liked the ceiling climbing ability, but it's just so boringly executed), one of the things that ruins a lot of these mods is that you can just hold right click and then the monster cant do anything to you, if that mob had some decent combat and didnt instakill you so that you actually have time to react it could probably force some interesting and unnerving moments
I think the scariest thing in Minecraft already exists, it doesn't need to be modded. The ancient cities are terrifying, and they follow the suspense horror formula pretty well
I think one of the problems with scary mobs that chase you is the dilemma of how much HP they have. If it's low and you can kill them in a few hits, they're no longer as scary since you just killed them. But if it's high and takes a long time to kill them, you're going to be seeing them longer and will get desensitized to them.
I don't think so, Warden has a ton of health and is still the pinnacle of Minecraft horror. What's missing is their appearance, if a monster appears too often it will soon become more boring than scary. A good mob would be something that poses a danger not only to you but also to everyone else.
@@chatorson5887 I mean the thing with the warden is that he is... As everyone under the sun has already pointed out... Not meant to be killed! Your win condition against the warden is to sneak around it until either it leaves, or you got what you came there for and you leave, his HP could be 1 thousand, 10 thousand or any other outrageously high number and the encounter would end the same The only time the warden's HP would matter is if you're attacking it, which is never worth it, even if you ARE strong enough to kill it. Meanwhile other monsters are presumably balanced around you actually defeating it by reducing their HP to 0.
honestly besides these mods simply having bad scaring techniques, the basic minecraft mob behavior is just a perfect recipe of making any scary mob a disappointing collection of blocks; the loading into chunks, the choppy turning in place, the general animation style, the pathfinding (like chasing stopping for a few seconds after reaching the players location or spinning in place), and so on. thats the stuff that makes you end up with a toothy stick in water aggressively hitting the griddy as it bobs towards your location at the speed of a snail with scoliosis.
I think Minecraft has one pretty great native horror mob, the Enderman. Now, since everyone knows what the Enderman does and that they can be made harmless by just standing under a low ceiling, they aren't that scary currently. But if you were to open Minecraft for the first time with no prior knowledge, they would be pretty scary. They are not instantly hostile, but there is something alien about them, and they make strange noises. If you don't know you shouldn't look them in the eyes, it can seem almost random when they decide to attack you. Their aggro sound is eerie, and their teleporting hit-and-run tactics make it feel like you are being attacked by something from the shadows, never sure from where it will strike next. They also hit decently hard, so they pose an actual in-game threat. Once you learn their behaviour or get super geared, they stop being scary, but that would really apply to any horror creature. Even dedicated horror games can still struggle with the scariness disappearing when the player figures out a way to exploit janky AI or a bug to make the monster completely trivial to face. The horror does often require the player to voluntarily try to maximise immersion. And Minecraft itself is not built to be a horror experience. So it is hard to make Minecraft scary, but not impossible.
Lmao this reminds me when i first meet an enderman. I was just moving in to a house from a village when this thing teleported out to the window. I couldn't even see its head because they're so damn tall. I was weirded out because they look like something that doesn't belong in the game at all. Worst is when when i look away they teleported leaving this purple dust behind, and i have no idea where they are, but convince they're following me and up to something My 8 year old self deleted the world immediately lol thankfully it was newly created so there wasn't much
I think a lot of minecraft horror should go routes like darkwood or stalker where the horror is just in the setting. I think something that makes a lot of minecraft horror bad is HOW out of place stuff is. It is good to be a little out of place but I think many of these take it too far into the weird range. The horrific elements should still feel apart of the setting at least a tiny bit. I think a proper minecraft horror mod would need to be a overhaul or big mod pack cause the standard minecraft setting doesn’t really support horror.
I got the perfect idea for a Minecraft horror mod. Hear me out. When you spawn, you will notice that there are zero clouds in the sky, no mobs are spawning, everything is desaturated, the old shading system replaces the new one making caves darker and no ambience or music plays(besides cave ambience that will randomly play and scare the shit out of you. The world will feel dead and alone. However, you will begin to notice subtle chances such as one block in your house being switched out with another, or your bed changing color or an item or two going missing from your chest. Even better, the mod is updated randomly and no change log is provided. Edit:now realizing it this mod would be boring as shit
Og cave dweller was cool. It was unique at the time, had a LOT of buildup/tension, and was fairly balanced. It played off of the pre existing cave noises, which made it scarier. The only bad part was really the design/animations. These other mods lost that. Some improved the design, but not the anims.
An odd thing I noticed is that when I had played with a few of these mods, (before watching) I had had over a 50 day world with only one “The one who watches” encounter, albeit being just one where he was transparent. Whenever I use these packs or mods, they are really rare and that makes them genuinely scare me sometimes. The only mod I had that had anything like this constant behavior is CREATION.JAR. Either way, great video as always. Keep it up!
only good horror mob is the stalker from betweenlands, its not just a default unity horror game mob, but an actually originally shaped animal with pretty well executed way to cause paranoia by staying out of sight at first and breaking sources of lights(the fog of lake cavern layer helps at making the place look even darker), starts assault by either jumping down from ceiling or attacking from behind and when low on health can summon reinforcements
@@___________________________-.- I think you're talking about the Midnight Dimension mob, it opens portals around the world and will drag you into them if you're not careful
That's another thing that I love about the Betweenland's Stalker; if it jumpscares you, it's entirely your fault. It gives plenty of warnings that it's there, so it's your fault for not picking up on them or ignoring them. It also plays into the area it spawns in, unlike anything else in this video. The Lake Caverns have a perfect atmosphere to make the player unnerved, from the dark fog to the fact that things can spiral out of control very quickly if you're not vigilant; and the Stalker compliments that by giving you just another thing to look out for.
These mods can be scary, but I just dont like how repetitive they are. They also are unfair and annoying because of how fast they can reach you, how fast they can kill you, and how common they spawn. If I want a good dweller mod, I want unexpectancy, somewhat of a fair fight where I would be more terrified of any other mobs killing me with the amount of health I would have after an interaction with one, and some space to breathe after fighting one.
Some Minecraft mods can be scary once you find the right mods, but a majority of them have nothing that adds to the tension and none seem to have a build-up with ambiance.
Honestly, I think a lot of it is caused by oversaturation. If your gameplay is normal, to the point you forget that there is something scary, you're much more likely to shit your pants when ordinary mining expedition #213 suddenly goes bad. I also think that minecraft is, in general, a very unimersive game, so you're already working against fear with its basic design.
At first experiencing these mods was horrifying but after getting jumped by the man in the fog 10 nights in a row and all the other stalkers numerous times in a row it gets kind of annoying
I'm kind of late to the video, but I just love this kind of honesty. No overreacting, no stupid [still screaming literally more than 10 seconds after getting jumpscared by the most obvious object] things, just honest opinions :)
I find it funny these mods always go for the "Tall and Lanky Screamer" creature, failing to take inspiration from "Short and Stubby Growler" Baby Zombies which are usually the scariest thing you can come across in the regular game... ~Strongest Modded Hunter Screamer vs Weakest Hardcore Mode Baby Zombie~
Base Minecraft even does Jumpscares better with the Elder Guardians. The blow of a jumpscare in a horror scenario is inevitible and sometimes not even scary on account of desensitizing, meanwhile in an otherwise calm relaxing scenario in can make your heart skip a beat...
I think the Man From the Fog does a good job of being frightening without being intrusive. He spawns on the surface at night only and only attacks when you look directly at him. So he can be avoided successfully.
I agree, but he does he still falls into the category of being unbalanced and poorly optimised for normal survival. He spawned during my Ender Dragon fight and nearly ended a hardcore world due to his "no building up" gimmick when I was on one of the obsidian pillars.@@Friend_A
A lot of these mods use Puppet Combo as a golden standard for horror but forget what makes those games scary. In Nun Massacre for example, the nun can stalk you and even disappear from your radar. You feel helpless because it can get you away from your hiding spots and fit in vents, but because the enemy is always there instead of one part of the day like these mods, you never know where the enemy is and you start getting paranoid. That's something all these mods forget
A well timed creeper around something I just built still scares me, even when I have full armor. Also something about PE's old size worlds was just unsettling, no matter how much you tried you were boxed in, with no real way of leaving. Anything you did was isolated by void. I remembered getting particularly unlucky when I was still new to the game, killed off almost every passive mob and the terrain wasn't very suitable to respawn them. Since I didn't yet understand how to make passive mobs spawn it was just me, a wolf, and the monsters.
Unpopular opinion but I believe that vanilla does horror WAY better than all of these mods. We take cave noises for granted nowadays, but for new players it’s shocking enough to turn off the game as they don’t know what kind of monster it would be coming from. The warden and deep dark is done really well too, where the horror comes from the fact that the warden IS out there, and will appear after sensing you enough times, building tension quite well! I always preferred horror games where the “monster” literally isn’t seen at all, except for maybe at the very very end when it finds you/you defeat it. Both cave noises and the deep dark do this too! And jumpscares don’t do it for me. I’ve been jumpscared more by random zombies in caves than I have from these horror mods.
From The Fog is nicer than the most of the dweller mods from what I can see. At least that can build tension with the lack of "appear, walk around, kill player" routine. It can still be sorta goofy (also with the bugs) but it's a step in the right direction. End of Herobrine shouldn't be used with From The Fog, I don't know why people are doing that. Two different things!
i thought the cave dweller was actually an okay design, it roams in the caves and it stalks it's prey before attacking building tension. Also the cave sounds it made were very unsettling, but the problem is people piggy backed off of the cave dweller and ended up making a saga of "spooky skinny man with big teeth jump out of woods and chase you" type mobs.
i think the problem is that people don't understand that over saturating the freaking game with these dwellers mobs makes it less tense, but tedious lol. The dwellers have the purpose of spawning nearby, and if you tend to put more than one it is very obvious that the playthrough will become unplayable, or annoying. Next time play with only one dweller or two but be aware of the function of these before downloading them.
these modders tend to forget that extremely long and skinny limbs often mean very silly looking run/walk cycles
They should probably make em do a general Grievous crawl. Or the kind of run those furry kids do on all fours.😂
the furry kids is so true. them mfs be a whole nother species.
