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3%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
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8%% This page is only for examples of sounds in video games that are startling or scary.
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10%% If the example you want to add is just annoying, you want the trope Most Annoying Sound instead.
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12%% Please remember to put context with your entry about why the characters should consider it scary, or else it will be removed per Zero Context Example. Links to outside media alone are not considered context.
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15Most videogames give the player a third-person perspective, but a second-person story. "You" is directed at both the player and character. Considering the HeroicMime status and TheStoic character type, keep examples to sounds that occur while an enemy is offscreen, alerting you to their presence. Or another character mentions their fear. You'll forget you're safe behind your screen when you hear [[TropeNamer these]]…
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18[[WMG:Games with their own pages:]]
19* ''HellIsThatNoise/FiveNightsAtFreddys''
20[[WMG:Examples:]]
21* ''VideoGame/SevenDaysToDie''
22** For starters, just the various moans, groans, and shrieks of the zombies can apply for this. It's even worse if they're [[DarknessEqualsDeath swarming at night]], and then you hear them [[OhCrap bashing down the door…]]
23** Each biome just seems to have its own mix of various sounds, from ringing cellphones and crying babies in one, to guttural foghorn calls, ghostly moans and satanic whispering amongst the sound of [[MoodDissonance happy chirping birds]].
24** In fact, in one particular area, you can [[HearingVoices hear voices that tell you]] [[DrivenToSuicide to kill yourself]], or [[KillAllHumans kill all humans]]!!
25* ''VideoGame/AfraidOfMonsters'' has the hissing, gurgling noise that means a Twitcher is near. You can hear it through doors and around walls in many, many sections of the game. And they never come alone...
26* ''VideoGame/AlienIsolation'':
27** The sounds of vents rattling above your head, indicating that the alien is nearby. A short series of louder clatters followed by a hissing growl is even worse, because it's gotten down to prowl the hallways, and then there are the thumping footsteps growing closer...
28** The Working Joes's [[DissonantSerenity deadpan robotic voices imploring you to stay calm and not to panic]] [[AIIsACrapshoot while they're bashing your skull in or doing their best to break your neck]].
29** The semi-quiet hiss of a facehugger that just detected you.
30** In a sense, your own gunfire. This being a SurvivalHorror[=/=]StealthBasedGame, you being forced to shoot usually means that something went very wrong. Besides, loud noises attract the alien, which 9 outta 10 times is a worse foe than what you had to fill with lead, and not only because it's ImmuneToBullets either.
31** For the first two or so hours of the game, [[NothingIsScarier the alien is a complete no-show]]. Every now and then during this time, you'll hear a spine-chilling screech off in the distance. This continues when you're waiting for what seems like forever for a tram after getting a quick glimpse of its tail impaling someone, and the music builds and builds and the alien continues shrieking...somewhere.
32* ''VideoGame/AloneInTheDark1992'':
33** The thumping footfalls of the "Zombie Chickens", likely the first enemy encountered in the game, as well as [[DemonicSpiders one of the more deadly]] when the player is unarmed.
34** The demonic chanting when you disturb a ghost and it relentlessly pursues you in the form of a spinning vortex of multicolored spheres, basically telling you "[[YouAreAlreadyDead you're screwed]]".
35* ''VideoGame/AmnesiaTheDarkDescent'': The [[https://www.youtube.com/watch?v=6PvZgwL9O7M terror meter]], which signifies that a monster is chasing you. Apart from being very bad news whenever it happens, the sound itself is terrifying, sounding like someone screaming bloody murder.
36** The game is full of these. Namely the sounds when the Grunts and Brutes make when they first spawn or when the latter is searching for you, battering down doors.
37* ''VideoGame/AMCSquad'':
38** The unsettling "oooooooooo" sound that sounds like wind blowing down a tunnel, which indicates a [[GhastlyGhost Lost]] has appeared and is tracking you down. Followed by a [[JumpScare loud scream]] that deals psychic damage and, if the player doesn't have Spirit Armor, [[SensoryAbuse white noise]] as the scream distorts their perception of reality.
39** The soul-rending screech of a [[spoiler:[[EldritchAbomination Beyonder]]]], which deals even more psychic damage to the player and has the same effects as a Lost's scream.
40* ''VideoGame/{{Arknights}}'' [[https://youtu.be/iBYmuKqbqi8 has various sounds from boss]] Either accompanied with [[ThatOneAttack their most devastating moves]], [[SequentialBoss their transition to next phase]], [[LastDitchMove or both]]
41** Essence of Evolution: "di...di...di...di...di...di di di di didididididididiiiiii...Boom!"
42** [[TheJuggernaut Patriot]]: his dry SkywardScream as he resumes his rampage and a monstrous scream as he impales one of your teammates [[DeathFromAbove no matter how far his target is]].
43** Deathless Black snake: their high pitched slash through the sound barrier, the otherworldly "detonation" and ''Deathless Inferno'' with sound that achieves similar effect to that of nuclear alarm as the parade of {{Hellfire}} marches across the battlefield.
44* ''VideoGame/ArmoredCore'': The biological weapons from the first game. Large, pink, ant-looking creatures with a wolf-like snout which they fire bullets from. A handful of missions require you to eradicate them from a location, either a poorly-lit abandoned facility or, worse, ''their nest''. These missions feature no sound, so you can hear the weapons' needle-like legs scratching against the floor whenever they are near. Early in the game when you likely don't have a radar with a bio sensor, this is the only way you can find them. Even worse are the ''[[NothingIsScarier queens]]''; the only sound they make are the [[MoreDakka twin, back-mounted chain guns firing]] once you wander into sight.
45** Also from the first game, a couple of the abandoned facilities feature a recurring transmission that sounds like an automated message, but the message is incoherent due to the recording glitching and restarting at random. While enemies in these areas tend to be weak, the fact that the only thing you hear for long stretches is just this message makes the facility ''very'' creepy. [[FridgeHorror Something must have gone extremely bad if the message has been playing so long that the replay is malfunctioning.]]
46** For most games, if you hear a hostile pilot talking to you on the radio, you're about to get locked in a room with them and [[BossBattle their much bigger, much meaner mecha]]. This can manage a cheap scare if you've just been wandering for a long time and the radio suddenly cracks to life.
47* ''Armorines: Project S.W.A.R.M.'' has quite a few of these. Perhaps the most frightening of them has to be that long high-pitched screech that Guardian Bugs make whenever they detect you. When you hear that noise, you just know you're in for one hell of a fight. And their [[LightningBruiser size, strength, and speed]] don't make it any better…
48* ''VideoGame/BanjoKazooie'': Welcome to Treasure Trove Cove, a lovely PalmtreePanic-esque tropical island region. Just be wary of the water: go in too deep, and Snacker the Shark will come for you, accompanied by his ''Film/{{Jaws}}''-inspired {{Leitmotif}}!
49* ''VideoGame/BatmanArkhamAsylum'' and its sequels have an in-universe example with the thugs in the Predator rooms. They start calm and become nervous, then terrified as you take them out one by one. When they become nervous they start to jump at every noise. When they're terrified they scream and fire their weapons at the drop of a hat. Disable every mook but the last one, and listen to him treat ''every'' sound as this [[VideogameCrueltyPotential for as long as you want.]]
50* The Iron Legion flamethrower veteran in ''VideoGame/BattalionWars'' has a weapon that screams like a lost soul. InUniverse, the sound of the weapon would drive its user crazy. This is ''before'' they all died.
51* In the opening of ''VideoGame/BattlefieldBadCompany'' 2 when you're in WWII, half way through the mission, you hear this odd sound. The sound repeats a few times. Once you find the scientist you came to save, you hear it again. This time, the scientist FLIPS OUT at the sound. He begins saying how you're all doomed etc. [[spoiler:At the end of the level, the secret weapon that was making that sound completely DESTROYS you, the boat you're on, and sends a huge tidal wave crashing down on you and your squad.]] Cue time skip to present day. Towards the end of the game, you start hearing it again. Your squad is commenting on it, and this time you know exactly what it is, and as far as you're aware, there's nothing you can do about it but watch your squad die again. [[spoiler:Yes, the weapon goes off and practically LEVELS the city, but your team is MadeOfIron, so they survive.]]
52* ''VideoGame/BioShock'': The many creaks and groans of Rapture, coupled with the sound of the ocean outside and the leaking water makes for an unsettling atmosphere. There's also the banter of the Splicers, the moans of the Big Daddies (and the cheery calls of their Little Sisters) along with the constant groaning of industrial machinery in Hephaestus.
53* ''VideoGame/BioShock2'': The scream of the Big Sisters. They're scripted to only attack once the player has saved/harvested enough Little Sisters, [[https://www.youtube.com/watch?v=-9t9uBTMFTE but the first time it happens]], it's completely out of nowhere. Even worse, you don't know which direction she's coming from. All you know is that she's headed for you, and she's ''pissed''.
54* ''VideoGame/BioshockInfinite'':
55** [[https://www.youtube.com/watch?v=AsgPyQ7IOKc The Songbird's high-pitched cries]] are guaranteed to send a chill down your spine and a brown brick down your trousers in your first encounter with him, probably because you [[VocalDissonance normally wouldn't hear]] banshee-like, yet somehow ''hauntingly beautiful'' wailing from a thing that big.
56*** And let's not forget to mention the [[https://www.youtube.com/watch?v=apPfhveUM14 deceptively cheerful music]] played by the golden Comstock statues. If you're unfortunate enough to hear it, it means the Songbird ''now knows where you are,'' '''''and he's gunning for your sorry ass.'''''
57** [[https://www.youtube.com/watch?v=b7kj-Zz5y9g Then you have the equally scary noises of approaching hovercraft and zeppelins in the distance]], along with the [[https://www.youtube.com/watch?v=wmCb8gHDP3A "HOLY FUCKMOTHERING SHIT I'M IN A BURNING ZEPPELIN" alarm sounds.]]
58** [[https://www.youtube.com/watch?v=rHeGvAZkDGg The Zealots of the Lady]] are pretty scary in their own right, being a bunch of angry hooded zealots clad in black whose threats are accompanied by the [[StealthPun murderous]] screeching of crows.
