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Strange and/or scary interiors


DavidReyes2250

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DavidReyes2250

For you, what are the strangest and/or scariest interiors? Personally, mine is Big Smoke's Crack Palace, because overall, large, deep, lonely interiors remind me of liminal spaces. I don't know, every time I'm in that place, I feel like a ghost is going to appear or something unexpected will happen, even though I am aware that none of this is going to happen as simple logic, but still I don't find it pleasant to be in that place for long.

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The Atrium creeps me out. Feels big yet kind of dilapidated and the statues feel funny the first time but feel creepier after that... 

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    JP0cYXG_d.webp?maxwidth=640&shape=thumb&

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I watched a video about it, and actually there's no big smoke ghost in it just graphic glitches...

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CynicalMexican

Some of the Los Santos houses in robbery not knowing who might pop your ass.

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Are we including unused and unfinished interiors? If we are, there are a whole host of them which are unsettling for one reason or another. There's a strip club which can be found through the entrance of Ganton's gym which is scaled every so slightly too small for it to be practical, and there's of course this unfinished warehouse which is devoid of any real detail.

 

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As for me - most scary interior in San Andreas is brothel with big black blobs on walls (its texture bug, i know). Airport interior in first cutscene and b-dup first apartment (with very small furniture size. Jefferson motel separated rooms and few unused houses for burglary

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DavidReyes2250
On 7/11/2021 at 2:37 PM, Rhoda said:

Are we including unused and unfinished interiors?

I would say yes, interiors are interiors.
But to all this I have realized that almost all interiors have a very soft ambient sound (something like a quiet hum) but the question is, what was the need to put ambient sounds of this type to the interiors? Although they say it's so they don't sound so lonely, I don't think that's the case for some reason

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DavidReyes2250
On 7/11/2021 at 9:01 PM, Carl Theft Auto said:

The Johnson's house scares me knowing that Beverly got killed there.

Nah, maybe it was because of the Misterix Mod that many were afraid of Carl's house, although it is also uncomfortable to be there, I feel like there is something there that watches me or something like that.

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santosvagos

The largest LV safe house, Which has a chair in the corner at the end of hallway. I don't know why but It just gave me an uncomfortable feeling. 

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Also Madd Doggs mansion is so big yet there's nobody else there it feels eerie, on occasion I felt i was hearing things when i wander there. I wish they did a similar thing like in Vice City where you saw Vercetti's mobsters hang around the Vercetti Estate.

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On 7/12/2021 at 1:47 AM, Wayne Kerr said:

Also Madd Doggs mansion is so big yet there's nobody else there it feels eerie, on occasion I felt i was hearing things when i wander there. I wish they did a similar thing like in Vice City where you saw Vercetti's mobsters hang around the Vercetti Estate.

That place is scary because of all the people CJ has killed in there

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DavidReyes2250

Maybe all the interiors are examples of liminal spaces, and add to that by putting the "GHOSTTOWN" cheat. With that the game goes from being an action game to one of something like, "psychological terror"? or something like that. Maybe I'm exaggerating xd

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On 7/12/2021 at 2:24 AM, Zello said:

That place is scary because of all the people CJ has killed in there

Low-key legend has it Vagos gang members can be heard taunting CJ even after death inside the mansion. The sounds of angry Vago members who refused to pass on the afterlife haunt the hallways as CJ passes by them :ph34r: :whistle:

 

 

*turns off flashlight* 

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Inside the safe house, there are pictures that are often creepy. Somehow a creepy person with red eyes looks like a picture with a big mouth open. But if you look closely, you can see that it's a picture of people bowling. Even though it turns out to be an illusion, this painting still scares me.

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  • 2 weeks later...
nohaxdotcom

Lil Probe Inn would've been super creepy for me if there wasn't any npcs and the fact that it had K-Rose playing.

Also, not the interior, but the Flint County Safehouse really creeps me out. 

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  • 3 weeks later...
On 7/11/2021 at 1:08 AM, DavidReyes2250 said:

For you, what are the strangest and/or scariest interiors? Personally, mine is Big Smoke's Crack Palace, because overall, large, deep, lonely interiors remind me of liminal spaces. I don't know, every time I'm in that place, I feel like a ghost is going to appear or something unexpected will happen, even though I am aware that none of this is going to happen as simple logic, but still I don't find it pleasant to be in that place for long.

What’s with zoomers and “liminal spaces?”