@@I_live_in_your_walls.I think the man from the fog does that
I'd like to see a creepy stalking monster isn't lanky and doesn't have a scream and chase sequence. Even something as simple as keeping the stalking behavior of the cave dweller, but removing the chase sequence and keeping it nearly silent (except for some quiet ambient sounds) until it is right up behind you.
And let it crawl upside down on ceilings like Nyf's spiders for good measure.
There's potential for that tho! It can be goofy but also can be uncannily unwavering as well if it's executed correctly!
True horror comes when hearing the hiss of a creeper in the storage room. What a logistical nightmare
You can waterlog chests and cover them with signs to make them immune to explosions.
really? @@WallaWaller
@@WallaWallerWhy did i never think of this
mojang made the game soo easy besides us getting better@@WallaWaller
MY TORCHES
22:13 “Hes just like a train” perfect describes all of the dweller mods, they are all fast loud big things that kill you instantly
I am going to hop onto a top comment to promote a Minecraft horror mod that is actually scary, and that's the Slenderman mod.
Because the Slenderman mod does horror right.
There are two active threats trying to get you. There are proxies, which are utterly silent and incredibly hostile and violent, and then there is the man himself.
Who is just standing there, a few dozen blocks away. And you have no idea when he's going to make his play to kill you. Because the Slenderman doesn't just start screaming and chasing you. He watches, and waits, and builds an atmosphere of tension. This is a _horror_ mod, not a jumpscare. There is nothing particularly frightening about his appearance, except that he's always just _appearing,_ just _there._ and he's always getting just a little closer. And in the meanwhile, he's sending proxies at you so you're forced to focus on something else.
The only difference is when I see a train I don't roll my eyes and groan out of boredom 😴
The original Dweller was not meant to insta-kill anyone, it's just a goofball creature stalking you, it's not an unkillable god like the other copycats.
7:30 is an actual game mechanic called a zombie siege. each night at midnight there’s a ~10% chance for one to spawn outside a village; basically the OG raid.
I've gotta learn how they work.
Are they on Bedrock too?
They should have done something with this instead of the raids we have now.
@@JACKHARRINGTON according to the wiki they are a java exclusive. there are outdated versions of bedrock that have this feature, but i don’t think mojang ever properly implemented sieges in bedrock.
@@mosshivenetwork117 honestly i like both. pillager raids feel like a mini boss that’s easy to prepare for, but the zombie sieges always caught me off guard when i’d try to escape the night in a village.
omg yeah i totally forgot that used to be a thing!
I think what a lot of these mods are missing is subtlety. It's kinda goofy how all of these mods have the jump scare screamer thing going on and it has gotten so old. Like imagine seeing the teeth guy on the outskirts of a forest near your base and rather than running at you he waves or beckons at you and walks into the forest. Maybe Minecraft is too limited to do something like that but I think it'd be better than bum rush screaming at you. Also, upload more Lethal Company or else Evil Uncle Grandpa will spawn in your Minecraft world and SCREAM at you...
Mf you had a good serious comment you came back to say Evil Uncle Grandpa
@@Friend_A Bad morning...
I mean, yeah. But they basically did that in from the fog and it somehow is less scary.
You have a very good point, but I created a modpack to be just like how you described it should be. It removes all vanilla hostile mobs and leaves only the modded ones, but to stop them attacking you constantly I put the hostile mod cap all the way down to 1-4 so they appear less. I also have got shaders that I set perfectly to have dense fog in day and especially rain, pitch black during the night and in the caves giving the perfect ambience. Also I added a lot of ambience mods to make it creepy and also some life quality improvments.
Most of em do that. Pretty sure the big white scp 096 looking guy or “the one who watches” isn’t supposed to jump you out of nowhere that often. Most of these creatures are supposed to stalk you and they do. There might be something wrong with this dude’s game due to the fact he put a bunch of these mods together because they aren’t supposed to even appear that often.
From watching this video ive come to the conclusion that the true purpose of minecraft "horror" mods is to see which one gives you tinnitus the fastest
Using jumpscares in horror is like a comedian tickling you to make you laugh.
So true bestie
Jumpscares should be the end result of a lot of suspense. Or to never shake off that suspense, it does not need a jumpscare. For example I felt a slight sense of suspense when I heard someone trying to open my door. Thank god it was just someone confused about the wrong apartment.
@@caketaro true horror is something that sticks with the viewer/player/reader. It should be something that burrows into you and grips your soul until you eventually forget. Jumpscares are cheap horror. It's too sudden, unnecessary, and it feels very forced. I LOVE horror, but I utterly HATE jumpscares. Good horror shouldn't have to jumpscare you, but rather have jumpscares happen organically as a result from buildup and atmosphere, just from things happening and you reacting harshly just from natural anxiety buildup. Even if there is no jumpscares, the horror is still there just from the factors listed above. With Jumpscares, there is no horror. Just... reaction bait.
@@joshuawiener5003 Exactly, its like suddenly screaming "BOO" in your roommates ear. You startled him and got a reaction but it is not scaring him.
It can be good
the way most horror mods fail at being "Scary" is they completely ignore what made Herobrine so popular and just put some big lanky ghoul onto the game make it jumpscare and kill you and leave it at that, the kind of scary Minecraft could be is like how The Backrooms was scary before people started adding creatures and "sectors" it's just the idea of being alone in an environment completely untouched by human beings but always feeling like something might be out there with you.
The original 4chan Backrooms post did imply the existence of a monster, but it was left up to interpretation what the monster looked like
@@sboy2044 Yep, "God save you if you hear something wandering around nearby, because it sure as hell as heard you"
They are mistaking thriller for horror.
@sboy2044 funnily enough that's my least favorite part of the post. I feel like that line kind of ruins the existential horror of the backrooms.
the backrooms wiki and "lore" makes me so mad because it completely strips the horror away from a concept that's scary as hell on its own
"The one that hits the griddy" honestly very fitting name for a dweller slop mod
in reality, minecraft really CAN be scary, but mods like these don't build any tension, they just try to by "scary" and leave it at that
Yeah these mods aren’t great, I am looking for something to make Minecraft scary now, apparently.
play vanilla minecraft but self aware on how theres no ambience. no nothing no one else in your world, and why,@@Friend_A
@@Friend_A The one who watches recently had an update, where if you are in the woods, it will hide behind trees, breathing. It will also strip a piece of wood sometimes. it also has a scare mode where it only watches and follows you. in the desert is when it does BS. (also it has voice lines in scare mode)
Yeah, I feel like a mod that just adds a bunch of strong creepy-looking monsters would be enough to distract the player to let the dwellers do their thing, which is to pop out of nowhere at the moment where you expect it the least.
@@Friend_A The one who watches, cave dwellers, weeping angels
real minecraft horror is when you install a bunch of mods without knowing what they do, so you hide in a hole for your first night, but then you start to hear digging noises from above
epic siege mod moment
At that point the real horror is hoping the game doesn't crash when you launch it
@@luisruiz5045the real horror is the game not launching and having to figure out what is causing the issue.
(I've wasted several hours of my life doing this 🙃)
The real horror is trying to play modded minecraft with your friends via creating a server. It took me 6 hours to understand post-forwarding and my router settings
@@Wolf-bu2eu I just use Essential Mod from now on tbh. Making my own server pack is too annoying
The perfect horror mod would bank on the idea that you aren't really alone. Like imagine seeing an identical copy of your house 4000 blocks away, or seeing bridges that you didn't build in the nether
That would be an interesting mod, instead of a creature trying to kill you, the entire world your in is "alive".
You completely missed the point. It’s scary because it’s unexplainable. Not because there’s some stupid entity ooga boogaing your game files. It’s weird, wrong and shouldn’t be there, and you have no idea what to do about it. Also this is a terrifying idea btw, I hate it
@@saycap I think they meant like the world is "alive" with players, but there arent players
The last man on Earth sat alone in a room. There was a knock on the door.
The feeling of not being alone when you should be is classic horror. It's great. Especially if nothing ever truly comes from it. The suspense builds and builds but there's never relief by finding out what it is.
i dont really see how thats scary thats just free blocks to break or a free bridge to walk across, itsn ot like its harming or threatening me or whatever
The Warden is lowkey the best "horror" MC element because it builds tension.
Y'know that old writing trick where "if you just blow up a table, that will just make a moment of shock. If you show the bomb under the table first, that creates suspense."
The shriekers are the perfect suspense builders for the bomb that is the Warden. It really gets the blood pumping.
So many of these horror mods just... lack that. There is no suspense, just shock.
And you can actually play around the Warden after it's summoned. Once it's there you can hide and it'll lumber around actively hunting for you in a way you can watch from your hiding spot, making another cycle of suspense building until it screams that it's found you and well, time to run.
And the Warden doesn't appear everywhere or all the time. You can choose to avoid it if you want and figure out ways to avoid it (if spawned) or prevent it from spawning. It also works better because it's a consequence of doing something unsafe whereas the mods really aren't, they're just there because they can be.
I love the Warden and the deep dark/ancient cities. The mechanic of sound makes them very intriguing and different from other things seen in Minecraft and I feel genuine dread when a Warden spawns. I love it.
Lethal Company that just came out while only really being a bit spooky in the beginning, but it puts the most emphasis on the tension of having to deal with an entity rather than the actual ""scare"". The Bracken will usually make itself seen before it tries to ambush you, Coilheads as well physically move instead of teleporting like a weeping angel. Thumpers are loud and hard to not hear so they make their presence well known. But the suspense of just knowing a monster exists and knowing what could go wrong is what makes it so thrilling. It's showing the bomb under the table.
