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Why Atmospheric Horror Games Fail at the Register

VGW's Jen Bosier: "Part of what diminishes games like the F.E.A.R. series and Dead Space is that while I may worry about conserving ammunition, I’m still packing a gun. Or a shotgun, or a damn rocket launcher. The challenge is “how am I going to kill this thing with my extensive arsenal of kickassery,” rather than “how do I survive this?”

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rrquinta1909d ago

Really interesting article, and I think you definitely have hit a major point.

SeraphimBlade1909d ago

I think she hit the nail on the head with the "boring middle third" thing. That happens to me a LOT in horror games.

darx1909d ago (Edited 1909d ago )

Makes sense

DrewBeyond1909d ago

I'd like to see a game like Silent Hill take the Heavy Rain approach. Make it about the experience, not conserving ammo and taking a 2x4 upside a faceless army of nurses. I think Alan Wake faltered for the same reason. By halfway through, I was so sick of killing a small nation worth of shadowy figures to get to the next story part. Much creepier to avoid than to confront. Amensia proved this even though I think that game's creepiness came from sound design.

nskrishna21909d ago

A horror game (or an horror movie too) depends on its sounds for the effect...
Lets take The Shining as an example..
Jack Nicholson's acting is scary...and it was enhanced by its sounds...

nskrishna21909d ago

What an article...kudos to the writer

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