There are different ways of defining horror, I guess. At least provide some tension.ĭorian: Well yes, I think that’s an important semantic distinction, if we’re talking about genre and fear. It’s the unknown, it’s the fear, the unsettling notion that the game is prepared to screw around with you and set you back, that’s what makes a game scary to me. You can do some tricks like turning out the lights, having people jump out of closets … but it doesn’t do it for me. I’ve seen it before and I know he’s just another guy with a bunch of hit points and a gun or whatever. And it doesn’t matter if you show me, you know, “oh my god, look at this guy he’s got tentacles coming out of his head, doesn’t that freak you out?” Well, not really, no. Once that contract is made, I don’t feel scared. We’ve made sure the game is a little bit challenging, but I absolutely guarantee you that nothing’s going to be too hard. If you want to just leave the game, if you’ve cleared out an area, it’s safe, don’t worry, you can hoover up all the stuff that’s there and nothing’s going to hassle you. If you get things wrong you’ll get to try again. Which is: don’t worry, this game’s not going to be that hard. You start playing the game and figure out very quickly whether it’s going to hold to the standard game contract that they make with players these days. Games that have horrific characters, or horrific fictional things happening, I never really find scary. Jon: Yeah, I think they focus a lot on the props, the visual stuff. They focus more on jump scares, but as soon as you get your hands on a few weapons they suddenly aren’t scary any more. It’s a very fine balancing act and it seems to do it really, really well, which is something that a lot of games that purport to be horror games these days don’t tend to do.
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