As others have said, the Warden follows this idea a lot closer than most of the supposed horror mods out there. What the devs need to understand is that you dont need to actually jump and kill the player to make them feel scared in the moment
The warden is also controllable. If you’re wise you don’t have to encounter the warden at all. It’s not just bad luck that it spawns randomly and you die it’s a response to your actions. Other mobs don’t even spawn in the deep dark biomes to make the warden 100% the action of the player.
the sound attack lowers the scare factor way too much, it's too flashy imo
When the tall cactus is more interesting than the horror mods
unironically minecraft Alpha is scarier than all of these mods. That big feeling of loneliness made going to caves or going out at night much more scarier. Wondering if you are truly alone in what seems to be an empty world, just like the og backrooms
I miss Minecraft alpha so much, it’s unfortunate that going back to it doesn’t provide the same feeling as it did just playing it 10 years ago, cause my ass was absolutely scared of herobrine and backed out of caves because I thought he was watching me
@@Friend_A yeah me too, we actually believed in Herobrine in that time
Same for old Legacy Console and PE. It just felt so unnerving on those versions due to the limited world sizes and no villagers. Villagers did exist in old Legacy Console, but they had the same AI as pigs and did not even have sounds.
Even 1.8 is scarier than these mods. I'm playing on an amplified world on version 1.8.1. Sometimes I would get creeped out and would start seeing things that aren't there in my underground tunnels.
Minecraft before wouldn't make me scared, but extremely sad because I felt so alone playing, even playing newer versions like the 1.12. Thats the reason I couldn't play for years until someone in reddit had the same issue and resolved it putting music you like in the background, i finally been able to play ever since xd
13:07 It's actually funny. The chase music playing for no reason was actually scarier than if something instantly jumped out on time with the chase music. It felt stressful and suspenseful even as an observer, asking "where is it?" And "what is it?" Without ever knowing. Same reason why vanilla cave sounds are so scary. You never see a thing, just feel and hear.
Oddly enough a glitch did a better job than the mod itself...
Right, because it’s building suspense. You know it’s coming, but you don’t know when.
@@corpsenymph4644 yeah but it’s not scary the music is funny as hell
@@ultimatecultchaos White Eyes
When I played the Aether II mod a while back sometimes it would glitch and the Slider's boss theme would suddenly play at random. Made me jump a few times.
RUclipsrs finding Minecraft scary reminds me of spongebob and patrick freaking out over the kiddie roller coaster ride.
You mean the dweller mobs? Because vanilla Minecraft can be pretty scary at times.
Their audience is children, so makes sense that they act like they're watching Salo or something...
Remember that one SpongeBob episode with the gorilla thing tho? That was absolutely nightmare fuel
yet in the same time your probably one of those kids who obsseses over herobrine lmfao.
@@Blanktester685 I mean herobrine isn't scary but its definitely more so than any of these lmao. Herobrine worked on some level because Minecraft already felt eerily empty so it played off of that while these mods don't even feel like they are in the same game. Its still not scary to anyone above the age of seven but its at the very least more interesting as a concept
Scary minecraft be like "just whitewash a enderman"
whitewash is crazy when two of them are straight up black and the other one is a pretty dark color
@@slappygurt add red eyes and make it taller
@@k4zj EXEwashing
The enderman is a black slender man
would that just be slenderman at that point
I was just talking about this yesterday. These mods aren’t scary because there’s no tension, and there’s no consequence to losing a fight. They’re too strong, almost impossible to beat, and there’s no escaping them, because they’re almost always faster than the player. So you just have to deal with the futility of getting absolutely fucking rocked by a stickbug on speed several times during your playthrough. There’s plenty of effects in minecraft that could’ve been used to create ambiance and tension, but every horror mod just has unbeatable enemy number 34972 beat you to death because that’s “scary”. They don’t feel very real in this world. They’re always unusually big and unusually fast, so they look absolutely ridiculous running after you. The cave dweller had a good NEW mechanic of crawling, but it can be pretty easily circumvented by simply… blocking it off. The important thing about horror are stakes and consequences, I think. Unless you’re in hardcore mode, there really are no stakes/consequences, and there’s no *point* in playing hardcore mode because it instakills and you’ll never get very far.
They are kinda easy to kill considering it is to be a mob that’s supposed to invoke genuine fear, should be unkillable so that you know you can’t fight back, only run.
The cave dweller is actually astonishingly easy to kill, I've done it several times, his entire strat revolves around making you feel panicked and helpless, which is a complete facade. He actually has something like enderman levels of health and if you have a shield or some blocks you can just completely shut him down. He also falls for traps of all kinds. He's no longer a threat in the world I play with my friends, we just see him as a joke and mock his cave noises & weird run cycle since we can all very easily kill him.
@@-cryogen-8512That's the thing, you can't run.
A majority of them are immune to player damage and common sources of damage like lava. You already have a near Invincible boss like mob that runs faster than even a horse, why give it all of the stupid debuffs like mining fatigue, covering up half your screen with a jumpscare, and disabling shields?
A modpack that does the consequence thing well is Trepidation. There is a 1 hour timer from starting the world, and if you don't ascend through all 5 dimensions by then you lose, (you can choose to play hardcore or not, if you don't then dying only costs you time & items), so its basically a roguelike. I don't think it has horror mobs, but the existing mobs are pretty scary when then can break blocks, build up, and kill you in a couple of seconds if you let your guard down.
The One Who Hits The Griddy is officially the best monster name
The one who crip walks behind the roses
@@FreakTesticals im crying
I am convinced that the starved stalker (that goofy long-necked griddy-hitting dweller) is a parody of dwellers with the goofy music and silly-looking head
I didn’t look into it that much before putting it in with all the others, but I wouldn’t be surprised if it was. Apparently though I had an older version and the music got removed, so maybe not
@@Friend_Athat’s a good thing if the music was removed because it sounds like action movie chase music not horror chase music
Why does it sometimes play the Macarena at you though
I'm pretty sure it played a distorted version of one of half life's songs @@sundancetitan5675
The music goes hard honestly, I wish it had a music disk or something with the mod
I can't get over the villager at 16:11. Eyes wide awake, lying in his bed, and some random dude just breaks into his house with the slenderman just screamin at the top of his lungs outside. Dude must be thinkin 'FML'. Lol
Holy shit that's hilarious as fuck
Yeah every time XD
Yeah I think part of what makes these mods impossible to take seriously is that they don't integrate into the rest of the game or have interactions at all. It's hilarious to watch some screamer monster chasing this guy while villagers are just peacefully laying in bed, cats are running around, and the pillagers completely ignore it and just attack the guy
"these college flashbacks are getting pretty intense"
My fridge suddenly made a noise (regulating temperature i think) while i was watching this in the kitchen and it scared me more than the entire video lmao
It was the kitchen dweller getting a snack
The fridge dweller😱😱😱😱
Guys never come to a fridge dweller at 3 AM 😱😱😱 (gone wrong) (shidded my pants) (gone sexual)
I think the cave dweller was fine. Maybe with reduced spawns but that "The One Who Watches" dweller is literally the worst offender. Dudes just annoying.
To add to this, I love jumpscares when their done right, and after enough tension and suspense has been built. But jump scares done wrong are just annoying
Only good jumpscare game is Cry of Fear
edit: they reported my other comments and got me muted for 24 hours for something I said a month ago
@@Seeks__ in contrast, the maze has the worst jumpscare ever
I prefer my mod with essentially warden infested stone that acts like a skull sensor but it only takes one noise to trigger and looks like stone
@@Seeks__I actually disagree tbh
16:16
it's a shame, that's actually a pretty cool shot; the Watcher's arms reaching in through the windows, grabbing and scratching at your hiding spot, but perfectly positioned so you can't see his face or any other part of his body would actually be surprisingly ominous... if you didn't see his face immediately before, and if it wasn't accompanied by the EXTREMELY long and drawn-out roaring sound
Right?
The sad part is that sight on it's own is actually pretty creepy, but the problem is most dweller mods aren't scary because they're actually scary, they only evoke that reaction in a forced way by cheap jumpscares and obnoxiously loud noises that rival the decibel levels of a live concert.
I don't think people would be dunking on dweller mods this hard if they actually didn't rely so heavily on cheap scare tactics that have been done to death in the horror scene, especially since FNaF's boom in popularity 10 years ago.
I want to see horror mod that interacts with the world. Imagine it's nighttime and a horde of mobs, passive, hostile, villagers and pillagers alike are running past you and you don't know what they're running from. All you know is that you also need to run as you hear a looming sound coming from a distance.
You'd need to lower the scale and completely manipulate the world. Like build a horror map and take away most of the player's freedom so they can actually get scared. Maybe a giant cave system or a large ao Oni like Mansion. Otherwise, regular Minecraft with creepy monsters is as bothersome as a zombie or skeleton
I do remember one mod that I think did "horror" right. It's an old mod, very old. From many years ago. It was called "Dimensional Doors". It was all about these doors, which looked normal until you opened them, at which point you'd see they were actually portals to something. You could go into them, and enter these pocket dimensions (unique to each door). These places were generally like small structures you'd be in, often with loot to find and other doors that could lead you deeper into the dimensional layers. These places were mostly made of just normal blocks, with normal lighting (complete with preset torches). The horror element came if you tried to break out of there. You could dig through the outer walls of the structure, and generally surrounding it would be like, a very small bit of terrain that kinda looked like it had been ripped from the overworld. And I mean VERY small. Like this might only extend 15 blocks beyond the outer walls of the structure. It was always fully lit out there, though there was no sky or landscape beyond that, just a pitch black void. But there was one other thing that was found out there, which were these monoliths. Like the one from 2001, that sort of thing, it looked like that. They were pitch black in color, so they would blend in with the void (but were totally visible with a different background). And they just floated there. They didnt move, other than rotating so that they'd face you. They didnt seem to do anything at first. After a few seconds you'd get this weird glowing eye... more like a symbol of an eye... very slowly opening in the center of them. If the eye opened all the way with you still in the thing's field of vision, there'd be this weird warbling effect and you'd be pulled into another dimension entirely. Just this unending, twisting landscape, that was somehow very dark and very well lit at the same time. It was only made of two types of blocks, one of which made up the majority of it ("fabric of reality") and the other was this flashing block; your goal in this world was simply to locate some of the flashing blocks, touch it, and be sent back to the overworld. The only mobs in that world were the monoliths, and they'd do exactly the same thing; stare at you, and then warp you to another area of the bizarro world. So, the challenge was to avoid their gaze while finding the flashing blocks (which were typically at really low z-levels). The monoliths didnt actually do any damage, and in fact nothing in that world could hurt you at all. Even fall damage... being sent to that world (or being warped within it) always put you into the sky, so you'd fall a great distance, but wouldnt get hurt. It was just to disorient you.