59** And then there's [[spoiler:said Lady]], AKA the Siren, a levitating spectre in a constant state of being alive AND dead simultaneously. [[https://www.youtube.com/watch?v=0G8jMyw5LxU The sounds she makes]] pretty much worsen the already unsettling atmosphere during her boss fights.
60** [[https://www.youtube.com/watch?v=qP0m17llknE If the screams of the Boys of Silence]] aren't enough to send you into a panic, don't forget they also cause ''every lunatic in the area to go insane and bum rush you''.
61* ''Videogame/{{Bloodborne}}'':
62** The Carrion Crows will always punctuate their attacks with a beastly scream that should belong to something much bigger, pretty much ensuring a JumpScare and a scramble for the attack button. Doesn't help they're sneaky otherwise.
63** Vicar Amelia and the Cleric Beast will both punctuate their (highly-damaging) attacks with loud shrieks and roars, and in the latter's case their highly distinctive scream is the very first indication there's something dangerous ahead. Certainly helps that they also sound utterly ''tortured''.
64** After defeating Rom there is one sound that carries all across the city. [[spoiler:It's a baby crying.]]
65* Hearing the firing sound of the Scorpio turret in ''VideoGame/{{Borderlands}}'' when there is no turret out, be it from Roland or a Lance soldier, and especially when it fires faster than a Scorpio. This means an enemy, frequently a [[EliteMook badass]], is packing a Mauler, a machine gun that due to the prefix's attribute ''hurts like the devil''. The only saving grace is that when he's dead, you can filch the Mauler for yourself.
66* ''VideoGame/ChicoryAColorfulTale'':
67** Music noticeably distorts around the darkness, adding to its creepiness.
68** [[spoiler:Chicory's screams during her boss fight startles Pizza as they try confronting her.]]
69* ''VideoGame/ChronoTrigger'': Lavos' [[https://www.youtube.com/watch?v=Dfb_n7wjb5k scream]], a sound that gave an entire generation of gamers nightmares.
70* ''VideoGame/CryOfFear'': While there are many screams from both enemies and ambiance noises in the soundtrack, none of them even ''come close'' to the agonized and [[SensoryAbuse ungodly loud]] scream of the [[https://www.youtube.com/watch?v=bvGGlySZymE Upper]].
71* ''VideoGame/{{Cuphead}}'': The sound Captain Brineybeard's ship makes during his final phase, when the ship goes all OneWingedAngel.
72* ''VideoGame/DarkestDungeon'':
73** The mind-rending sound of [[spoiler:an ally being permanently eradicated by [[OneHitKill Come Unto Your Maker]]]] in the final boss fight. Lovecraft ''wished'' he could create something that unearthly.
74** The ambient sounds that gradually grow louder as your torch dims (and take over the music when it goes out) also count; depending on the dungeon, you'll get to bask in the clattering and shuffling of restless skeletons, the squealing and grunting of bloodthirsty pig men, the howling of wolves and shifting of murderous foliage, the gurgling and slobbering of drowned corpses and pelagic abominations, or the maddening buzz of endless mosquitoes and mocking laughter of vampiric nobles.
75* ''VideoGame/DarkSouls'' is positively ''crawling'' with enemies that let out incredibly horrible sound effects. Some of this is to actually ''reduce'' the [[NintendoHard infamous difficulty]] by giving you a fair warning of what's nearby, but it would be difficult to argue that [[ParanoiaFuel hearing any of these sounds]] would help the player [[ThisIsGonnaSuck feel better.]]
76** ''VideoGame/DarkSoulsIII'':
77*** The ominous ''clank'' of [[OminousWalk heavy metallic footsteps on stone]] means that [[LightningBruiser Lothric Knights]] (or worse yet, [[MightyGlacier Cathedral Knights]]) are nearby. Early game players who hear that sound without a full Estus compliment should either run or [[DemonicSpiders start saying their prayers.]]
78*** [[FatBastard Evangelists.]] Like the Cathedral and Lothric Knights, you can be alerted to their presence by the sound of their [[CarryABigStick heavy metal maces]] pounding against the cobblestones, but unlike the knights, the Evangelists are ''chatty'' - [[GigglingVillain laughing]], whispering, and calling out to you "[[TermsOfEndangerment poor child]], [[FauxAffablyEvil come into my arms.]]"
79*** So you're walking along, spotting [[SchmuckBait what appears to be]] a relatively innocuous group of [[TheGoomba basic undead]], when suddenly and without warning one of them lets out a [[JumpScare HORRIFICALLY loud scream]] as a giant oily-black snake monster [[BodyHorror erupts out of the undead corpse to bite at you.]] Congratulations, you've just encountered enemies infected with [[TheCorruption The Pus of Man.]]
80*** The ceaseless chittering and clicking of the Sewer Centipedes will drive you ''insane'' if you're stuck listening to it long enough, especially in the Profaned Capital. Even though they're not that tough, one can be forgiven for going out of one's way to kill the damned things just to get rid of that horrible sound.
81*** The horrible, pathetic shrieks and wails of the Wretches that echo throughout the chambers of [[MarathonLevel Irithyll Dungeon]] can only be described as the sounds of a creature whose entire existence is [[TragicMonster obvious suffering and agony.]] The worst part? They're not that numerous or tough to kill, but can hear their wailing ''well'' before you actually even encounter them, seemingly for the sole purpose of [[ParanoiaFuel creeping you out and leaving you uncomfortable.]] As if [[ThatOneLevel Irithyll Dungeon]] [[FromBadToWorse wasn't teeth-gnashingly irritating to deal with as is.]]
82*** ''Also'' in Irithyll Dungeon are random, seemingly immobile corpses (not even actual enemies!) that don't do anything until you approach them [[SchmuckBait to collect the rare items they're holding.]] When you do, they [[JumpScare SCREAM]] at you loud enough to cause the most seasoned ''Dark Souls'' players to [[BringMyBrownPants reach for the brown trousers.]] They don't attack you, they ''just'' scream for no reason than because From Software hates you, the player, personally, and wants you to suffer. Oh, and they're the only corpses in the game that do this, but you probably won't know that on the first playthrough, so [[SarcasmMode have fun]] [[ParanoiaFuel cringing and lowering the volume on your headphones every time you reach for a treasure drop again.]] By the way, [[spoiler:when the fourth one screams, ''every enemy in the dungeon will come to investigate the noise''.]]
83*** ''[[ChestMonster Mimics.]]'' Once you know the telltale signs of one, you don't have to keep taking them seriously, right? [[DemonicSpiders WRONG]]. [[LightningBruiser They're fast, they hit hard]], and while they're attacking, they let out one of the most revolting sounds in ''Dark Souls'' - a high-pitched groaning, creaking, cow-like mooing that plunges straight into the audio equivalent of the UncannyValley. Many players [[NauseaFuel report feeling sick to their stomachs]] just on hearing it. Oh, and guess what level has at least ''four'' of the damned things? That's right, [[RuleOfThree Irithyll Dungeon.]]
84*** Walking down the stairs leading down to King Oceiros' boss fight will activate a truly horrific wailing noise - it's the distorted sound of [[spoiler:a crying baby.]]
85* ''VideoGame/DeadByDaylight'': The "Terror Radius" is your character's heartbeat growing disturbingly loud as the killer hones in on your location. It shifts to action horror music during the chase scene while you can still hear that damn heartbeat, and a bright red light glows nearby as the heartbeat grows louder and faster. Each killer also has their own sounds that identify them as just plain dreaded.
86** The sound of a bell chiming when you're playing as a survivor, as it's an indicator that the Wraith had either cloaked or uncloaked. This becomes nerve-wracking because you can't hear the warning heartbeat when he approaches you until he uncloaks.
87** The Hillbilly's {{chainsaw|Good}}. Not only is the revving noise extremely unnerving on its own, it means the killer is about to do a straight charge far faster than you can run, sometimes too fast to get out of the way even [[OneDimensionalThinking when you think two-dimensionally]] and try to sidestep its path. [[https://youtu.be/BGA5OZTiTUo?t=52s It can cause some serious freakouts]].
88* The zombie sounds in ''VideoGame/DeadIsland'' are all very disturbing, but special mention goes to the screams of Infected, Rams and Butchers.
89* Late in ''VideoGame/DeadRising2'', a new kind of zombie give off a distinctive rattling growl that you will learn to fear in short order.
90** ''Dead Rising 2: Off the Record'' introduces "scare zombies"; zombies that either play dead or wait around corners and ambush you. That freakin' ScareChord, man…
91* The ''Franchise/DeadSpace'' series will give you nightmares about this trope. With each game set on a nightmare filled StandardHumanSpaceship, CityPlanet, or [[SettlingTheFrontier Dead Colony]] with enough damage to render [[NoOSHACompliance most of the safety devices non functional]] every clank, rattle, moan, clatter, howl, and squeal you hear could be just the normal ambient sounds of [[EverythingTryingToKillYou the devices around you going lethally haywire]]…or it could be a necromorph stalking you [[AirventPassageway through the airways]] or sneaking up on you while you're using a vending machine, upgrade bench, or accessing your inventory menu. All of which they [[ProperlyParanoid actually do]]. Did we mention there's no MenuTimeLockout?
92** In ''Dead Space 2'', a particularly memorable enemy will give you a temporary phobia of chirping and whistling, as it signals the arrival of a pack of a particularly lethal and hard to kill strain of necromorph.
93* ''VideoGame/DeepRockGalactic'' uses unique sound effects to clue players in that they're about to have problems, and the worst are unique in their own way:
94** The soft, sinister hiss of the Cave Leech before it grabs your head and lifts you to god-knows-where in the ceiling.
95** The high-pitched screech of a Mactera Grabber coming in to grab you and drag you off to horrible unknown places in the cave.
96** The pained screeching and omnious thumping footfalls of a Bulk Detonator, a living bunker-buster bomb more dangerous than most Dreadnoughts.
