AceGamez: Saw Review

The thing about peril, in a narrative sense, is that it requires empathy to be successful. That's why the best horror films always do two things; they have characters you care about and take place somewhere you're familiar with. You're scared because the people on the screen are basically you, and the terrible things that are happening to them are all happening somewhere you know. It's worse because you care. Fear is not brown corridors and strangers who jump out of cupboards and hit you with baseball bats with nails sticking out of them; fear is not a world in which every toilet is full of needles and around every corner is a miss-it-and-you're-dead QTE. Fear is not Saw: The Game, or as it should be called Saw: Dungeon Full of Arseholes.

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