And that's it. There was no jumpscare, no weird gangly thing chasing you, no loud noises (there was no noise at all except the warp sound), no spooky faces staring at you in the dark. And heck, none of this happened in the overworld, it was ONLY in the pocket dimensions. So there was no chance of sudden loud shrieking things while you were going about your business. The closest thing to an actual threat is that when you exited the bizarro world, you'd be put in a random location in the overworld (within like, 1000 blocks or so of where you'd entered the original door, I think it was). So you could spawn in and get lost, or find yourself in a cave with creepers nearby, that sort of thing.
What made it effective though was just that the whole thing was... uncanny. Kind of unnerving in a very subtle way, while also playing into the "fear of the unknown" just a bit. What were these things? What did they want? What was that place? No answers, ever. And whenever you were in one of the pocket zones, you KNEW they were there, outside of the structure. They were always there. And that's what did it: the place you were in was just "wrong" somehow in ways that were hard to explain, there was absolutely some eldritch thing there but it was harmless, and it all just had no explanation whatsoever. So there was just this constant sense of "something feels off" even when you knew how everything worked. It was very effective and really did a great job of creating atmosphere, and making the whole thing memorable.
The best part? Dimensional Doors was not a horror mod. It had some eldritch weirdness in it (since that suited the overarching concept), but that wasnt the POINT of it. There were all sorts of screwy things you could do with the doors themselves, various types of doors (such as doors that would just link two spots in the overworld, and you could set them up) and the pocket zones were basically like mini dungeons that often had secret stashes or puzzles to solve for rewards, yet contained no other danger. Lots of other content too. Tons of stuff to do.
Not even a horror mod, it didnt even add mobs that actually could hurt you in any way, yet it's THE one that I remember actually being rather freaky. It got weird and just rolled with it, and that's all it needed to do. Whereas all these recent "horror" mods are just "tall thing screams at you". Honestly I hesitate to even call them horror mods. I honestly think what they actually are is RUclipsr bait mods, nothing more. Something to get some overacting RUclipsr to get "scared" by, and get attention that way.
If someone REALLY wants to make a Minecraft horror mod, they'll have to actually get creative, and that's where I think a lot of people really struggle, so most will only go with variations of what they've seen before. And they'll add jumpscares because they simply dont know how else to freak out the player.
Yeah, I actually agree about the RUclipsr bait thing, this video shows how unscary the mods are when the RUclipsr doesn't overreact.
But it seems that his horror modpack is very badly configured, a big element of the scariness is how infrequent the events are, especially at world gen and especially the chases, though the Herobrine(-like) random appearances are also a bit too overused, those mobs should use like basic cover to give the impression of actually stalking instead of, say, following the player like a common mob.
Well put. the Dimensional Doors mod and its Limbo dimension was genuinely disturbing.
There’s 3 major types of fear:
-Dread, that deep feeling of unease which comes in anticipation of something bad happening, Terror, the “in-the-moment” fear that makes you scream, and Horror, that almost sick feeling which comes after seeing something terrible.
The Dimensional Doors mod doesn’t really have Terror, but it certainly has Dread and Horror with those monoliths.
The warden also does a really good job at being properly frightening. You get the dread from the buildup to it spawning with the skulk shriekers, and when trying to avoid the warden after it spawns but before it notices you, terror when it hears you and you have to run, and, in multiplayer, horror after it potentially butchers one of your friends, knowing you could be next.
Oh I absolutely love dimensional doors, probably one of my favorite mods out there
This unlocked a very very deep core memory of playing on a friends modded server, before I even knew all there was to know about the vanilla game. I remember having zero idea what was going on and being pretty freaked out by my encounters with the endless sequence of tiny rooms and then the Limbo dimension, but I was also fascinated. I think I've been searching for something similar all these years but I somehow completely forgot about my experiences with that mod.
this sounded somewhat familiar to me so i looked it up and it turns out that i watched a dantdm video on this mod like 5 billion years ago
I think one problem with these mods that not many people are talking about is that they don’t feel like minecraft. I know it’s pretty hard to make a mod feel like minecraft but these mods make creatures that just don’t fit with the game. It’s almost like these horror mods are trying to change minecraft when really they should try to take advantage of the game and it’s mechanics. These monsters just feel like they belong in a different game.
They really don’t feel like they belong in Minecraft, which I think could work in some kind of mod that’s supposed to be like something invading your game but none of them really go for that
@@Friend_A I feel like the cave dweller is really the only one of these mods that fits, since it’s based around the cave sounds. All the other mods are just “Oh look! It a scary lanky white man who appear and jumpscare and kill!!!! Ahhhh 😨😱😱😱 Scary!!!”
They’ve devolved to Backrooms or Creepypasta levels of “Scary” at this point
@@Friend_A There's a reason the only thing that caught your interest was herobrine's message. The from the fog mod adds a lot of far more subtle, far more diverse ways of creeping you out. In essence it is a far more 'Minecraft' horror experience that catches you off guard with things that happen already in minecraft: hearing something move behind you, an item on the ground, and other such interactions, blocks placed that you don't remember being placed, etc. Naturally, it doesn't appear much in this video because its point is to be a fair bit more subtle(although I'll grant you that the possessed mobs are definitely not subtle).
This is why I still believe that John is the best horror mod. All of the John's feel like normal Minecraft enemies. They do not force you to play a certain way like all of these mods do. These mobs work on pre-built horror maps in adventure, but they are awful for normal survival mode.
@@RePorpoised that mod still has him appear directly behind you too much, it would be more realistic if he was always in the distance, watching, never ever up close but he's there
also those sand pyramids appear way too much
"The one who watches" is literally just a dude destroying your eardrums and oneshotting you out of nowhere.
The one who burst your eardrums
Don't sell yourself short, as a modder myself I find your type of feedback the most valuable of all.
It makes us modders want to try harder and address the issues stated as to create something that'll actually have an effect :)
I’m glad at least someone could find use in what I had to say, even though I don’t think these mods are looking for gameplay balance unfortunately
@@Friend_A Maybe not now but I have been contemplating porting the cave dweller back to 1.12.2 for use in RLCraft. It's just hard to find the time to do so.
If it however happens I'll definitely remember your video!
Except when those modders are just trying to make a quick buck with a trendy horror mod
@@soup2865 That isn't really a thing lol, you barely get anything unless you get millions of downloads and even then it's not really much
@@soup2865mods don’t generally cost anything though
7:09 the way a tall cactus is getting a bigger reaction out of you than the horror mods is making me cackle
They're quite rare if I recall correctly
i mean, he did have some reactions when the one who watches (moving mouse quickly, oppening inventory)
@@kanyewestfan46more shock than horror
@@kanyewestfan46 The same reaction a bad comedian would get if they tickled you, but yeah
@@iCookCrystalMeth i never said it wasnt shock(?)
Nothing is scarier than crafting something and out of nowhere, a Zombie hits you from behind. Makes me jump every time
Counterpoint: hearing a creeper hiss near your dog
A lot of these mods don't utilize minecraft's systems and mechanics. The herobrine mod has him using chat and such, but the rest just are "ooooo scary monster go boo and kill!".
I made a comment about this, but what I find scarier than the jump scares is the lack of them. The creature is there, you know it, but you can't find it. It searches endlessly and you know it will rip you apart when it finds you. Wandering across the world, climbing cliffs and mining through caves, you know it will find you eventually, but you don't know when
@@doodlehates_uttp Honestly, I'd say Cracker's Wither Storm mod - despite not being horror - does that well.
It always tracks the closest living player, and it's always just... slowly making its way over. And there's pretty much nothing you can do to stop it.
@@DisasterEnby Yeah
@@doodlehates_uttpso the immortal snail mod
Honestly the herobrine mod is ENJOYABLE to play with. Note how the herobrine interactions were all kinda playful, never MASSIVE danger, the biggest one being the raid event caused by a herobrine villager.
You perfectly encapsulated my feelings on these sorts of mods - they're all some variety of the exact same thing. By this point there's a metric ton of lanky "horror" mobs with a spooky face (with lots of sharp teeth and glowing eyes, because ooh scary) that watches you from a distance, then either runs at you or teleports into your face, plays a loud sound, and then kills you almost immediately. It isn't helped by the fact that they spawn CONSTANTLY. Seriously, the One Who Watches spawned, what, like 30 times in this video alone? The constant appearances only detract from the experience, because they quickly just become annoyances. I'd argue the Cave Dweller is tolerable simply by how scarce he is. Hell, he only appeared twice this video, and he ran away the first time. The others always showed up, always chased. It gets old, quick.
I feel bad for the mod author of the original Cave Dweller - he had a somewhat neat idea going - giving a face to the spooky noises from within the cave 9even if the lack of affiliation was what made the noises so eerie to begin with) - but then a couple other guys saw his success and tried to cash in with their soulless carbon copies that completely missed the point of the original, only finding real favor with the clickbait Minecraft "content" creators whose core audience isn't any older than maybe 12. Maybe that's the age range I would've found these scary, but now? No chance.
I genuinely agree here. It’s sad to see such a great potential new mod turn into something that quite isn’t right within Minecraft or what the original cave dweller was intended to be . Maybe this just the early stages of something new and exciting coming to the modding community? We shall see…
Yeah
The cave dweller ACTUALLY TERRIFIES PEOPLE because it takes cave noises against you
This might just be my opinion, but I feel that The Man in the Fog (Also known as the Night Dweller I think) is still consistent with this. He doesn't actively harass you, and will only start chasing if you stare at him from what I know. Stuff like the One Who Watches as you pointed out, however, are just terrible implementations of the same idea. No way would I consider using that one, I'd get too angry (And it doesn't help you can't even counter it like the Night or Cave Dweller)
@@Furydragonstormer I see your point, but I have to disagree. Man from the Fog is entirely too predictable in his patterns and can be completely avoided by simply living in a stone house. Even going in blind, your average player could figure out his behaviors and patterns and learn to completely circumvent him within an hour. In his first iteration before his major overhaul - like you stated - you just avoided looking at him and you were fine (which, honestly, I prefer, because he could genuinely take you by surprise if you weren't scanning your surroundings). Now, there's a very audible clue to alert you to his presence, either forcing you to play his game and find him... or, like I said before, just enter a building made of any material stronger than wood and glass. Boom. Threat averted.
