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#horror fans
vorpalfae · 8 months
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animusrox · 23 days
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bbreakingbenjamin · 6 months
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𝐓𝐡𝐢𝐬 𝐢𝐬 𝐭𝐡𝐞 𝐡𝐨𝐫𝐫𝐨𝐫 𝐬𝐥𝐚𝐬𝐡𝐞𝐫 𝐟𝐚𝐧𝐝𝐨𝐦 😂☠️🗡️
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horygory · 11 days
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The Cabin in the Woods (2011)
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philosophical · 10 months
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z0mbi3-s0krat3s · 1 year
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This needs to be a real place, like, immediately 😳 wicked stuff from @ink_poisoning_ on insta
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horror-nostalgia · 1 year
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Val Kilmer and a giant animatronic bat from the deleted dream sequence for “Batman Forever (1995)
Directed by Joel Schumacher
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akai-ito-official · 6 months
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It's time!
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irie-sun · 1 year
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Nightmare Before Christmas (1993)
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hellodeathly · 1 year
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keykomori · 5 months
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“I’m not just a pretty face, you know. I can control men with just a glance.”
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vorpalfae · 9 months
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katapotato55 · 1 year
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How to write good horror.
1- DON'T EXPLAIN WHAT THE HORROR IS. DON'T EXPLAIN ANYTHING. no context = more scary. "oh but it is just a ghost- " YES. you know that, I know that, but things are way more scary if you don't explain it. let your audience scare themselves trying to figure it out! the first FNAF game didn't explain anything it was just "ok these machines are kind aggro". that is part of what made it popular! (And truthfully this reason is why i dislike the other games in the series) i can't name how many horror movies i immediately lost interest in because it was explained. "oh no! there is blood dripping from the walls! " its demons or ghosts or whatever. you explained it. it isn't scary now that you explained the joke. if you have to explain what it is, explain it at the END of the story or near the climax at best. (or better yet, don't explain at all) 2- restraint is key i know it is tempting to show organs and blood dripping from the walls and someone eating out a corpse or whatever but don't outright show that kind of stuff ALL THE TIME or else your audience becomes desensitized to it, and if horror fans are reading/watching your work, chances are they are going to think this is weaksauce. you need to be SUBTLE when building up suspense in your story. don't show the real scary bits until the end of the buildup/ 3- normalicy and familiarity is key i am going to use bugsnax as an example. bugsnax has no gore and can be considered child friendly, but what made bugsnax scare people is that it has the facaude of a cutesy little game. doki doki lit club has a simmular principle where its like a normal dating sim but you are caught off guard and things feel off. this is a valuable tool. 4- be original and understand why the more popular ones are popular in the first place everyone has done analogue horror. why ? because we are all so used to modern technology that older televisions and tech seem kinda creepy. Blue_channel by gooseworks is one of my favorites. It gets right to the point, and while it DOES explain what the product is, it doesn't go "oooh death and scary!!! oooooooh!" it lets the audience make up their own horrifying reason as to what is happening here. saying "oooooooh look murder your parents ooooh!" isn't scary, and putting a glitchy tv filter over it isn't going to make it more scary. and finally 5- describe the unfamiliar i know i just said familiarity is key but that is only 1/2 of the equation. Everywhere at the end of time depicts the sounds of memory degrading in an alzheimers patients. this is an experience that no one could relate to except for those who are experiencing it (and sadly, those people are either dead or mentally comatose) this is also why lovecraft horror is loved, because we can only imagine so much before the lack of understanding drives you insane. hope this helps, for the love of all that is good, please stop writing bad horror.

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bbreakingbenjamin · 9 months
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𝑇𝑟𝑎𝑖𝑙𝑒𝑟 𝑑𝑟𝑜𝑝𝑝𝑒𝑑 𝑡𝑜𝑑𝑎𝑦 𝑎𝑛𝑑 𝐼 𝑐𝑎𝑛'𝑡 𝑤𝑎𝑖𝑡 𝑓𝑜𝑟 𝑆𝑒𝑝𝑡𝑒𝑚𝑏𝑒𝑟 29 𝑡𝑜 𝑠𝑒𝑒 𝑚𝑦 𝑔𝑖𝑟𝑙 𝐴𝑚𝑎𝑛𝑑𝑎 & 𝐵𝑖𝑙𝑙𝑦 𝑡ℎ𝑒 𝑃𝑢𝑝𝑝𝑒𝑡 🖤☠️❤️
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scaryfaiiry · 11 months
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yellow3xo · 2 months
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YOU’RE NEXT (2011) Dir. Adam Wingard
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