This is just amazing and kind of horrible at exactly the same time.
For inspiring a horror game like Call of Cthulhu or Trail of Cthulhu it has some interesting ideas though. For one thing is the slow and incredibly deliberate movement of the guy in the suit. Consider also how for a Cthulhu or similar based game, the guy who breaks down doesn’t get “eaten” (albeit, for very obvious IRL reasons) but instead looks up after his freak out to find the Owl Man has politely left. This is actually a really great way of making a monster or similar much more creepy and weird to people.
Why did it leave them alone? Why didn’t it attack? What’s it doing? Does it have some kind of strange agenda or alien mindset? One of the things in horror that a lot of people forget is sometimes for a monster to be weird it has to do things contrary to expectations. The slow methodical gait of the Owlman is scary initially, but would rapidly run out of much scare factor if he was still plodding along behind you as you’re miles away safely back in the car. Imagine if it is a genuine supernatural creature and like any classic movie villain – Jason Voorhees comes to mind – appears suddenly right in front of you from nowhere. Or can affect your environment or mind so you become confused, walking through a door only to appear at the end of the corridor it is still slowly walking down.
The potential interesting consequences of a non-lethal encounter with a monster can be many. Perhaps it wants something you have or were given, but you need to find out what it is before it inevitably catches you. Possibly you see it routinely in similar places such as darkened alleys, long narrow corridors and so on, where each time it starts closer and closer. Slow burning horror and strange exotic behavior help to build tension and fear of the unknown, which powers your players imaginations doing so much of the work in creating a horrifying atmosphere for you.
Your investigator that freaks out with a full PTSD attack or crumbles into a bubbling crying mess at the sight of something doesn’t have to be eaten at all. Imagine an investigator faints at the sight of some Mi-go and later awakens, miles away from civilization and with strange surgical scars. The character isn’t dead and now has some interesting questions about what they did, how much time were they gone and what exactly is happening? You might even decide that players character is removed from play and they need to make a new investigator, only to reintroduce the previous investigator suddenly at a later date.This creates substantial tension and confusion amongst the players “Wasn’t she dead?” is the first reaction and of course, when you hand the sheet back to the player with strange stuff written everywhere over it (spells they didn’t know before, people they know who the investigator didn’t ever meet etc) it creates a fascinating mystery. An entire investigation can purely revolve around figuring out what the previous character did and possibly trying to determine what new motivation (if any) they might have behind their reappearance. Few learn the secrets of the mythos and emerge entirely unscathed by their experiences after all.In any event, I’ve certainly got an idea after watching this…