27:11 That jumpscare is absolutely legendary
Why is this comment at the top of the comment section, but has no replies? Just 18 likes.
@@BabyNoob270 No clue, but I think it should have more likes :)
(No bias, promise!)
@@necroseus 0 replies and 18 likes and beat a comment with 13K likes and 55 replies.
@@BabyNoob270 The cactus jumpscare is simply that legendary
@@necroseus I can solo that cactus in a fight.
Gonna be honest, a lot of these mods became a major annoyance. At first it was spooky and scary but then it became annoying with the jpeg jumpscares and the monsters being able to break blocks and being OBNOXIOUSLY loud. It got to the point where it actively hindered my ability to progress. I want to see a mod where you're being hunted by something that stalks you for a while, lets you get comfortable, reminds you of its presence, stalk you some more and then attack while respecting the area you've claimed as your own and allowing you to feel safe. Doing that allows the player to get comfortable, and that sets up a contrast between the safety of the players base and the rest of the world which creates the constant nagging thought that the moment you step outside your wall, base, etc., you're in danger and being actively hunted. Also, this hypothetical creature shouldn't be an unkillable, instakilling behemoth. Instead, it should be able to be killed while also still posing a significant threat. It also shouldn't just chase you for an hour while screaming. Instead it should act like an predator, quietly stalking its prey, waiting for the perfect opportunity where its prey's back is turned, alone, unprotected and vulnerable. It also shouldn't over stay its welcome because if it does, it looses the shock and horror it had and becomes familiar to the player and with familiarity comes comfort and fear looses its place. However, for every moment of fear and terror, there should be an opportunity for courage and triumph because that chance of a different outcome, of change, creates a contrast that further exaggerates the fear and tension this creature creates by adding the sense of risk. Do you stand your ground and risk your life to fend off this predator? Or do you continue running and hiding from it which grantees your safety but all at the cost remaining in constant paranoia and fear of when its going to strike next. Do you continue in the constant which is familiar? Or do you push back for the unfamiliar and unguaranteed chance of freedom and peace? With all that being said, it all boils down to the truth that a GOOD monster (in any genera tbh) is one that creates fear and tension but still allows the victim(s) to create a sense of familiarity. A monster that greatly contrasts from the victim(s) normal, repetitive life. Unfamiliarity creates fear. But for something to be unfamiliar it must 1.Not be a constant. If its constant it becomes familiar and looses any chance to be scary and 2. Allow familiarity to form because once that happens, that gives room for this creature to come in and introduce itself into an environment that it wasn't made for. It must be able to become an unknown variable in an otherwise familiar world.
Also side note, the loud screams don't equal scary. Being loud and screaming 24/7 ruins ANY surprise or secrecy it may have. Its hard to be scared of something you're constantly aware of. Also, its just stupid, annoying and it hurts my ears.
Loud jump scares aren't scary, they just catch you off guard. I hate loud noises in horror because that's all it does.
This is why I could never be interested in RUclipsr horror games like Poppy Playtime and FNAF. I also find horror that relies on blood and gore annoying like Resident Evil and Scape and Run: Parasites. I recently started to play Project Zero: Maiden of the Black Water, and it has made me feel more uneasy than the entirety of Resident Evil 3. No blood and gore or forced chase sequences, just an unsettling atmosphere with nothing else around.
@@DaralexenI feel like resident evil is more action than horror
I have seen multiple people describe it as horror, but I do agree that I see it as more of an action and cinematic game than horror. I thought that the Nemesis chase scenes were unnecessary filler instead of scary.
@@Daralexenits survival horror, which is basically action with horror elements
The only scary monsters for me is the Cave Dweller and Weeping Angels, mainly because they move while you're not looking which is hell for people like me and there are way too much mobs around. As for the ambience, the sounds for when they're nearby is a little heart-dropping, not the Night Dweller though. He's just annoying when you're outside minding you're business. Overall, the mods are cool, they just need some updating.
tbh I only find the weeping angels annoying since you can easily kill them with a pickaxe, which is why there should be a blinking effect that activates when you see one, and lasts like a minute or something, with the timer only going down when you get away from it
I agree. Weeping Angels fall into the more annoying then scary category. Losing items and being teleported 1000+ blocks away or into another dimension is very annoying. They make Netherite mining impossible. Why do all of these horror mods never take The Nether or End into account for the spawning behaviours?
The one thing i hate about the weeping angels mod is just how many it spawns i tried in normal but had to change to easy and later removed it because on easy i was constantly so rounded by 30 of them.
@@dudupintarolas5214 I think Weeping Angels should just not spawn naturally, only in structures and with arms in snow
That's a good reference@@arthemis1039
I watched this video alongside silence broken by metal pipes, and the metal pipes scared me more than the horror mods
I think when it comes to horror in Minecraft, specifically, the kind that terrified us all as children long ago, is the absence of anything dangerous yet, the environment making you believe that there is. Setting the game to peaceful, no mob spawn gamerule, brightness to 0, and cave sounds on while never letting the sun rise, that in essence is the horror that Minecraft naturally has to itself if you let it scare you enough.
If I were to mod it to enhance it, I would use shaders and dynamic lighting, as a single torch light would be all you have/need, dynamic sounds for echoes, and maybe replace the cave sounds with subtle and almost quite sounds of something walking on blocks or an extremely soft voice that sounds like it’s saying hello or breathing. I would make the frequency very low so it’s very rare to hear said sounds, not only making you jump but to also question over time is that is infact what you heard.
If I had the capability to mod, I would love to tackle this and try to create what I think is the strongest and most effective kind of horror, psychological horror, and instead of adding a monster to what we feared long ago, I would enhance the features and bring what we feared into light and give us new reasons to fear it again
I love this idea.
And if I could mod, I'd love to do it myself and I would credit you somewhere. But I don't know how to do anything with modding... The most I could probably do is make a comic based off this, but that's it really.
And then the comic would take me an age since I'm very slow/take too much making something perfect because I'm a perfectionist😕
I felt this way once by a Metroid Mod that adds a new cave biome based on the Phazon Mines from Metroid Prime. The atmosphere, ambiance noises, no mobs (not even bats), and the looming threat of being corrupted by Phazon really made me feel uneasy exploring caves on hardcore. To crown it all, Metroid is not even a horror game and neither is this mod.
we have modding experience, would you be cool with us building on this idea? and if so how would you like to be credited
@@SunroseStudios Ooh, yeah! Go on ahead ^^ I would appreciate a “credit of concept” but, in the grand scheme of it, I wouldn’t mind idly knowing I had a very small part to play, ultimately, the work is down to you, so, you should deserve the real credit
itd be great if it werent for one thing: id mistake the breathing or "hello" for my auditory hallucinations. adding additional minecraft footstep noises that are distant would work better imo because it's an in-game sound and less likely to register as a hallucination
I feel like the Cave Dweller, in its environment, can be scary. If the Cave Dweller was taken out of the caves and spawned randomly, then it isn't scary at all.
That was the original idea. The creator was basing it off the cave noises. His logic was that Minecraft already builds atmosphere through cave noises, might as well make a payoff for it.
It can also crawl through 1 block tall spaces, which is neat. It had some interesting ideas behind it, but sadly it spawned a trend of these poorly designed mods
@@pancakes8670imitation is flattery as usual in this case of the industry if not a lucrative thing
@@ThBlueSalamander Unfortunately low quality imitation is only as flattering as greedy knock-offs can be.
It is scary I hate going to mine
@@ThBlueSalamanderImitation is the sincerest form of flattery that mediocrity can pay to greatness.
the most interesting part of this whole video is 23:51...not the mobs, no, THIS, seeing a mineshaft generate through a geode is fucking cool, never seen that before...also i just wanted to mention that the cave dweller was actually quite good, like you said it was the first iteration of these mobs, hence its not really that bad, i liked it when i first saw it, but everything that came after it is dumb lol
These mods basically treat "scary" as "jump-scares and insanely loud music/sound effects that assault your senses."
No no not basically.
puppetcombo games
is your profile picture Minecraft live earth-chan
@@tacofitness1876 No, its "Lasercraft," my OC/Minecraft skin. 🤨😓
The One Who Watches is by far the worst, none of them are good, but goddamn he's by far the most obnoxious one. He's unavoidable, unkillable, and not scary in the slightest, just annoying and ridiculously loud. And he's FAR too common, that's the thing with all of them actually, like a monster isn't supposed to be there every three seconds
I tried talking about this to my mom and ended up falling into a tangent about the backrooms, but I think a key aspect of most horror - for me, at least - is fear of the unknown. No matter how good a horror media or game is, once you "know" the monster, know how to run away how to fight it whatever - it loses that scary aspect. This happens with all monster types.
But these mods don't even have that "unknown" aspect really. They stare at you, run at you, kill you. There's no tension built, there's no fear of the unknown.
it was unknown, it seems a lot of people attribute the flaws of popularity to the mod itself like already knowing about it, and unknown only is a restrictive type of horror, something horrific thats accepted as just part of life and theres nothing you can do is equally scary. i know internet horrror can get oversaturared but people who act like they have an objective truth on horror is annoying, theres too much air of "my horrors not just a scary monster, its REAL horror with sublety because im smarter and better than you", its genuinely annoying
also the whole thing was about a cave monster that while overpowered didin't always kill you. it wasn't always on sight like your potraying it as, also you can't blame a horror property for getting over popularized, it just happens and its realistically expected
Isn't "unknown and suspense are the cornerstones of all horror" just common knowledge though?@@circleinforthecube5170
How does your mother know about the Backrooms?
