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Twisted Meanings - Creating Paranoia in I Can't Escape: Darkness

Players come to games with certain preconceptions or knowledge crafted from years of playing them. In a horror game, this knowledge provides a kind of comfort; unnatural horrors may be on their way, but the player typically already knows how to run from, shoot, or otherwise deal with them. But what if you could take those tools away from the player, leaving them confused and uncertain in a horrible place?

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