97** The distant, ominous sound of Dwarves calling out for help in the dark of the caves... this one's particularly tricky as these sound like normal callouts, except distorted and glitchy. This heralds the approch of a Nemesis drone, a floating robot that is tailor-made by your corporate rivals to mangle an entire team of Dwarves by itself.
98* ''VideoGame/{{Depth}}''; the only notification that sharks are near is a low heartbeat that gets louder and faster before they attack.
99* ''VideoGame/{{Descent}}'' has the shrieks and cries of the robots. Most aren't too bad, but the Class 1 Drillers make an extremely shrill noise like a badly damaged car starter, and given their status as DemonicSpiders, it just enhances the dread you feel when you hear it. There's also the "ZRRN!" noise that {{Mook Maker}}s make when they activate; hearing that sounds almost always means you're going to quickly have a nasty fight on your hands. There's also the humming and ticking noises the bosses make which indicates they are nearby.
100* ''VideoGame/{{Destiny}}'':
101** The Vault of Glass is home to Gorgons, among other things. The Gorgon is essentially a Vex harpy, but instead of its trademark Slap Rifles, it has something MUCH WORSE. An ontological weapon, whose accompanying sound is a shit-your-pants NIGHTMARISH ROAR. You have good reason to fear it, as that is the sound of the Gorgon deciding your entire raid party doesn't even exist.
102** The funeral-bell-like sound of an Oracle will also ensure a state of Hard-Mode flashbacks due to what they could do to you.
103** Also, when you enter an area in a mission, you will hear an alarm-like sound that alerts the enemies in that area. For the Fallen and Cabal, it's a siren and the Hive have a chorus of roars. For the Vex(notably the[[spoiler: Black Garden?]] What can only be described as the roar of thousands of mechanical demons.
104* ''VideoGame/DiabloIII'' has the drum and horn that heralds the arrival of a Nemesis, a monster that has killed one (or more) of your online friends and is now coming for you. The more characters it has killed, the stronger it becomes. On Master difficulty and higher, you will learn to fear it, as there is a good chance it will kill you too. Listen to it [[https://www.youtube.com/watch?v=TYQCuPHOCDI here]] (you can hear it during the first twenty seconds of the video).
105* All of the TrueFinalBoss themes for Hibachi in the ''VideoGame/DoDonPachi'' series from Dai-ou-jou onwards are a blisteringly-fast cacophony of hellish noise, fitting with the absurd amounts of BulletHell he puts you through. [[https://www.youtube.com/watch?v=TIQj92WAl-I Each game]] [[https://www.youtube.com/watch?v=ahdbbbIbAgk ups the ante]], [[https://www.youtube.com/watch?v=aJjv3BL1suo too,]] [[https://www.youtube.com/watch?v=BLK6hcbddQs going harder]] [[https://www.youtube.com/watch?v=hjWyvuDNOcU and harder.]]
106* ''VideoGame/DontStarve'' is chock-full of "the hell was that?" sounds, especially when you start to go insane. A creepy music box chime symbols that the darkness is about to get rather unfriendly. Even the player character gets unnerved and remarks at the sound of Hounds or the Deerclops coming near. ("That sounded big!")
107* ''VideoGame/Doom64'' is a lot more SurvivalHorror-y than the previous games in the series (this was before ''VideoGame/Doom3'' outdid it) and part of the reason for that is replacing almost all the music with [[https://www.youtube.com/watch?v=q0wiXQMTDdE extremely]] [[https://www.youtube.com/watch?v=M30LlWFYZqo creepy]] [[https://www.youtube.com/watch?v=1IE1NmyrbWA ambiance.]]
108* The Shrieks of ''VideoGame/DragonAgeOrigins'' are fast, vicious, travel in packs, can stun and "overwhelm" (pin to the ground and maul until dead) your PC--and you can tell they're in the area by their ear-splitting screams.
109* [[https://www.youtube.com/watch?v=81FujgPXwnw The little ditty that plays]] in the ''Franchise/DragonQuest'' series whenever you equip a cursed item. It immediately overrides the overworld music, comes completely out of nowhere, and hits you so suddenly you're likely to jump at it because it's so damn spooky. What's worse, it can be heard in plenty of things that seem fairly innocuous at first glance, making it all the more unnerving when you come across it.
110* ''Franchise/TheElderScrolls'':
111** ''VideoGame/TheElderScrollsIIDaggerfall'': If you're in a Dungeon and hear a Bobcat stock growl and don't have any Resist Lightning spells or potions at hand, run, because it's an Ancient Vampire that will kill you instantly when he walks up on you.
112** ''VideoGame/TheElderScrollsIIIMorrowind'': What can only be described as "Bleating" can be heard anywhere within sight of the Ghost Fence. There are no goats in the game, and nothing else makes that noise.
113** ''VideoGame/TheElderScrollsVSkyrim Skyrim'':
114*** The flapping of wings informs you of any imminent dragon attacks. Brought up in the prologue, where soldiers comment on wondering what that noise was.
115*** The weird echo/thunder like sound you hear when a dragon is nearby.
116*** The creepy shuffling noise of a frostbite spider walking around, especially when you can't see it, is horrific, especially if you already have a fear of spiders.
117* ''VideoGame/EliteDangerous'':
118** Artefacts of unknown origins as well as Thargoid vessels all make similar unnerving sounds, which sometimes resemble a low, slow animal growl, sometimes the creaking of a large metal structure, and sometimes something between the two.
119** Thargoids will sometimes attack stations. In some cases, this leaves the station's fusion reactor exposed. Flying close to the reactor exposes you in turn to a [[https://www.youtube.com/watch?v=gj1fT0ToGD4 hellacious cacophany]] that sounds like a broken buzzsaw cranked up to 11, and your HUD begins to glitch out from the radiation streaming through the hull breaches, through which you can see the bright, blue glowing plasma surging violently within the reactor chamber. It makes Chernobyl look like a candleflame by comparison.
120** "Warning: Capital-Class Signature Detected" is already a reason to be wary. The thunderous, otherworldly ''rumble'' of shorn spacetime and rattling metal that follows right after is a reason to ''get the hell out of Dodge'', because it means the MileLongShip that just crashed your party is about to obliterate everything in sight.
121* ''VideoGame/EnemyZero'' is a game full of DemonicSpiders: Invisible aliens that will kill you in one hit, and your only weapon requires charging to use (but not ''too'' much charging or it shorts out and you have to wait to use it again) and can only be used at point blank range. Your only method of staying alive is a radar that tells you when an alien is nearby with audio pings. Thus, hearing that "Ping ping ping ping ping" get faster and faster is the scariest damn thing in the game.
122* The roars the monsters let out when evolving in ''VideoGame/{{Evolve}}'' are this to the hunters. Given that hearing it means one of the universe's most perfect killing machines is now on its way to kill you and devour your corpse, their reaction is understandable.
123* In ''VideoGame/{{Fairune}}'' 1, the background "music" in the Grave is a mishmash of TV static, radio static and electronic, modulated screeching.
124* ''VideoGame/{{Fallout 4}}'':
125** Super Mutant [[ActionBomb Suiciders]], who attempt to bum-rush you with a beeping miniature nuclear bomb in their hands. Better hope you have a good ranged weapon, a steady aim or a lot of AP, and a wide berth, or you're gonna get wrecked!
126** If you hear a BombWhistle sound, run, because that's the sound of someone firing a Mini Nuke at you.
127* ''VideoGame/Fallout76'': [[AC:"Attention, citizens. [[NukeEm Nuclear strike imminent.]] Please exit the area at your earliest convenience. Thank you for your cooperation."]] Once you hear this announcement, the wise course of action is to check the map for the imminent blast zone. If you're in it, ''[[DontAskJustRun drop everything, run, and do not stop!]]''
128* ''VideoGame/FatalFrame'' Whenever a ghost is about to attack the normal music changes to really scary music accompanied by the noises of said ghosts. The scariest is [[spoiler:Blind maiden whose music is accompanied by horrific screaming]]
129** That OminousChanting that can often be heard from behind a locked door.
130* In ''VideoGame/{{Fe}}'', the shriek/roar of the Silent Ones when they spot you, which means you have mere seconds to get out of sight before they capture you.
131* ''VideoGame/FinalFantasyVI'': Whenever you hear [[MonsterClown Kefka]]'s [[EvilLaugh laugh]], it's a good bet that something horrific is about to happen.
132* The alarm sound in ''VideoGame/FinalLegacy'' can play at any moment, including during battle with an enemy ship. It means the enemies are firing their missiles that can [[ProtectionMission destroy your cities]] and end the game! What's worse, the entire game is in real-time despite its varied elements, so you might have to back out of whatever you were doing, even enemy combat, to stop those missiles.
133* ''VideoGame/FirstEncounterAssaultRecon'':
134** There's something that sounds like a wheezing, whispery voice, or a heart stopping screechy sound whenever Alma is nearby. Then there's Alma's music box, ([[https://www.youtube.com/watch?v=pJnQNI-9PqI listen to it here]]). That horrible, sad, upbeat, painful, tear-inducing, pants-browningly chilling tune. It's like someone scientifically formulated the perfect theme song to emphasize every single aspect of Alma, and then used it in the most disturbing manner imaginable.
135** Child Alma's trademark deranged little giggle.
136** In the locker rooms of Wade Elementary you are attacked by ghosts that are hard to see and they make this horrific noise. Plus the horrible rapid-fire slamming sounds of the double doors, making it hard to hear anything coming at you, and they steadily grow louder and louder as you get closer. The noise itself is just plain disturbing....
137** The game also pulls off a few audio stings when certain scary elements come into the field of vision. It's also used -- in slightly less dramatic fashion - to alert the player to a crisp packet on the floor, letting them know that Norton Mapes is still alive.
138** The ScareChord played when the automated gun turrets pop out of the ceiling.