@@residentracist3210 I mentioned it to her and she listened :> She might not comprehend it, but I sure did talk about it
@@awfulroffleactual good parent
i remember someone comparing jumpscares scaring someone being the equivalent of a comedian tickling you and then saying they made you laugh and that still holds up
The Warden is the scariest minecraft experience I have ever had, and that's vanilla minecraft. Something about having to sneak around, not being able to see, and the sounds of the warden sniffing around looking for you is so tense and anxiety inducing
Much better than... really all of the mods in this video
Because of one important factor, you can avoid the warden and or trick it, but if you screw up and make a noise you're fucked. These mods just have a creature that just always knows where you are and you cant do shit about it
@@Samsung-1.9Cu.Ft.Microwave
"Something scarier than an uncaring universe, is an universe that presents you with the right and the wrong choices and you being too naive, or coward or stubborn to take the right ones.
Is the feeling that what you do does matter but you only realize it after it's too late.
If tension comes from making mistakes, horror comes from living with the consequences."
@@segismundosaulalex3065in simple terms. A monster is scarier when there’s set rules on how it behaves, bird box has lovecraftian monsters that cannot be seen, but cannot pull off your blindfold so you’re essentially safe as long as you don’t have your eyes open, which to many are essential tools for survival.
It’s kinda what the OG cave dweller did really well, the creature had a set condition before it goes hostile and that’s if you flee from it when you see it, like any wild creature it observes, and if their prey flees then they will strike.
@@segismundosaulalex3065in this it’s very obvious the intent was not to have any rules, they just spook you for the funny clicks
Bit of an idea. What about something that never directly interacts with the player, but isolates them? Hear me out, something that prevents mobs from spawning nearby occasionally killing some. It ducks out of sight to teleport somewhere else, but doing this does not rely on the player's sight, just their presence. so, you could only hear it, and never actually see the thing. Eventually it de-spawns, playing some sort of ambience sound before presence of mobs returns to normal.
This sounds similairly to skinwalker ranch and i personally think something like what happened on that ranch would work in minecraft very well due to the isolated atmosphere of minecraft itself. Just normal minecraft, but weird shit is happening to other things around you like passive mobs and such, and whatever thing is doing it avoids you at all costs and you can only sneak up on it yourself in order to actually SEE it. I think the point of it is it would try to harm you mentally anf through restiction of the resources around you. (War od attricion basically) so yeah i think what you mentioned is great and if i knew more about minecraft modding id try something like this myself.
I'm considering giving a shot at it myself sometime. I got surface understanding of code, and a couple friends with a more proper comprehension of it. We're nerds about the mediums of art, so I'm sure it'll be fun to work on.
@@malleablephi675 dude honestly if you do go ahead and start it let me know. I do have a good knowledge of java tho unfortunately being in college takes up most of my time. If anything link the mod here cause id love to see it!
I had this glitch where mobs would despawn in a radius and I never left the game faster
Also reminds me of how cold and empty minecraft beta felt, the average spawn rate was definitely lower
THAT WOULD BE SCARY
I agree on most of your points. To me the best minecraft horror is the "stalking" kind, its clear some of these mods started out with that but the jumpscares and chasing instantly ruin it. How minecraft caused fear in the early days was with the fear of unknown and rumors of herobrine, you didnt know if you were alone in your world and the feeling of isolation played into that creepiness. these mods are wayy to in your face. the original horror of minecraft, like you said, didnt come from a scary mob, it came from the lack of knowledge and sense of isolation. its extremely hard to do a scary mod well but some definitely succeed in some categories. the skinwalker mod is my favourite, just seeing another player in a single player world can cause so much distress even when it isnt scary. one other thing these mods do right are ambient sound effects like the one where you can hear something that sounds like a player walking up to you is my absolute favourite. brings back that nostalgic feeling, when it wasnt in your face but a dreadful feeling of "what if something's behind me".
For me, it’s the fact that these mods aren’t made for the average Minecraft player; they are made for modshowcases or quick Minecraft challenge videos. They are too overpowered to beat by normal means and too quick an experience to really count as a memorable mod outside of “oohh it’s spooky and unnatural.” Funnily enough, we have been here before; Herobrine mods used to just him in as a *boss* when he is ment to be a *presence.*
I don’t *always* want to fight “the thing that is scary.” Sometimes I just want it to be part of my world.
I think "From the fog" does it just well, tho it can be mixed with " The end of Herobrine" to have an unpredictable presence switching from watching from afar, lurking and stalking to aggressive, jump scares and mobs possession, that combination makes Herobrine unpredictable
17:29 That chase music choice sent me laughing, mod trying to be scary and suddenly music sets the mood to take out a gatling gun and mow down the demons Doom style
For me it sounded just like "it has to be this way" from metal gear rising lol
Kinda reminds me of Pac-Man
Sound like some kinda old pixelated racing game lol
One youtuber said about the dweller "He looks more cool than scary with that chase music"
sounds like some epic pirate boss fight music
Prepare for an essay, I've thought a lot about this, especially with the rise of "scary" Minecraft mods.
The way I see it is like... good horror is something like Alien: Isolation, or even something like The Shining. Good horror needs suspense and the sense that something isn't right, that something is wrong, but you don't know why or what. It just is.
Sort of how in early game, finding an Ancient City is terrifying because the stakes are high, the stakes are (fictionally) real for the player, and you're up against an overwhelming force that can just come back even if you happen to kill it. You can't fight, you can't see, you can't run, you can't make even the slightest sound, only able to continue off of what COULD happen if you make the slightest mistake.
Not to mention, environmental storytelling is a big part of horror, i.e., the carpets in the Ancient City, the unexplained portal frame, the destroyed buildings, the redstone compartments, the music disc shards, etc. I think that's sort of why the Cave Dweller works well enough is because it already has a "story". The Cave Dweller is what we all feared we'd encounter or see or WOULDN'T see when we heard the cave sounds the first time we played Minecraft. Its environment and our fear of it is the story--anything could be in there making those sounds and the Cave Dweller fills the gaps.
There's two types of threat categories when it comes to horror from what I've noticed: intelligent evil and animalistic evil (and there's lots of crossing in-between, but those are the Big Two.)
In any Alien movie or game, the Xenomorph is terrifying because it's smart, because it learns. It's not human, but that doesn't mean it's stupid. In any zombie story, most of the scariest threats are the unhinged survivors and the horrifying things they do to stay alive. Saw is scary because the Killer Tyke On a Trike is SCARY smart and uses it for sick and evil games.
Animalistic evil is something like The Warden: intelligent enough to find you, but it's still animalistic in nature as it just kills anything that makes noise without discernment. Zombies would be an animalistic evil, Choochoo Charles, the shark from Jaws, Huggy Wuggy, etc., etc.
Most "scary" Minecraft mods can't manage half of these traits. There's a reason The Cave Dweller mod kicked off and that's because it ticked a lot of these boxes. Maybe not all of them! But enough to make an impact.
THIS! The ORIGINAL cave dweller is criminally underrated.
I’d like to say something too.
You know old minecraft? Its calming c418 songs? Man, i miss those times.. but imagine playing with a c418 song in the background.. its night.. the song suddendly stops and you hear a creepy and eerie ambient noise that doesnt stop as you hear footsteps getting closer to you.. without any jumpscare.. THAT, is what i consider creepy and eerie.
People keep thinking that jumpscare = scary.
Its not true.
When you are alone in the dark, you’re not afraid of the fact there’s no light, but its a fear of the unknown.. it would kinda work with minecraft in certain situations.. no jumpscares, just creepy noises, like tapping on something.. kicking and making noise,not like screeches or screams.. no need of a jumpscare, just the fact that you hear these noises and a creepy ambient sound that you dont know when it will stop.. just gives more of a creepy impression.. as if you feel like there’s a presence WITH YOU in this world.. but you dont know if there actually is one or its just coincidences.. i think that’s why Herobrine worked in the early days and still does with the from the fog mod.. the unknown presence of something of someone that you have never seen but heard while he knows you are there, with him, in my opinion THIS Is what “scary” minecraft mods should focus on.
Omg, coming back to this and just now realizing the chase music from the monster without eyes and with a goofy run animation is literally using a remix of the Courage the Cowardly Dog music from whenever Courage gets chased. Learning that made it 10x funnier
Bro courage was OG
Vanilla Minecraft is scary enough by itself with constant looming sense of desolation. Once you get used to that, everything else feels tacky.
It's largely abated by the sheer amount of knowledge and power at the players disposal once they have decent gear.
@@WallaWaller That's my point! Once you find a way to fight and defeat your fear it's not scary anymore.
Minecraft with high fog and a herobrine mod is the scariest thing you can do in the game
probably the biggest pitfall is just putting in a super fast instakill monster like I saw many other horror mods do. Trying to play a pack with those (Fear Nightfall) ended up being eventually just annoying, since every time I saw them im just like "yeah just kill me already". What makes a lot of horror effective is the dread, the buildup, the ominous cues that _something_ is there, lying in wait. It's better when you have more of a chance to get away or prepare, because then it stays as a tense encounter rather than an instant death RNG which many mods I've seen go down.
I feel the same way. I tried a horror modpack that tries to recapture that uneasy feeling of beta Minecraft, and it included every trendy boogeyman mod. There is no point in going in caves or hunting at night if I am going to be one or two shotted by a pseudo-boss.
The problem I find with these is how frequent the "events" happen. Like From the Fog is scary until maybe the tenth or eleventh time you've seen Mr Spooky Eyes try and sneak up on you...
Yeah this is a big part of why these mods just aren't scary, they blow their loads way too quickly, and instead of integrating with the game they just serve as an unnecessary obstacle, at least the original cave dweller made it so you could avoid it/fight back
As someone that plays from the fog religiously, I use it more as an atmospheric mod than a horror mod. It’s great for atmosphere, reminding you of the old days in Minecraft when you were terrified to go into the caves, worried you’d be killed by some big scary thing you hadn’t ever seen before.
@@Undead_Hare i made a modpack in 1.20.1 that looks exactly like the beta i can give it to you if you want
@@jpdarkone4096 oh? What’s the name of it on curseforge?
@@jeresomthimh8111 they do WHAT now????
protip for horror mod creators: edge your players right up until they're about to blow, and only then unleash the mod's load right on the player's face
Seeing your skin everytime you opened your inventory was scarier than the monsters.
