DON'T SCREAM (literally)

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1,167
Published 2023-11-01

All Comments (21)
  • @Lex_brooke
    Mark during a 'don't scream' challenge: The calmest zen master Mark during a 'don't laugh' challenge: The giggliest bitch
  • Mark calmly and softly stating “you’re naked” to like 6 swinging bodies in a row absolutely got me
  • @jameslau9945
    mark needs to have a playthrough of a sound based horror game like this, but with a harmonica taped to his mouth
  • @sugarbun9036
    I love how screaming, instead of alerting a dangerous monster, just makes you fall over and drop dead. It makes the threats in the game feel even more harmless.
  • @BreegullEagle
    If the goal is to not scream and everything screams at Mark then, by that logic, he's the scariest thing in these woods
  • @galvinvoltag
    "This forest is full of losers." -Markiplier 1993
  • @Vttocs
    12:56 literal infant crying Marlkiplier: "The Rules apply to everyone, and that baby just lost." 💀
  • @Majora404err01r
    22:10 Mark: "what a false sense of security" Jumpscare 2 seconds later Mark: called it
  • @jaderush4141
    Seeing Mark's mic at 8% is so funny when you've just watched Jack at 1% and saw him die like twice from breathing too loud within the first 3 seconds
  • @laceyrose1176
    Random girl: pinned to a tree by her hand with a dagger, bloodied, desperately reaching out for help Mark: You alright? walks away
  • @criidesyt
    "This forest is full of losers." Is my favorite line and I will be using it.
  • @MiccDev
    I like the thought that Mark just goes into a grocery story and as he enters he yells "HELLO IT'S ME MARKIPLIER"
  • @chadspamton2159
    I think the main issue with this game is that despite all the jumpscares and creepy noises, it’s easy to realize as long as you don’t scream there is no way to be harmed, the fear in most horror game comes from the feeling of “Something could kill me at any moment and I don’t want to die” whereas in this game it’s “I’m completely safe all the time, no matter what I do as long as I don’t make a loud noise”
  • @Mrincrediblebot
    Mark in other horror games: screams at everything Mark in Don't Scream: "Welcome to my ASMR!"
  • @shivers9193
    Damn, Mark really said “skill issue” to that baby 💀
  • @izkh4lif4
    Jumpscares are an art form that must be neurologically designed. To get someone to scream is not about frequency but immersion, the more a person actually believes that they are about to die (from the brains autonomic neurological sense that we can’t control), the greater the startle response will be. To get someone to actually scream in a game is difficult because: 1) they can anticipate the threat) 2) they must feel invested in their objective, otherwise they won’t be immersed and also won’t feel any actual danger at all. 3) they dont have anything to actually fear, something that can activate and trick their minds self preservation response 4) they already know its a simulated environment and not the real thing which is why immersion must be the top priority. This is why falling in a VR game for example is a good way to trick the minds autonomic response because it is something we physically can’t control.If you want to make someone actually scream, you’ll have to delve into the science of screaming to actually make it work and make it difficult, you must make it VR first off, then create a longer believable story line that is closer to reality and the threat must be believable, thus way you create the immersion. Then you must induce the startle response from the autonomic nervous system by introducing the jumpscare after long tension is created, such as after the protagonist is being chased, and thinks he gets away. Now in VR, you have for example the player fall off a cliff and then introduce the jump scare, this would be much more likely to trigger the autonomic response because the feeling of falling you get in VR messes with the equilibrium of our inner ear, which is the same “chills” we get when we feel creeped out. It’s connected to our peripheral nervous system which is what makes our hair follicles stand up. If you trigger this feeling by throwing off the equilibrium of the inner ear, then introduce a threat, fight or flight will be produced in the subject and most likely the person will scream if the threat is introduced at that specific moment and the player is fully immersed in the “situation” (not the environment, environment is not enough to create immersion, the situation and objective the player has must be believable as well). The reason we scream is because that is how nature designed us to scare away wolves and other large predators. If done right, the person will go into fight or flight and you’ll get weird reactions, such as startle responses, screams, and people punching at nothing.
  • @madeliner1682
    Thing about this game is, I think there's been a fundamental misunderstanding of how horror works. The scariest part of this game is the beginning because it builds up some lovely atmosphere; when the game gets "harder" it's the least scary because every jump scare resets the tension and we've seen many times that 'death' has no consequences and thus aren't afraid of what it's going to throw at us. Like, any game can get you to jump at a jumpscare, but if that's it then that's like being a professional comedian who can only make people laugh while tickling them
  • @maxiplierrr
    Love how mark just calmly walks through the woods and with every scream heard he points out how they lost
  • @Kylerite
    8:19 that "pardon me" to a hanging body got me rolling on the floor 😂
  • @oscarlove4394
    Visually this game is amazing, it looks almost photorealistic at times. The way the branches almost look like pale limbs, the way the trees shiver like distant people watching you. the actual models for people are kind of bad. Gameplay wise this is incredibly dissapointing however, you walk around as some variation of 'scary loud thing jumps in your face' plays, or maybe you see some cheap gore. I think this game would be much scarier if it didn't try so hard to be so scary. Imagine 18 minutes of just walking around in silence, with almost nothing except the distant shivering of bushes that might be people, constantly getting turned around or blinking and finding yourself in a different place. The scary events slowly escalate, first some dead crows, the hallucinations of spiders should be distant. just a massive swarm moving in the distance, just barely threading the edge of your awareness. You get too close to a brush and you realize that this time it really is a person, they back off and dissapear. Stanley kubrick found that each jumpscare lessened the impact of following jumpscares. This game should have only 1 or 2 at most, ramping up the tension and really getting you. After all the goal is to scare you right? its a horror game. They want to scare you, not startle you into losing.