139** Rattling objects. In the first game they can be ignored safely, because it's possibly a malfunction of the collisions engine, and it's only things like soda cans, chemical flasks and other small gadgets. Doesn't detract any from the scary factor, [[FridgeBrilliance especially if you remember the common aspect of ghost stories that they lightly disturb objects whith their presence alone]]. And then you go through the Vivendi sequels... Where the rattlers are much larger objects, and it often means a pack of [[DemonicSpiders the mostly invisible Shades]] is out to get you. Don't be surprised if you shoot a steel drum you're walking on top of just because it scraped on the floor, ''especially'' after the nuclear explosion in ''Perseus Mandate''. It doesn't help that you have to go through an area of the Perseus Project's cloning facility where all the automatic doors produce a sound similar to the cackle/laugh that was the only hint those near invisible shades gave you before attacking.
140** The sound the [[BossInMookClothing Phase Commanders]] make.
141* Throughout ''VideoGame/FishingVacation'', there will be several instances where you can hear [[spoiler:Sedna]]'s creepy whispering, indicating that [[spoiler:she]] is nearby:
142** The first time is when your friend recounts his dream to you, which turns out to have [[ThatWasNotADream not been a dream at all]].
143** The second time is when you [[spoiler:spot Sedna running through the forest on the other side of the lake]] on Day 2.
144** The third time is when you go night fishing, and the whispers become louder and louder as [[spoiler:Sedna swims closer to your location before going underwater when you look at her]].
145* ''VideoGame/FiveNightsAtFreddys'':
146** When Freddy changes position, you'll hear a deep [[EvilLaughter laugh]]. It's actually a little girl's giggle slowed down, and the unchanged version is even worse, since it means Golden Freddy is in your office.
147** When you lose power, [[DarknessEqualsDeath all the lights go out]] and Freddy will approach the left doors and play a OminousMusicBoxTune rendition of [[Theatre/{{Carmen}} Les Toreadors]]. At this point your only option left is to wait and really hope that one, he decides to play the whole song, or two, that 6 AM is around the corner.
148** Sometimes you'll hear painfully labored breathing/moaning noises while looking at the camera. That means that you were either too late or too distracted to close the doors, and Bonnie or Chica have made it into the office. At that point, death is almost an inevitability.
149** The animatronics' scream when they catch you. It's the greatest JumpScare inducer you'll ever find.
150** The garbled gibberish that replaces Phone Guy's call on the fifth night (which can also sometimes be heard when Bonnie and Chica are at the ends of the hallway).
151* ''VideoGame/FiveNightsAtFreddys2'' continues the trend:
152** "Pop Goes the Weasel". Once you hear it, you'll know it's time to make peace with your maker, because the Marionette is on the loose, [[YouAreAlreadyDead and there's nothing you can do]] except hope for [[InstantWinCondition 6 AM]].
153** The ominous static noises Mangle makes.
154** Balloon Boy's DissonantLaughter. It will play ''continuously'' when he's in the office, at which point there's no way to get him out and you can no longer ward off Foxy.
155** The animatronics' new scream, which makes for an arguably worse JumpScare than the previous title.
156* Similarly, ''VideoGame/FiveNightsAtFreddys3'':
157** Phantom Balloon Boy's laughter returns. However this time around, [[ParanoiaFuel hearing this is not a direct indicator that he is in the office.]] Ironically enough, the regular Balloon Boy voice clips are a ''good'' thing now, since they draw Springtrap away from your office.
158** Phantom Mangle signifies its appearance by suddenly playing noises that sound uncomfortably like distorted screaming. It can and will act as a JumpScare.
159** When they JumpScare you, each of the phantom animatronics will make a noise that can only be described with the words wet, rattling, and breathy.
160** At the start of each night, there's some disorienting industrial noises that reverberate briefly and fade out, but they're still unsettling.
161** The grating buzz that plays when The Puppet infiltrates the office.
162** The awful sound, reminiscent of a dial-up modem, that assaults your ears every time [[spoiler:the Purple Man destroys an animatronic]] in the end-of-night minigames.
163** This list couldn't be complete without Springtrap's new scream. The first game had a high-pitched screech akin to a child's scream, the second was a mechanical roar, but ''this'' game has a zombie-like '''''hiss'''''. When you realize that [[spoiler:Springtrap has the rotting, mutilated, ''mummified'' corpse of the Purple Man inside it]], it makes more sense.
164* ''VideoGame/FiveNightsAtFreddys4'' as well:
165** Once more, the animatronic scream. While the first three games had a child's scream, a mechanical yell, and a zombie-esque hiss, what does this game have? The first and the third combined to make a '''demonic roar.'''
166** The nightmares' breathing at the door.
167** [[spoiler:Nightmare himself]] gets a unique sound for his JumpScare: a static sound which is actually a distorted ambulance siren. Thankfully, it's not nearly as ear-breaking as the previous JumpScare sounds, but it's still not that fun to listen to, and likely to startle you, at least the first few times.
168* In ''VideoGame/FridayThe13thTheGame'', the music changes from chilling ambiance to fast-paced and frantic screeching violins whenever Jason starts honing in on counselors. Players controlling counselors know that once the music starts ramping up, you'd be prepare to either fight for your life or run like hell. Just as bad, if not worse, is [[NothingIsScarier when the ambiance goes completely silent]]: that's the result of Jason's "Stalk" ability, and without the musical cues, [[ParanoiaFuel there's no telling where and when he'll strike]].
169* In ''[[VideoGame/{{Frogger}} Frogger II: Threeedeep!]]'', the "running out of time" noise is not only annoying but loud, louder than the rest of the game's sounds. When it starts, if you're not watching the clock, it catches you completely by surprise. It only gets scarier the more you activate it during a gaming session (likely while trying for that last life raft on the surface of Level 5). And it always ends as suddenly as it starts, as the clock is literally at zero for a few seconds and then Frogger suddenly dies.
170* The Platform/GameBoyPlayer has [[https://www.youtube.com/watch?v=nf3vxhWVrmE a surprisingly creepy "piano-smashing" sound]] that plays when it detects an error.
171* ''VideoGame/GodHand'': While the game itself is not horror themed (nor does it have any seriously scary moments), there's one thing that can (and will) catch anyone by surprise: anytime, at random, one of the mooks you just finished beating up can suddenly get back up in demon form. When this happens, the music will suddenly shift completely, starting with a ScareChord and then playing a sort of distorted hip-hop like song. The demon itself is also quite hard to put down too, so it makes for quite an impact.
172* ''VideoGame/HalfLife2'':
173** Developer interviews have noted that, upon hearing the poison headcrab hiss, playtesters would often completely ignore anything and everything else in order to find the poison headcrab, even going so far as to throw all their grenades and empty entire weapons' worth of ammo.
174** [[https://www.youtube.com/watch?v=uXEiU6JEnD4 Fast Zombies.]]
175** The basic sounds of headcrab zombies aren't so bad, but the points where the ''host starts begging for help and oh god it's on fire''...
176* In ''Franchise/{{Halo}}'', from ''VideoGame/{{Halo 2}}'' onward, the damnable howl of an approaching horde of [[ZombieApocalypse Flo]][[ParasiteZombie od]].
177** Played straight with the [[https://www.youtube.com/watch?v=ALT7rhmUXmc Flood's reveal]] in the [[VideoGame/HaloCombatEvolved first game]] when a marine asks what the noise is.
178* ''VideoGame/AHatInTime'':
179** The game has an [[SurprisinglyCreepyMoment unexpected]] EasterEgg in [[HubLevel the spaceship]]: if Hat Kid stays for 20 minutes in her bedroom, [[https://www.youtube.com/watch?v=suOSDlkNpWc&ab_channel=Doka an unearthy noise]] plays.
180** Queen Vanessa's [[https://www.youtube.com/watch?v=4QpqIB-KrWc&ab_channel=PascalMichaelStiefel-Topic alarm when she tries to catch you]] is an extremely loud alarm which is a CriticalAnnoyance as efficient as ''Franchise/SonicTheHedgehog'''s drowning theme.
181* In ''VideoGame/HellNight'', there is no background music except for certain scenes. As a result, a player will have to listen for the monster announcing that it is near, meaning it is either a good time to check the map if they have Naomi (who can sense the monster) and/or get ready to bolt (if they don't have Naomi).
182* ''VideoGame/HollowKnight'' has some… interesting sound design for a couple of monster types, which conveniently inhabit dark, maze-like locations, and constantly make noises even when offscreen:
183** Flukemons emit disgusting slurping sounds, which crescendo if they notice and start chasing you. When killed, they split into two parts - one which continues with the slurping, and another which adds loud, rabid screeching to the mix.
184** Entombed Husks, who are essentially buried and half-decayed bodies that were reanimated by ThePlague, make horrifying groans that sound like a person in pain gasping for air. Fortunately, they only appear in one small area. Unfortunately, they are heard, but not seen, immediately on entry to that area.
185** The belfly shrieking when they divebomb you is also nasty, but at least you can generally get out of the way by dashing whenever you hear it...
186** Deepnest has too many of these noises to count, to the point that the background music can qualify as this, but special honors go to the sound of the Corpse Creepers, which burst out of enemies you just killed whenever you're not looking.
187* ''VideoGame/KidIcarus'':
188** ''VideoGame/KidIcarus1986'' has the [[https://www.youtube.com/watch?v=XtBJZVEnGLM theme song]] belonging to the [[DemonicSpiders reapers]] when they detect you, all in its original 8-bit glory.
189** And ''VideoGame/KidIcarusUprising'' gives us the [[FromBadToWorse even lovelier]] [[https://www.youtube.com/watch?v=mhMgTQOMHQ4 theme song]] that belongs to the [[OneHitKill Ornes]], another 8-bit track.
190* ''Franchise/{{Kirby}}'':
191** ''VideoGame/KirbySuperStarUltra'', a remake of the original ''VideoGame/KirbySuperStar'', believe it or not, has [[spoiler:Marx Soul, after he is revived in a 'what if?' scenario by the remains of Galactic Nova. [[https://www.youtube.com/watch?v=ydP4nT8WKTY EVERY sound he makes sounds like the stuff of nightmares, but few will ever forget that high-pitched scream that would keep you up at night for days.]] At least this is locked somewhat safely away in the absolute hardest mode in the game.]]