This isn't just a problem with minecraft mods, it's a problem with a lot of modern horror. Horror isn't when suspense that doesn't exist is resolved, horror is when suspense that does exist isn't resolved.
Horror can also be suspense like, for example, imagine you're being chased by something but it's the same speed as you. It gets you super focused.
@@gneu1527 Wouldn't that also fall under "suspense that isn't resolved"? All the while you're being chased, suspense is active (will you die or escape?) and unresolved.
I mean I personally like suspense that is eventually resolved but then creates new suspense do to the resolvement of the first which is then eventually resolved or not
@@Chris01114how do you resolve a horror story then? I don’t really like tacky unfinished endings, although they’re nice sometimes
My desire for you to break any of the purple ore was immense.
What is it
@@alexwang982An ore
I think that it might be one from the Weeping Angels mod. Maybe the mod was installed, but the angels never spawned due to the mob count being bloated with Boogeymen and Herobrine mobs.
Most of these "dweller" mods are kinda like the parasite enderman from the Scape and Run: Parasite mod. It spawn from nowhere, jumpscare you a bit, either one or two shot you, then done. It's more furstrating than scary tbh
The assimilated endermen is horrifying.. that thing scares me
@@that_one_helljumper I hate to look at that thing, and there would be NO WAY I'm playing the mod because 1: I don't have Minecraft on my laptop/would be able to get a mod to work for how laggy the stupid computer is on a daily basis, 2: That thing scares me more than I'd like to admit and 3: I would instantly die since it's one look then insta-death in most cases with at least iron armour. Not to mention shaking my mouse or moving back from the Enderman appearing out of God-knows-where to kill the player.
I would be more scared if one of these mods had it where the monster is silent, more than several blocks away just watching the player but doing nothing and being like the most nightmare inducing thing like it was a horror movie.
Or I'm imagining Herobrine in that scenario, being a little scarier than he was in inception.
Either way, I'm done writing and will go back to my little hobbit hole to draw🌃
The diference being is the assimilated enderman can at least be dealt with a sword and a shield, most of these things show up, run at you at mach 3, and oneshot you
I honestly like the assimilated enderman more, you at least feel a sense of impending doom if you happen to catch a noise nearby or see one in the distance :P + you can actually deal with it
@@FyreofShadow Maybe if you have plenty of good gear?
I haven't seen videos of it for a while, but from memory, it seemed to be a real pain with just iron or similar from other mods that give extra armour:/
I’m so tired of everything just being a tall gangly “dweller” that is unkillable and screams loud. There’s one RUclipsr I just.. don’t watch anymore because all of his content boils down to “oh no! Another dweller! Spooky!” While repeating a survival start every video.
Who's that youtuber
swayle?
@@laformacion wtf this guy is getting mad views
@@Unlucky1776 yeah, but its honestly just the same slop content repeated everytime, used to watch him a lot. he downloads some mod that ends in “dweller”, builds a house, it turns night and he screams and pisses his pants because some loud noise plays
@@laformacion yea that sounds about right. Alot of people do this now and gen alpha watches it alot.
17:00 did actually kinda get me, mainly because I assumed it was From the Fog Herobrine, and he would just fuck off
Wasn’t expecting him to instant transmission over and slap you
it was at least tasteful and didnt take all of his health and make a pathetically loud noise
To be fair, they don’t really play on the “dweller” name that much considering the only one called dweller is the cave dweller😂 otherwise it’s midnight lurker, man from fog, one who watches. I agree though, the mods really aren’t scary and they are either blatantly easy to beat, or impossible. Except, the single mod I didn’t see you use, the updated cave dweller… the only one that is actually scary. The way it watches from the distance and gives you zero sound que its around. It’s genuinely terrifying and makes you want to stay out of caves. It spawns just infrequently enough to really keep you paranoid. Nice video.
I think the dweller name thing is more about the youtubers that make videos on these mods. I've seen a few videos talking about the "newest dweller mods"
The cave dweller is the only one that seems scary to me because it is something you need to face to progress, whether you are digging tunnels or mining in caves. For me, it makes the game tense, since you are worried that he's stalking you. You'll think about whether you can grab that ore you see and make a break for it before he gets you. Since he only spawns in caves, you get the feeling that you're walking into his turf instead of just getting annihilated from anywhere by a mob with super buffed stats.
@@martis.23.
@@martis.23. oh I could see that, thanks.
24:09 he talks about that
I'll be frank, I was more scared, when I booted up MineCraft on my XBOX 360, and got scared shitless by a drowned zombie, because I don't follow updates, and I didn't know that thing was gonna be in there. Pretty sure anything past the villager update was was Somehing New to me, so learning about the desert zombie by means of hearing one right behind me, while I was playing at night was some frightening shit.
I think the one that has the most potential is From the fog, the whistling sound effect it does when it spawns is genuinely creepy, I just think they need to add some more behavior patterns to it rather than just you look at it and it chases you. Like imagine if it did the whistling and you saw it, and instead running straight at you it just walked back into the fog or something, it would be a lot creepier and you genuinely wouldn't know what it was about to do
No it doesn’t, blocky creatures can’t be scary and especially in Minecraft
@@orang9134 It easily can you just have to do it correctly, that's the whole reason herobrine was so popular especially if you was of a younger age. You never actually saw him but you knew what he looked like, and every single white pixel you saw you thought was him, it was solely your paranoia and in reality nothing was ever actually there but you could've sworn it was.
@@Ashxliy I really didn’t get how hero brine was scary as a kid, and please name me one mod that’s scary I’ll play it
@@orang9134its fun though!
@@samisthegreatest6682 yeah I guess lol
And this is why I really like From the Fog, I mean yeah sure it’s goofy at times and more just like funny than scary but I think having something appear every so often to scare you or stare at you is more scary than having a walking tree branch slap your shit back to your respawn point.
I like how honest you are. There’s one I saw that seemed really cool, In Your World. It’s slow but I think it builds some kinds of suspense better, but really… how scary can it be when you’re the real villain of the game? You’re the terrifying thing in the game
Probably the main highlight of this video has to be the Starved Stalker, because every time it's on the screen, the game turns minecraft into comedy. Kicking it off with the goofiest sprinting animation as Friend A casually discusses how it's not even scary, and even has hit the griddy in some GIF. Look again and now its aggressively, yet slowly running across water. Every sound effect it causes isn't anxiety, but more so adrenaline without the stress factor.
Ultimately, it's a mod of s scrawny, triangle headed creature that has such an energetic chases theme, and the stupidest running animation that has made me burst into laughter though out the entire video. It even gives you an OP WEAPON just for killing its miserable self, but too bad it no longer spawns beyond that point
Yeah its like blasting doom music while watching a cat try to operate a wheelchair.
the fact that one of the horror mobs was quite literally the first thing you saw when loading in speaks volumes lol
I swear playing a single player world while you're alone irl gets CREEPY. Just the sheer silence is scarier than all these mods.
I find it silly how they made an overpowered sword available after killing a single mob.
I'd love a "mod/resource pack" that says its really scary, but nothing happens besides just really small shit like new noises and stuff. So the entire game gaslights you into thinking something is going to jumpscare and kill you.
Then once you feel like the pack doesn't work, more shit happens to remind you that its in fact working and that there is more to it than you thought.
Yeah call it like "The Nightmare Creature" or something to keep it totally generic and in-line with these mods, and even include a similarly looking spooky dude in the graphics files for people who want to go digging in those, but all it does is actually add new cave ambience and only when your local difficulty (the one that ticks up as you stay in an area) gets really high does anything actually spooky appear. So until you settle down in an area for like 20+ in game days nothing actually scary happens. So that way you forget about it until it's too late.
Check out "From the Fog", it's a subtle Herobrine mod where he can't even kill you. You'll probably forget you even have the mod until you think you see him over a hill, or if you're recording and go back through the footage you'll realize he was standing near you for just a frame, or he burns down your house while you're out mining. Sometimes he'll even leave cryptic signs. Just a great all-around mod imo
a mod that casually just adds new cave noises without mentioning it and spooks tf outta people
@@ExtraQuestionableContent from the fog is in this video, it's just not that scary
if my house is on fire and i know exactly what caused it and that i didn't have any agency, it's not really scary, it's just frustrating
Ah yes so cryptic, completely burning down my hard work!
25:44 I wont lie, the fact that it disables your shield is the singular thing I like about that mod (I almost liked the ceiling climbing ability, but it's just so boringly executed), one of the things that ruins a lot of these mods is that you can just hold right click and then the monster cant do anything to you, if that mob had some decent combat and didnt instakill you so that you actually have time to react it could probably force some interesting and unnerving moments
I think the scariest thing in Minecraft already exists, it doesn't need to be modded. The ancient cities are terrifying, and they follow the suspense horror formula pretty well
Yh
cave sounds with the pre cave update caves were great
I think one of the problems with scary mobs that chase you is the dilemma of how much HP they have. If it's low and you can kill them in a few hits, they're no longer as scary since you just killed them. But if it's high and takes a long time to kill them, you're going to be seeing them longer and will get desensitized to them.
I don't think so, Warden has a ton of health and is still the pinnacle of Minecraft horror.
What's missing is their appearance, if a monster appears too often it will soon become more boring than scary.
A good mob would be something that poses a danger not only to you but also to everyone else.
@@chatorson5887
I mean the thing with the warden is that he is... As everyone under the sun has already pointed out... Not meant to be killed!
Your win condition against the warden is to sneak around it until either it leaves, or you got what you came there for and you leave, his HP could be 1 thousand, 10 thousand or any other outrageously high number and the encounter would end the same
The only time the warden's HP would matter is if you're attacking it, which is never worth it, even if you ARE strong enough to kill it.
Meanwhile other monsters are presumably balanced around you actually defeating it by reducing their HP to 0.
14:52 the "epic Minecraft music" is "One More Day" by Lena Raine, I do believe.
honestly besides these mods simply having bad scaring techniques, the basic minecraft mob behavior is just a perfect recipe of making any scary mob a disappointing collection of blocks; the loading into chunks, the choppy turning in place, the general animation style, the pathfinding (like chasing stopping for a few seconds after reaching the players location or spinning in place), and so on.
thats the stuff that makes you end up with a toothy stick in water aggressively hitting the griddy as it bobs towards your location at the speed of a snail with scoliosis.
