Honest Gamers writes: "In film, you can pull the camera in awkward directions, unnerving the viewer in a moment of visual confusion. It's an old trick, but it's an industry standard because it achieves its aims. Film is passive, and exclusively audiovisual. But games add another hugely important element: control. If you can't control your avatar in any worthwhile manner, a vast portion of the game has failed. It doesn't matter if it's because the camera's doing something a bit scary. It doesn't matter if it's because the analogue stick decides to randomly invert, in that truly hateful survival-horror fashion. It still doesn't work. It's tantamount to expecting the star of your film to perform blindfolded, while the producer shouts arbitrary directions at her."