192** ''VideoGame/KirbyAndTheForgottenLand'' manages to up the ante with [[spoiler:Fecto Forgo's MadnessMantra heard in Forgo Land, the last level of the post-game Isolated Isles world,and shortly in the second phase of Chaos Elfilis' fight. Said mantra is essentially a DarkReprise of the Dream Discoveries Tour dialogue from Lab Discovera, with the first line repeated over and over. Who knew that a simple, jaunty "And here we are" could prove so damn frightening?]]
193* In ''VideoGame/TheLastOfUs'', you will grow to be wary of the sound the infected make. That goes double for the Clickers: infected that have lost their eyesight, but compensate with very keen hearing that they use in conjunction with echolocation. When you hear their distinctive clicks and growls, that's your cue to start taking things ''very'' slow and methodical to avoid drawing their attention; and if you hear them ''scream'', get ready to either fight, run, or die.
194* ''VideoGame/LeagueOfLegends'':
195** Fiddlesticks' ultimate -- one of the strongest ambush attacks in the game -- is accompanied by a loud crash and the yelling of several CreepyCrows. If you hear this suddenly in what you thought was an easy walk through the jungle, you're about to eat pain and it's your own stinking fault for getting jumped.
196** Its voice is also the stuff of nightmares. An eerily [[EvilSoundsRaspy raspy]] mimicry of speech that is implied to be the LastWords of its victims. That's the signal that it's coming for you.
197** Little Devil Teemo has two animations that make him go from 'cute little demon' to 'scary demon with a nightmare GameFace' (his recall and death animation). Both of these slowly turn his normal squeaky voice into a slow, monstrous tone. The recall is particularly creepy.
198* Every single type of Infected in ''VideoGame/Left4Dead'' and [[VideoGame/Left4Dead2 its sequel]] has their own distinct sound to warn you of their arrival, including a few who will switch from low growls to all-out screams or roars as soon as it has one of the Survivors in its line of sight. Each of them even has their own accompanying theme music/musical cues whenever one of them is coming or doing something bad to you or one of your teammates, and because the Survivors can be overrun ''very'' quickly on just about any difficulty if they aren't attentive, listening for them is so essential that you almost can't play it without the sound up to a reasonably high level, which doesn't help a whole lot with the [[JumpScare Jump Scares]].
199* ''VideoGame/LetItDie'': Early on, you're introduced to three mysterious persons called [[TheDreaded the Jackals]], one of which shrugs off a shot that would be near fatal to you and makes the gunman run with a single look. Thereafter, if you stay on a floor too long after clearing it of enemies, you'll hear a siren of one spawning in [[NonStandardGameOver just for you.]]
200* ''VideoGame/LiveALive'':
201** The sound that plays whenever [[spoiler:the Demon King is around in the last two chapters.]]
202** There's also the death scream from "Saint [[spoiler:Alicia]]," one of the TrueFinalBoss' attacks. Like Lavos' roar in ''VideoGame/ChronoTrigger'', the sound is a multi-channel monstrosity that [[YouCannotGraspTheTrueForm most emulators have trouble reproducing in its entirety.]]
203* ''Franchise/TheLegendOfZelda'':
204** ''VideoGame/TheLegendOfZeldaMajorasMask'': The horrifying screaming noises that occur every time Link puts on the Deku, Goron, or Zora mask. And don't forget the [[http://www.zeldadungeon.net/images/uploads/17890/mask_transformations.jpg equally horrifying faces]] of Link transforming into whatever creature is trapped inside those masks.
205*** The scream the Skull Kid emits as he [[spoiler: summons the moon to crash down on Termina]] is also very unnerving.
206** The paralyzing scream used by [=ReDeads=]. In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''VideoGame/TheLegendOfZeldaMajorasMask'', it teeters on this due to being a female StockScream. In ''VideoGame/TheLegendOfZeldaTheWindWaker'', on the other hand, it's more high-pitched, prolonged, and sounds utterly inhuman.
207** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': The weird screeching noises the Bokoblins make when you kill them. There's also the infamous piano {{Leitmotif}} that occurs when a Guardian spots you, and the sound of the firing a laser at you.
208* ''Franchise/MassEffect'':
209** ''VideoGame/MassEffect2'': The titular character of the ''[[DownloadableContent Overlord DLC]]'' frequently breaks out in [[JumpScare sudden and extremely loud]] electronic screaming. Counts double if you know what he's actually trying to say.
210** ''VideoGame/MassEffect3'':[[https://www.youtube.com/watch?v=nPQdOUCiTU8 The mechanical, ear-splitting, spine-chilling '''BWOOOOOOORRRRRNNNGH''' that the Reapers make]]. It's mentioned in the game, and supplementary materials reveal the Reaper horns are [[BrownNote specifically tuned]] to produce a panic response in many organics, and indeed there's a good reason for this. Low-pitched, loud sounds (like the growls and roars of many animals) and jarring, irregular sounds (like a scream), incite a fight-or-flight reaction. The sound of the Reapers combines these two qualities just to make you shit yourself. The audio team deserves a goddamn medal for this, as they actually did research what kinds of sounds are instinctively frightening to human beings and combined them for the horn. It's basically a compilation of some of the scariest sounds known to man. And let's not forget that InUniverse, just hearing the sound contributes towards [[MoreThanMindControl indoctrination]].
211** The Banshee scream whenever one enters the battlefield. Also to some players, the sound of their teleports can be even scarier, as the [[DemonicSpiders nigh-unkillable]] Banshees steadily advance towards you.
212* A few examples of ''VideoGame/MedalOfHonor''. ''Underground'' has this one level which has you infiltrating Himmler's private castle and being attacked by Nazi knights. The knights can be heard from several rooms away by the sound of their chattering armour, growing ever louder as they charge to try and chop up your ActionGirl protagonist with their swords! In ''Airborne'', get close enough to a destroyed Tiger tank and you can faintly hear the sounds of the crew inside, [[WarIsHell screaming in agony as they burn to death in their wrecked vehicle]].
213* ''Franchise/{{Metroid}}'':
214** The sound of Metroids: SKREEEEEEEE!
215** Chozo Ghosts from ''VideoGame/MetroidPrime'' introduce themselves by [[BlackoutBasement blacking out the room]], [[TeleportSpam teleporting and turning invisible]], [[InterfaceScrew blinding your visor with static]], and ''shrieking like angry banshees''.
216** Also in ''Prime'', an [[https://www.youtube.com/watch?v=RdebQ-y15Dg ominous tune]] plays when a squad of SpacePirates is closing in on Samus. In the Phazon Mines, that usually means the [[EliteMooks Trooper]] type. Not to mention the DroneOfDread in their [[https://www.youtube.com/watch?v=U-nT2KkWQt8 research facilities]] [[NothingIsScarier when you're not in combat.]]
217** There's also one in ''VideoGame/MetroidFusion'', the footsteps of the SA-X whenever you encounter it.
218** Later games in the series gave [[TheDragon Ridley]] an iconic ear-splitting scream that would be unsettling even if it ''wasn't'' accompanied by an angry space dragon bearing down on you like a runaway train. His roar sounds like a crazy woman screaming, or an insane banshee out for revenge, or worse still... a crazy alarm siren! '''''"RAAAAAAAAAAAAAOOOOOOOOOOOOOOOOOWWWWWWWWWWWWWWWW!!!!!!!"'''''
219** ''Videogame/MetroidDread'' has [[https://www.youtube.com/watch?v=9Sui7vqJwiU those by EMMI]], with the standout being (0:08 on that video) the chilling metallic noise of his OneHitKill, [[ImpaledWithExtremePrejudice shoving a spike right through Samus's chest.]]
220* ''VideoGame/{{Minecraft}}'': [[https://www.youtube.com/watch?v=LwcgG7ZYlFE The cave noises]]. They're all absolutely terrifying. Now that resource packs can add new sounds, [=OzoCraft=] gives even more ambient cave noises to soil or wet yourself to.
221** The [[https://www.youtube.com/watch?v=xNhPSwbCeQA Nether sounds]]. Those are absolutely terrifying.
222** In the 1.8 update, Minecraft added the Elder Guardian, who casts an effect of mining fatigue on you. The effect is heralded by a [[JumpScare ghostly apparition of its face]], which is accompanied with an ungodly combination of a cry for help and a bell.
223** In multiplayer, the sound of the Enderdragon dying is audible to everyone who happens to be logged in at the time. If you can imagine the sound of a tree that is somehow also a robot being felled, you're pretty close. Now imagine suddenly hearing that out of nowhere and having no clue what it could possibly be or where it could be coming from.
224** The [[https://www.youtube.com/watch?v=Msrkf7LjbNA long, drawn-out, unholy staticky rumbling, snarling sound]] an Enderman makes when aggro'ed.
225** Ghasts have eerie, infantile screeches and moans that are equally loud no matter how far they are from you.
226* ''VideoGame/MonsterHunter'':
227** ''VideoGame/MonsterHunter3Tri'': The first quest that introduces the [[NamesToRunAwayFromReallyFast Deviljho]] is one which has you hunt the Qurupeco, a small wyvern which serves as a WakeUpCallBoss. The Qurupeco has the ability to call other monsters by imitating their calls, and this one will call the Deviljho by making a noise which sounds less like a MightyRoar and more like a bomb going off. Not long after, you'll come face-to-face which a colossal Tyrannousaurus-like creature with jutting out all over its jaw, which will [[HoistByHisOwnPetard probably turn on the Qurupeco and eat it alive]] before it turns on you.
228** ''VideoGame/MonsterHunterWorld'':
229*** Bazelgeuse's theme definitely counts, due to [[MadBomber its nature.]] You're minding your own business delivering a beatdown to something, when suddenly...[[DeathFromAbove BUM-BUM, BA-BA-BA-BA-BA-BA-BA-BA-baaa...BUM-BUM-BUM-BUM!]]
230*** The boss fight with Alatreon in ''Iceborne'' has an {{Inversion}}: when the battle goes ''completely silent'', Alatreon is priming up its most powerful attack. If you managed to break its horns first, it's your cue to get all of your defense buffs and healing items ready. If you ''did not'' break its horns first, on the other hand, it's your cue to [[GameOver give up]].