I think Minecraft has one pretty great native horror mob, the Enderman. Now, since everyone knows what the Enderman does and that they can be made harmless by just standing under a low ceiling, they aren't that scary currently. But if you were to open Minecraft for the first time with no prior knowledge, they would be pretty scary.
They are not instantly hostile, but there is something alien about them, and they make strange noises. If you don't know you shouldn't look them in the eyes, it can seem almost random when they decide to attack you. Their aggro sound is eerie, and their teleporting hit-and-run tactics make it feel like you are being attacked by something from the shadows, never sure from where it will strike next. They also hit decently hard, so they pose an actual in-game threat.
Once you learn their behaviour or get super geared, they stop being scary, but that would really apply to any horror creature. Even dedicated horror games can still struggle with the scariness disappearing when the player figures out a way to exploit janky AI or a bug to make the monster completely trivial to face. The horror does often require the player to voluntarily try to maximise immersion. And Minecraft itself is not built to be a horror experience. So it is hard to make Minecraft scary, but not impossible.
Lmao this reminds me when i first meet an enderman. I was just moving in to a house from a village when this thing teleported out to the window. I couldn't even see its head because they're so damn tall. I was weirded out because they look like something that doesn't belong in the game at all. Worst is when when i look away they teleported leaving this purple dust behind, and i have no idea where they are, but convince they're following me and up to something
My 8 year old self deleted the world immediately lol thankfully it was newly created so there wasn't much
I ain’t reading allat
they really can make for great horror ruclips.net/video/AE2g_vSZTgs/видео.htmlsi=z-xGWvTDk8yW5fzb
@@grnkeread a book it isn’t that long 😅
@@teerayTR I ain’t reading allat
I think a lot of minecraft horror should go routes like darkwood or stalker where the horror is just in the setting. I think something that makes a lot of minecraft horror bad is HOW out of place stuff is. It is good to be a little out of place but I think many of these take it too far into the weird range.
The horrific elements should still feel apart of the setting at least a tiny bit. I think a proper minecraft horror mod would need to be a overhaul or big mod pack cause the standard minecraft setting doesn’t really support horror.
I got the perfect idea for a Minecraft horror mod. Hear me out. When you spawn, you will notice that there are zero clouds in the sky, no mobs are spawning, everything is desaturated, the old shading system replaces the new one making caves darker and no ambience or music plays(besides cave ambience that will randomly play and scare the shit out of you. The world will feel dead and alone. However, you will begin to notice subtle chances such as one block in your house being switched out with another, or your bed changing color or an item or two going missing from your chest. Even better, the mod is updated randomly and no change log is provided.
Edit:now realizing it this mod would be boring as shit
I love this idea wtf
literally yes someone do this
Desaturated kills the vibe
I was thinking to make the player slowly suicidal or paranoid as the game goes on, slowly dying.
I’d argue making it more saturated would make it better tbh
Og cave dweller was cool. It was unique at the time, had a LOT of buildup/tension, and was fairly balanced. It played off of the pre existing cave noises, which made it scarier. The only bad part was really the design/animations.
These other mods lost that. Some improved the design, but not the anims.
An odd thing I noticed is that when I had played with a few of these mods, (before watching) I had had over a 50 day world with only one “The one who watches” encounter, albeit being just one where he was transparent. Whenever I use these packs or mods, they are really rare and that makes them genuinely scare me sometimes. The only mod I had that had anything like this constant behavior is CREATION.JAR. Either way, great video as always. Keep it up!
Jump scares shouldn't kill you. They should either debuff you or leave you at low health. Killing you just ends any suspense you managed to build.
FNAF moment?
only good horror mob is the stalker from betweenlands, its not just a default unity horror game mob, but an actually originally shaped animal with pretty well executed way to cause paranoia by staying out of sight at first and breaking sources of lights(the fog of lake cavern layer helps at making the place look even darker), starts assault by either jumping down from ceiling or attacking from behind and when low on health can summon reinforcements
Now you have me interesting in the Betweenlands. Sounds like a fun concept
Wasn’t it the one that drags you into the betweenlands? One of my favourites tbh
@@___________________________-.- I think you're talking about the Midnight Dimension mob, it opens portals around the world and will drag you into them if you're not careful
@@Nekoszowa Yeah, that one. I really liked the atmosphere it created in one of Alfa‘s "minecraft but you feel 10 again" videos
That's another thing that I love about the Betweenland's Stalker; if it jumpscares you, it's entirely your fault. It gives plenty of warnings that it's there, so it's your fault for not picking up on them or ignoring them. It also plays into the area it spawns in, unlike anything else in this video. The Lake Caverns have a perfect atmosphere to make the player unnerved, from the dark fog to the fact that things can spiral out of control very quickly if you're not vigilant; and the Stalker compliments that by giving you just another thing to look out for.
These mods can be scary, but I just dont like how repetitive they are. They also are unfair and annoying because of how fast they can reach you, how fast they can kill you, and how common they spawn. If I want a good dweller mod, I want unexpectancy, somewhat of a fair fight where I would be more terrified of any other mobs killing me with the amount of health I would have after an interaction with one, and some space to breathe after fighting one.
Some Minecraft mods can be scary once you find the right mods, but a majority of them have nothing that adds to the tension and none seem to have a build-up with ambiance.
Honestly, I think a lot of it is caused by oversaturation. If your gameplay is normal, to the point you forget that there is something scary, you're much more likely to shit your pants when ordinary mining expedition #213 suddenly goes bad. I also think that minecraft is, in general, a very unimersive game, so you're already working against fear with its basic design.
I'd tone that down a bit to mining trip #32 or something
At first experiencing these mods was horrifying but after getting jumped by the man in the fog 10 nights in a row and all the other stalkers numerous times in a row it gets kind of annoying
I'm kind of late to the video, but I just love this kind of honesty. No overreacting, no stupid [still screaming literally more than 10 seconds after getting jumpscared by the most obvious object] things, just honest opinions :)
Doppelganger mod is the only mod that scared me with my friend because I didn't know what it would even do.
After that I got used to it.
I find it funny these mods always go for the "Tall and Lanky Screamer" creature, failing to take inspiration from "Short and Stubby Growler" Baby Zombies which are usually the scariest thing you can come across in the regular game...
~Strongest Modded Hunter Screamer vs Weakest Hardcore Mode Baby Zombie~
Base Minecraft even does Jumpscares better with the Elder Guardians. The blow of a jumpscare in a horror scenario is inevitible and sometimes not even scary on account of desensitizing, meanwhile in an otherwise calm relaxing scenario in can make your heart skip a beat...
I think the Man From the Fog does a good job of being frightening without being intrusive.
He spawns on the surface at night only and only attacks when you look directly at him. So he can be avoided successfully.
So it's just an enderman
Him and the cave dweller do it best, it’s kind of upsetting that he just didn’t end up spawning for me the whole time I was recording
@@Friend_A I think it takes a couple days for him to start existing similar to Herobrine.
@@borger4505 except a bit harder to escape from.
I agree, but he does he still falls into the category of being unbalanced and poorly optimised for normal survival. He spawned during my Ender Dragon fight and nearly ended a hardcore world due to his "no building up" gimmick when I was on one of the obsidian pillars.@@Friend_A
A lot of these mods use Puppet Combo as a golden standard for horror but forget what makes those games scary. In Nun Massacre for example, the nun can stalk you and even disappear from your radar. You feel helpless because it can get you away from your hiding spots and fit in vents, but because the enemy is always there instead of one part of the day like these mods, you never know where the enemy is and you start getting paranoid. That's something all these mods forget
0:45 mitosis
I like how you’re so chill and mediocre about everything that’s happening lmao, would be cool if you did more like this
I probably will do at least a little bit more, there’s at least two more mod packs I want to check out
A well timed creeper around something I just built still scares me, even when I have full armor.
Also something about PE's old size worlds was just unsettling, no matter how much you tried you were boxed in, with no real way of leaving. Anything you did was isolated by void. I remembered getting particularly unlucky when I was still new to the game, killed off almost every passive mob and the terrain wasn't very suitable to respawn them. Since I didn't yet understand how to make passive mobs spawn it was just me, a wolf, and the monsters.
Unpopular opinion but I believe that vanilla does horror WAY better than all of these mods.
We take cave noises for granted nowadays, but for new players it’s shocking enough to turn off the game as they don’t know what kind of monster it would be coming from.
The warden and deep dark is done really well too, where the horror comes from the fact that the warden IS out there, and will appear after sensing you enough times, building tension quite well!
I always preferred horror games where the “monster” literally isn’t seen at all, except for maybe at the very very end when it finds you/you defeat it. Both cave noises and the deep dark do this too!
And jumpscares don’t do it for me. I’ve been jumpscared more by random zombies in caves than I have from these horror mods.
From The Fog is nicer than the most of the dweller mods from what I can see. At least that can build tension with the lack of "appear, walk around, kill player" routine. It can still be sorta goofy (also with the bugs) but it's a step in the right direction.
End of Herobrine shouldn't be used with From The Fog, I don't know why people are doing that. Two different things!
RUclipsrs cannot scream and fake reactions when Herobrine is not in their face constantly or possessing mobs.
i thought the cave dweller was actually an okay design, it roams in the caves and it stalks it's prey before attacking building tension. Also the cave sounds it made were very unsettling, but the problem is people piggy backed off of the cave dweller and ended up making a saga of "spooky skinny man with big teeth jump out of woods and chase you" type mobs.
the zombie thing at around 7:30 is called a zombie siege
there's a 10% chance at night for a crap-load of zombies to spawn in a village
i think the problem is that people don't understand that over saturating the freaking game with these dwellers mobs makes it less tense, but tedious lol. The dwellers have the purpose of spawning nearby, and if you tend to put more than one it is very obvious that the playthrough will become unplayable, or annoying.
Next time play with only one dweller or two but be aware of the function of these before downloading them.