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Judge not lest ye be judged. Liminal spaces are by and large not the most common zoomer trope. I'm in my 30s and I still find the concept interesting, regardless of whether they're considered liminal or elegiac. In keeping with the topic, I always found the burglary interiors a bit eerie. I don't know if it's the nature of the mission, but I remember it took me a few years to realise you could find people sleeping, fully clothed, just lying on top of the bed. I never used to explore much, grabbing the first two or three items I found and then I'd move onto the next house. For one reason or another I decided to actually have a poke around and I remember feeling a little unsettled. The lighting of these interiors was never great on PS2 so I suppose this added to the atmosphere.

 

GTA-San-Andreas-Burglary-Caught.jpg?q=50

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The knowledge that you're actually floating in a void, wholly disconnected from the main map, does add to the creepiness factor of SA's interiors, or at least the empty ones or those you trespass in during Burglary. VC had separately loaded interiors too, but they still rendered the immediate exterior of those places to make it at least immersive on a surface level.

 

Smoke's crack palace does mystify me the most. Why's it all intact after the story's said and done? Even if the original intention was to make it a safehouse, you still can't escape the fact it sorta burned down. The game has no problem locking you out of several other interiors after they've served their purpose, even if they're not destroyed (Area 69, abattoir etc.) so what gives with this one?

 

My alleged experience of hearing video game noises while exploring it post-story definitely fed into my beliefs of Smoke haunting that place, even if you'd think in death he would be more obsessed with food than anything. Or maybe he just really badly wanted to finish the level CJ interrupted him on.

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They gave you that quad bike so you could escape very quickly.

 

@Carbonox I never really thought about it but even though I've always known you could revisit Smoke's crack palace, I never did. I don't know if that's a subconscious thing but I remember feeling so tense during my first playthrough of that mission, I didn't want to ever go back... until I played the storyline again, and again, and again. Here we are hundreds of save files later and I still never return after we finish him off.

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iiCriminnaaL

So many interiors have this kind of unpleasing feeling. Could be due to the game's interior system. Most of them feel completely blocked and separated from the world, and the ambient sounds that play inside them add some sort of mysteriousness.

 

I can't think of many right now, but among the gloomiest interiors in the game are Big Smoke's crack palace, the burglary houses, and some of the countryside's and desert's most common safehouse interiors.

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10 hours ago, Rhoda said:

The lighting of these interiors was never great on PS2 so I suppose this added to the atmosphere.

Best part about original PS2 versions of SA. You know what I mean. That old school hardwell look to it. Nothing like it homeboy. It's a f*ckin gem to the eyes. Especially when you take out your big ass CRT TV from the early 2000's before technology f*cked with everyones minds. It's a bitch to carry but damn that crisp PS2 image from the days is worth every muscle pull up :turn: 

 

@Carbonox You still got that that F*ck take-two profile image? Respect+ We should've kept that as a banner here when that sh*t was popping in the forums, lol. Ain't no way you fools were taking away my spiderman Niko Bellic :kekw:

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sh*t, that was the wrong house. How do I delete something

I was talking about Catalina's Hideout but the image was the shady cabin 🤦‍♂️

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Whole GTA:SA interiors are creepy ass f*ck. And there is reason for that.

 

Why, they are located very high on map in complete darkness and silent place. Most of them are without NPCs.

 

I did once huge mistake to teleport in Liberty city Saints Mark bistro with water level set crazy high to actually swim across , that was my biggest nigtmare fuel to this date.

 

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I find every interior in GTA:SA creepy because most of it doesn't have anything in it.

 

 

Only interiors I find not so creepy is when there is NPCs in it like in the Ammunation or Casino.

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2 hours ago, JeiyDeX said:

I find every interior in GTA:SA creepy because most of it doesn't have anything in it.

 

 

Only interiors I find not so creepy is when there is NPCs in it like in the Ammunation or Casino.

 

All bussiness interiors have NPCs in them though, so is not fair to say that it is every interior. 

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11 minutes ago, The Tracker said:

All bussiness interiors have NPCs in them though, so is not fair to say that it is every interior. 

Yep I meant some of the interiors not every interior now that you've said it.

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Anybody that ever got the hidden tattoos on PS2 on a regular basis will be familiar with this view. What I found most terrifying about this process was the lack of landmarks after the first entrance, a true "okay, you're on your own" moment. You'll fly by one interior on the way to the waypoint but other than that you're left with nothing but your sense of direction and an endless void. You can't even tell if you're losing or gaining height until you hit that dreaded "loading" flicker and the sky turns from blue to black.

 

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