231* ''VideoGame/NeverwinterNights2: Mask of the Betrayer'': In one area, an insane hag is making loud screeching noises and rambling on about killing and eating people. Other characters in your party occasionally comment that they would like to either kill the noisemaker or cast Silence on her.
232* ''VideoGame/NightInTheWoods'' features [[https://www.youtube.com/watch?v=JHB7pGknDlM a bassy screeching sound]] which appears whenever the "ghost" shows up. At one point, [[spoiler:Mae acknowledges that she's been hearing it in her head]]. In a GDD conference, [[https://www.youtube.com/watch?v=CEJ6Mfd9Ic0 one of the developers noted that the sound was deliberately played in a way that made it feel like it was coming from Mae herself.]]
233* ''VideoGame/OutLast'' has too many to count. Every unique variant you run into throughout the game has a unique sound and their own theme to go along with them hunting your ass down through dark corridors and bloody halls. It's impossible to not have a mini heart attack or start sweating profusely after hearing on of these:
234** The infamous Chris Walker, the very first variant you run across has its trademark growling, snorting and chain rattling going on while he slowly shambles through the corridors looking for you.
235** Dr. Trager snips his giant pair of rusty bone shears while hunting down Miles
236** Frank Manera will rev up his circular saw all the while looking for his "dinner"
237** Even the music can function as this, as each character will have a distinct sound in their theme while they're searching for the player. This can range from instruments, such as french horn blarings or quick violin rattles, to full-blown ScareChord territory when the player is spotted.
238* Anytime you're playing ''{{VideoGame/Overwatch}}'' and hear any language other than the one you're currently playing in, or hear one of a select few lines in the language that you ''are'' playing in. That means that an enemy has activated their ultimate and that you are likely going to die in the near future.
239* Players of ''VideoGame/PapersPlease'', will more often than not have their heart stopped momentarily by one sound. *Vwrrrrrr-KCHRRRRR-KCHRRRRR-KCHRRRRR*. One citation, hold the onions! Made worse if it's your third citation or more, because not only will you not be paid for that entrant, but you'll actually lose some of your cash. And if your funds are tight ([[NintendoHard which they may well be]]), this is made worse, since this denotes a GameOver creeping closer and closer...
240* ''VideoGame/{{PAYDAY 2}}'' has a couple of examples from the Special Forces:
241** Perhaps the most infamous comes from the Cloaker. When one is going in for the kill, they emit a high-pitched electronic screeching noise as they run up to the player. To most, this is the only indication that a Cloaker is running in to [[OneHitKill knock you on your ass]]. The moment you hear it, ''run for your life''.
242** The [[ShockAndAwe Taser]] will emit an electric charging noise when its just about to fire. Bear in mind that if it hits you, you'll be [[InterfaceScrew left helpless]] and it'll down you if you're stunned for too long. [[ParanoiaFuel And it could be coming from anywhere... ready to shoot at anyone]]...
243** A constant sound of gunfire hitting the wooden crate you're hiding behind... it can only be the NighInvulnerable [[MoreDakka SWAT]] [[ThereIsNoKillLikeOverkill Van]] [[SentryGun Turret]].
244* ''Franchise/{{Persona}}'':
245** ''VideoGame/Persona3'': While you're exploring [[EldritchLocation Tartarus]], if you spend too much time on any given floor, [[TheGrimReaper Death]] (a {{Superboss}} that's powerful enough to be a HopelessBossFight for the vast majority of the game) will spawn. And start ''[[StalkedByTheBell chasing you]]''. When Death spawns -- and for as long as it's following you -- it makes the ''very'' distinctive noise of rattling chains. When you hear that noise, it's time to ''[[RunOrDie run]]''.
246** The UpdatedRerelease of ''VideoGame/Persona4'', ''Golden'', made this worse. In the original game, The Reaper was confined to a NewGamePlus encounter that would [[ParanoiaFuel hide in a regular treasure chest]], but mercifully the game [[AntiFrustrationFeatures would give a warning]] if you went to open it. Golden made it so he could appear on the very first cycle; however his appearance is tied to the number of treasure boxes you open. After 20 boxes total are opened, number 21 triggers his appearance on that floor, which is heralded not just by the sound of rattling chains, but also ''deep, animalistic roars''. Hearing those in the early dungeons will give anyone the chills. Oh, and should you find the box he's lurking in and go to open it? A ScareChord plays, sounding like metal striking metal.
247** ''VideoGame/Persona5'' has the Reaper show up in [[EldritchLocation Mementos]] if you spend too much time on any floor that isn't a rest stop or entrance to a new sector. Once again his rattling chains sound will play, getting subtly louder as he zeroes in on your location.
248* ''VisualNovel/PhoenixWrightAceAttorney'':
249** [[spoiler:Manfred von Karma]]'s scream is so terrifying that it manages to hold its scare factor even when it's just rendered as text, and in-universe, it traumatized [[spoiler:Edgeworth]] for fifteen years.
250** The "Objection!" sound clip for [[spoiler: Manfred Von Karma]] sounds almost demonic.
251* ''VideoGame/{{Plantasia}}'' has multiple sounds to alert you that something bad is about to happen (or has already happened) to your flowers: an ominous musical sting when a ZergRush of pests and/or weeds is about to besiege the garden, a chomping sound heard when a pest successfully devours a flower, and a squealing noise indicating that a flower has died of thirst.
252* ''VideoGame/PokemonMysteryDungeonExplorers'':
253** You come across a room with several good items (and possibly even the staircase to the next floor) inside. Awesome, right? Wrong. Loud and chaotic music starts playing, a huge group of Pokemon warp into the room, and your stomach sinks as you realize you've just walked straight into a Monster House. Good luck fighting your way out if you don't have the right items, especially if you're injured already.
254** Hang around on a floor for too long and the action will suddenly start freezing when it shouldn't do (as in, ''in the middle of your party's walk cycle'') as increasingly-strong wind begins to blow across the screen, warning you that [[NothingIsScarier something unseen, monstrous and incredibly powerful is heading your way, and picking up speed. Stay long enough and the wind will blow you out of the dungeon without you even seeing what it is]]. The suddenness and creepiness is what makes the simple sound of wind blowing so sinister.
255* ''VideoGame/PokemonRedAndBlue'': Hoo boy, [[https://www.youtube.com/watch?v=JNJJ-QkZ8cM Lavender Town]]. Some sounds in the original version of the song were also outside an adult hearing range, but inside a child's, which has caused some {{Wild Mass Guess}}ing about what the effects were.
256* ''VideoGame/PokemonRubyAndSapphire'': The [[https://www.youtube.com/watch?v=Bxwfl_-P2gI Drought theme]] in the original ''Ruby'' was creepy in a way. ''Omega Ruby'''s Drought theme sounds more like [[https://www.youtube.com/watch?v=_FoOgX0CIT8 everything is going to die]] and there is nothing you can do to stop it.
257* ''VideoGame/PowerDrillMassacre'' has the player chased by a drill-wielding murderer. His presence is accompanied by an utterly terrifying combination of an '80s-style synth loop and a loud, wailing scream. Often accompanied by your character shrieking as she's stabbed to death, which just adds to the effect.
258* ''VideoGame/Prey2017'': All of Typhon make creepy noises, the garbled speech of the phantoms, the drone of Technopaths, the chittering noise that means a mimic is in the room ''somewhere''. Special mention has to go to the poltergeist, an invisible monster that screeches and can kill you in one hit. Then, there's the nightmare...
259* ''VideoGame/{{Psybadek}}'': The [[GameOverMan Game Over Woman]]'s [[https://www.youtube.com/watch?v=MWNgfLD6X20#t=0m11s bloodcurdling scream]].
260* ''VideoGame/RaymanM'': When someone gets a Buzz Rocket -- which [[OneHitKill instantly kills]] whoever it hits -- and sets it loose in the arena, it makes a loud buzzing noise to warn other players of its presence that gets louder the closer you are to it. Needless to say, you'll want to stay out of its way or knock out the player controlling it ASAP.
261* ''Franchise/ResidentEvil'':
262** ''VideoGame/ResidentEvil1'' has the ear-piercing scream that the [[DemonicSpiders Hunters]] emit, typically right before they're about to [[OneHitKill lop your]] [[OffWithHisHead head off]]. A [[https://www.youtube.com/watch?v=h2xf7S1udPM fan parody]] describes it best:
263--->''"Just imagine the sounds of nails on a chalkboard, a Category 5 hurricane, and 1000 babies dying, and that should give you an idea."''
264** In ''VideoGame/ResidentEvil2Remake'', the sounds of heavy boots against the floor means that [[TheJuggernaut Mr. X]] is somewhere nearby, and likely to home in on you as soon as he confirms you're there. You only have a few seconds to flee quietly before he shows up and starts chasing you again.
265** ''VideoGame/ResidentEvil3Nemesis'': "[[https://www.youtube.com/watch?v=MgmFDjA8lxU S.T.A.R.S....]]" The very first and only actual words of the dreaded [[ImplacableMan Nemesis]] along with his unforgettable roar(s) [[NightmareFuel gave nightmares]] to an '''entire generation''' and a half or more for gamers nearly-worldwide, and for ''damn'' good reason, since, while most breathe a sigh of relief after passing through a door away from monsters they evaded, [[SuperPersistentPredator Nemesis doesn't stop when you enter another room that easily.]] In fact, if you still hear his infamous [[https://www.youtube.com/watch?v=JtvcVqCZoSQ "lurking" theme]], then he is ''still'' after you, no doors can stop him for long, and even if you manage to take him down, he'll eventually show up later to haunt you.
266* In ''VideoGame/{{Runescape}}'', the original Ice Barrage sound effect causes a lot of players to react badly on Old School servers during PVP battles or minigames. For people who played the game back in the mid-2000s, they have a tendency to panic at the sound of it. Ice Barrage was, and still is, one of the most powerful spells in the game that can prevent the target from moving for 19.2 (OSRS)/9.6 ([=RS3=]) seconds. [[TeleportInterdiction Teleport Block]] is another spell with an iconic sound to be feared.
267* ''VideoGame/SecretOfMana'' has the hollow, freaky ghost-whale sounds of the approaching Mana Fortress. Spine-chilling when you first hear them at the start, when you don't know what they are…even more so when they show up again near the game's climax, and you now realize what they are!
268* ''VideoGame/SenranKagura'' has Orochi ear-piercing roar, which is just as horrifying as its appearance. Asuka herself describes the blood-freezing screech it makes as being like "the first cry of a baby... born into hell."
269* ''Franchise/SilentHill'':
270** The [[https://www.youtube.com/watch?v=Zeeq2fYbfGY infamous air raid siren]], which signals the town's transition from... "[[EldritchLocation normal]]" to a [[DarkWorld nightmarish hellscape]].
271** The ''Silent Hill'' series also has the crackle of radio static, which increases in intensity as enemies approach closer to you. This would be a helpful indicator, if not for the fact that in some games, it also '''attracts''' the foes in question.
272** [[VideoGame/SilentHill2 The second game in the series]] had the iconic SinisterScrapingSound that indicated Pyramid Head dragging his BFS across the floor somewhere close to your immediate vicinity. [[spoiler:You can even utilize this against other enemies since they'll react similarly and flee whenever they hear the dreaded noise when you've acquired the blade for your own use, very handy indeed.]]
273--->[[https://www.youtube.com/watch?v=0lAgkp2q2UQ Clank, clank, thunk, scrape.]] [[MemeticRapist Pyramid Head has come to rape!]]
274* ''VideoGame/SirYouAreBeingHunted'' has the unkillable final boss The Landowner (who appears very early into runs!). Constantly making strange almost animalistic sounds, you'll hear him before you see him, and [[RunOrDie if he sees you...]]
275* ''VideoGame/{{Slender}}'':
276** The [[BadVibrations ominous drumming sound]] heard upon collecting page one.
277** The OminousPipeOrgan heard upon collecting page three.
278** The loud wind heard upon collecting page five.
279** The mysterious and unnerving beeping sound heard upon collecting page seven.
280** The [[ScareChord loud piano notes]] heard whenever Slenderman suddenly teleports onto your screen.
281*** The aforementioned noises all can startle you, but the latter-most aforementioned noise takes the cake because it's a definitive indicator of Slenderman being no more than ''several feet'' away from you.
282* ''VideoGame/SlimeRancher'' has the dark [[https://www.youtube.com/watch?v=Iz6IkeUSh_A "Those Awful, Ravenous Rainbows"]], which replaces the tranquil, cheerful background music whenever a slime-/rancher-hungry Tarr is nearby.
283* [[CriticalAnnoyance The]] ''Franchise/SonicTheHedgehog'' [[https://www.youtube.com/watch?v=9Yw5jkAHgME drowning music]].
284* ''VideoGame/{{Spectre 1991}}'': [[ThreateningShark PINGinginginging PINGinginginging]]
285* ''VideoGame/{{Stalker}}'': The [[https://www.youtube.com/watch?v=-qCvp5mo4Zo#t=10s dreaded droning noise]] an [[HostileWeather Emission]] makes a minute or so before it fully hits is a '''literal''' internal alarm in that, if you don't find adequate cover soon or have a spare anabiotic to use to survive it or have the "Marked by the Zone" achievement to survive it with enough health, you '''will''' die, period.
286* ''VideoGame/StarTrekOnline'': In one of the missions of the "Specters" arc, you and your crew must go into the bowels of the rundown Drozana Station. Partway through, strange things happen, ultimately leading to a mysterious voice singing a song
287-->''Bonnie-kin, Bonnie-kin, all dressed in red\
288Bonnie-kin, Bonnie-kin, soon you will be dead.''
289** What makes this even scarier is that this was the game's ''first'' vocal recording.
290* ''VideoGame/ShadowsOfTheEmpire'': The fight with [[KillerRobot IG-88]] is full of nightmarish sounds. Particularly his inhuman, warbling voice and the grinding sound he makes while moving. And with the amount of cover in the level, there's a good chance that once you hear him, he'll round a corner and [[MoreDakka start bombarding you with a pulse cannon]].
291* [[SensorSuspense Sonar pings]] in the ''VideoGame/SilentHunterSeries'', as those are a clear indicator that someone is hunting for you and it is about to rain depth charges.
292** Also the creaking sounds produced by water pressure squeezing your sub when you're close to crush depth.
293* In ''VideoGame/TheSpectrumRetreat'', the sound of Maddie's InelegantBlubbering, which starts when [[spoiler:Robin dies]], and carries on, loud and haunting, until you finish the puzzle, which, given the event happens at the start of it, can take quite a while.
294* ''VideoGame/StateOfDecay'' has a few examples, generally the warning sounds of incoming [[BossInMookClothing Freaks]].
295** The scream that gives the [[FlunkyBoss Screamer]] its name, which will summon hordes of regular zombies from half a town away.
296** The [[DemonicSpiders Feral's]] roar, which spells doom for any survivor without a vehicle, and sometimes a survivor ''with'' a vehicle if they come from the right angle.
297** The [[DamageSpongeBoss Juggernaut's]] roar, which basically just spells doom, since Juggernauts will stop vehicles in their tracks, can only be knocked down for a few seconds, and shrug off multiple headshots from shotguns like raindrops.
298** A slightly different case than the others in that it's not a zombie's roar and doesn't signal an incoming Freak, but the musical track that plays when a [[MultiMookMelee Horde]] has been alerted can qualify as this as well, especially if the player is on foot.
299* The main enemy in ''VideoGame/{{Stray|2022}}'' are The Zurks, small creatures that attack in swarms and make a squeaking sound when they're nearby.
300* ''VideoGame/StellaGlow'' has the Angels, whose creepy seraphic screech when they move, attack, or are hit is nervewracking.
301* In ''VideoGame/{{Subnautica}}'', this is a common occurrence. It's particularly bone-chilling when you're deep beneath the surface and the sound of a distant creature resonates around you, making it hard to tell where it is... And sometimes, ''what'' it is. Specific examples include:
302** The Reaper Leviathan [[https://soundcloud.com/darskul/reaper-leviathan-sounds roar]]. It's used for echolocation, so you can ''constantly'' hear it if one is around, which means you should vacate the premises immediately before it catches you.
303** The Ghost Leviathan [[https://soundcloud.com/kamakazi/ghost-leviathan-20 scream]]. They usually screech like that only when they want an intruder out of their territory, and this includes you and any of your machines.
304** The Sea Dragon [[https://soundcloud.com/kamakazi/seadragon roar]], apparently built from the real sounds of a bull, an elephant, and a tiger. Just as hungry as a Reaper, with extra size and magma-spitting on top.
305** The Crabsnake [[https://soundcloud.com/kamakazi/crabsnake-sounds shriek]], which you'll only hear about five seconds before it bites you.
306** The Crabsquid... [[https://soundcloud.com/kamakazi/crabsquid rattle]]. It's mostly just echolocation, but Crabsquids are ''horrendously'' aggressive and pack an EMP wave, so you should be wary at all times if you're hearing this.
307** The various Warper [[https://soundcloud.com/kamakazi/digital-warper noises]].[[note]]the warper doesn't actually speak to the player in-game and [[NoNonsenseNemesis generally doesn't warn you when it's moving in for the kill]]; the verbal speech segments in the linked file come from a partially translated radio broadcast intercepted from a pod of Warpers which is a hellish noise of its own.[[/note]]
308** The Crashfish growling/snarling is lower in profile, since they're found earlier in the game and are tiny, but hearing their little snarls essentially means you have five seconds to GTFO before they [[ActionBomb go off, taking most of your health with them]].
309** From ''Below Zero'', it's subverted with the growls and roars of the Cryptosuchus. They ''sound'' scary and horrifying, but they're actually cowardly creatures who rely on intimidation tactics, and will [[PaperTiger flee at top speed if the player causes the slightest damage to them]].
310* ''VideoGame/{{Sundered}}'': The sudden ringing of a gong or klaxon indicates that the player is about to get swarmed by a horde of monstrous enemies. New enemies will continuously spawn and attack until the ringing stops.
311* ''VideoGame/SunlessSea'':
312** Going under the zee with a zubmarine at the Tides of Appetite allows you to see and hear the zeefloor screaming and roaring up close and personal. Fortunately it's harmless, but that doesn't stop it from being any less disturbing.
313** Pass 70 Terror underwater, and you will soon hear what sounds like meaty, chitinous crawling, followed by a horrific, high-pitched screech. This will then be followed by [[BorderPatrol the Constant Companion]] chasing you out of the zeefloor or tearing your vessel apart.
314* ''VideoGame/SystemShock2''
315** Nearly every noise that foreshadows an enemy's presence, but the weird humming of the eggs of The Many take the cake, since they're hidden EVERYWHERE once you get the elevator working, and that humming is usually the only warning you get before they hatch some monstrosity to chip away at your precious health meter.
316** The quick high-pitched peeping of an alerted security camera. Few sounds can make a player go "oh shit" and sprint out of sight as fast, because if you don't...
317** ... then the alarm sounds, and it's a terrifying sound. Not only does it bring down a massive incursion of The Many on your sorry ass, it's ''tailored'' to make an intruder panic with the extremely loud initial burst of noise and the loud klaxons spread out just far enough to be hard to predict subconsciously. [[https://www.youtube.com/watch?v=WjTM4TdHC-E Someone even made a home alarm out of it]].
318** In both games, [[AIIsACrapshoot SHODAN's]] voice. Not just her ElectronicSpeechImpediment, but the ambience behind it is a cacophany of random syllables and what sounds like SHODAN ''screaming'' the entire time, each message punctuated by a blast of low, distorted static. And the second game implies she sounds like this on purpose.
319***
320* ''VideoGame/TeamFortress2'' The growl that the tanks make in Mann vs. Machine mode definitely counts. It is a deep, guttural noise that, the moment you hear it, you just know that this is going to be one of those levels.
321** Also in MVM, [[http://wiki.teamfortress.com/wiki/Sentry_Buster Sentry Busters]]. Especially hellish if you're an Engineer.
322* ''VideoGame/{{Terranigma}}'' has [[https://www.youtube.com/watch?v=Qnb1AlyD2dk Mysterious Portal]], which plays near the portal and in various ruins.
323* ''VideoGame/{{Terraria}}'':
324** The noise that the giant worms make when approaching you while you're alone mining can be particularly creepy, especially if you're using headphones.
325** And the mummies, which have a much deeper, more ominous groan than almost any enemy in the game, despite being very easy to kill. Even the light mummies with the ^^ expression on their face.
326** The growls that Pigrons make before attacking are half of the reason why they're surprisingly scary (the other half being their ability to turn invisible).
327** Face Monsters make a horrific screech, which can startle players who haven't fully explored the world yet.
328** The [[https://www.youtube.com/watch?v=HPrQnLkE_NA sound]] that the [[EldritchAbomination Wall of Flesh]] makes when it is summoned can catch new players by surprise.
329** But the scariest noise in the whole game? [[NothingIsScarier Absolutely nothing.]] Literally - because Terraria has a constantly evolving background score for each individual area in the game, no matter how creepy it is, which changes depending on where you go but never, ever, ''ever'' stops playing. So when the background music goes completely '''silent''', all remaining monsters flee the area, and the words "[[OhCrap Impending doom approaches]]" appear on the screen, it means you have only a few precious moments of safety left before [[spoiler: the [[FinalBoss Moon]] [[EldritchAbomination Lord]] arrives.]]
330* Players of ''VideoGame/TombRaiderI'' will come to ''dread'' the low, slow, groaning noises the Atlantean mummies make, as it means one of those [[DemonicSpiders vicious bastards]] is lurking nearby. They'll come to fear the high-pitched screech they make, as ''that'' means one of them has spotted you and is sprinting toward you to rend you limb from limb.
331* The Night phase music of ''Videogame/TownOfSalem'' starts slow and creepy, but as time runs out it gets more intense as you wait to see if you live or die.
332* ''[[{{VideoGame/TriOfFriendshipAndMadness}} TRI: Of Friendship and Madness]]'' has some strange sounds you'll occasionally hear.
333** In Chapter 8, ''Wings in the Void'', you'll start off in a seemingly unassuming room - but if you get too close to the sides, you'll be greeted by '''loud''' wooden creaking and winds gusting. This is the sound of a massive windmill blade on the other side of the wall.
334** Chapter 11, ''Red Means Dangerous'', has '''two''' particularly disconcerting sounds... Near the beginning you'll end up hearing a nigh indescribable sound, almost like electric whips constantly lashing through the air. This is the noise the [[{{DeathRay}} red light rays]] make, and it's a sound to watch out for.
335** Upon reaching the central room in the same chapter, some horrific animal snarls start to sound from a platform in the middle of the room. They sound very real, and are quite unnerving even once you know they're coming from the fox.
336* ''{{VideoGame/Undertale}}'':
337** [[EvilLaugh Flowey's laugh]]. [[https://www.youtube.com/watch?v=7IJMEd8mAIo It's extremely high-pitched, psychotic laughter]].
338*** It gets ''worse'' (and by worse, it means '''[[https://www.youtube.com/watch?v=1ETW8vwVIIs distorted and slowed down]]''') [[spoiler:when you fight him at the end of a Neutral route and he transforms into Photoshop Flowey, a creature of pure nightmares.]]
339** Throughout the genocide route, as you ruthlessly slaughter monsters, the normal background music of each area is replaced with a slow, droning, bass track named ''[[https://www.youtube.com/watch?v=08OMWjoCEXY Too Much]]'' within the games files plays. It's bound to creep someone out upon hearing it for the first time along with the [[ArcWords but nobody came]] screen the accompanies it.
340*** The music track is actually a slowed down [[https://www.youtube.com/watch?v=uK0CTU_ThUM excerpt from another song in the soundtrack]]. Knowing what song it is doesn't make it less scary though.
341** At the end of a Genocide playthrough, [[spoiler:the Fallen Child appears before you and thanks you for the rampage in the Underground, assuming a pursuit for power is their new purpose in life. This scene is set to an eerie high-pitched droning noise and heartbeats, plus the subtle sound of the child's footsteps. If you refuse their offer, not only it does not matter, but they also [[JumpScare zoom towards the screen]] with a wicked distorted laughter before your game closes]].
342*** [[spoiler: If you reopen the game, go through with [[DealWithTheDevil the Fallen Child's offer]] to let you reset, and complete a True Pacifist Run, the Post-Credits scene becomes corrupted in what's become known as the "Soulless Pacifist Ending". If you choose "I want to stay with you." when asked by Toriel if you want to stay with her or if you have someplace else to be, the end credits scene of her bringing you a slice of pie as you sleep ends with the Fallen Child sitting up in the bed after Toriel leaves, followed by an '''''even more''''' [[https://youtu.be/dxUAHdUjn0s?t=55 demonic version of Flowey's laugh]]. If you choose "I have places to go.", then the photo of you and all your monster friends is replaced by one with the Fallen Child in your place and all of your friends' faces crossed out in red, followed by "The End" appearing as [[https://www.youtube.com/watch?v=mx2bGTeenk0 as the soundtrack “anticipation" plays…at x0.20 speed.]] Either way, the message is clear: You are not above consequences.]]
343** Another example is mus_smile, the... "music" playing when the game shows you [[spoiler:True Lab's missing]] entry number 17: along with Gaster's VoiceGrunting and wingding text, you have [[https://www.youtube.com/watch?v=osUNwI2SiUQ this]] [[BlatantLies beautiful]] song. It sounds like many eletronic sounds playing at various speeds and volumes, giving the impression that someone is [[AndIMustScream trapped screaming in pain]] inside your computer. [[spoiler:It actually is [[SpidersAreScary Muffet]][='s=] laugh, but [[https://www.youtube.com/watch?v=FfGXVxXALa0 slowed down then reversed]].]]
344*** It comes back in ''VideoGame/{{Deltarune}}'', along with Gaster's lore: this time, you can hear it in game every time you try to phone in the Dark World (the game says you're hearing "garbage noise"). While the entry number 17 came as a GiantSpaceFleaFromNowhere, this sound seems to work like a BrownNote to everyone who hears it for long enough, giving them a strong desire of freedom after they realized they are prisoners of artificial worlds.
345* In ''VideoGame/{{Vanquish}}'', Gorgies make a high-pitched alarm-like sound when they go ActionBomb on you. The [[DemonicSpiders Romanov-G]]'s [[OneHitKill instant-kill]] homing missile has a distinctive [[DroneOfDread droning sound]]; if you hear it and don't have time to shoot it down or take cover, [[YouAreAlreadyDead you're toast]].
346* ''VideoGame/{{Wadanohara}}'': Wadanohara's scream when either she accidentally goes to a path filled with Tosatsu soldiers or [[spoiler: Sal catches up to her in a chase]].
347* In ''VideoGame/{{Warframe}}'', The last mission in the Stolen Dreams quest sends you on a mission to [[spoiler:an abandoned Orokin Derelict, which, like all of them is overrun with Infested in order to upload the Arcane Codices you've collected into a machine that can make sense of them. A short while before you reach the machine, you hear a [[http://warframe.wikia.com/wiki/File:ArcaneCodexMessage.ogg creepy, cryptic message about… something.]]]]
348* ''VideoGame/{{Wick}}'' features both snoring and digging. Both of which are ever present in the woods in later hours.
349* You're going to be hearing a lot of creepy ambience as you explore the woods in ''VideoGame/WitchHunt'', but if you can hear an eerie wailing in the distance? ''Run for your life''. That sound means that the Witch is closing in on you and preparing to unleash a hellish scream before killing you on the spot.
350* ''VideoGame/WorldOfWarcraft'', the sound a Fel Reaver makes is like some demented, hellish fog horn, followed by the screen shaking, and a gigantic mountain sized monstrosity that's usually ''10 levels'' higher than you and an ''elite'' on top of it all charging you down.
351** The ambient sounds of Naxxramas are pretty horrific as well. Notable are the echoing cries of Thaddius's…"components"…
352** For many players, nothing will make them panic faster than the stealth sound (best described as a low whooshing) because it means something they can't see is nearby. Doubly so in pvp areas if they don't have a spammable AreaOfEffect attack.
353* ''VideoGame/XenobladeChronicles1'''s [[https://www.youtube.com/watch?v=g7yNyhLOIa4 "You Will Know Our Names"]] might be an absurdly cool song, but if you hear it and don't see the enemy you've engaged when it starts playing, you'll very quickly learn to fear it, as it means you've just been ambushed by a boss-level monster, and some of them can be upwards of ''70 levels'' higher than you at the point in the game when you encounter them.
354** Ditto for [[https://www.youtube.com/watch?v=00mcJhWhLGs Uncontrollable]] in ''VideoGame/XenobladeChroniclesX''. The comment section of that video is filled with comments about [[spoiler:a certain derelict looking robot in a lake in Noctilum]]
355* ''VideoGame/YoshisStory''. The sound effect that plays when you fall to minimum health will make you jump, and when you die, you hear a loud grinding noise that sounds like it belongs in a horror game.
356* The loud noise that blares when a [[Platform/NintendoGameCube GameCube]], Platform/{{Wii}} or Platform/WiiU game [[GameBreakingBug freezes up]]. Unfortunately, the only thing you can do if that happens is to [[CutTheJuice unplug]] and replug the console and then turn it all on again.
357* The [[https://youtu.be/v09ZCiZCcUA?t=11 "Personified Fear" error]] on [[Platform/PlayStation PlayStation]] 1 consoles can occur when your console's BIOS is corrupted (or when you put a damaged/dirty disk into your console). It starts off with the normal startup screen, but a few seconds later, the screen suddenly goes black and then '''a screeching sound and several creepy chimes are played after'''.
358** Fun fact: this is the glitched version of the boot screen, but users will expect [[NothingIsScarier a jumpscare if they're not noticing...]]
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