I do believe there is now a new standard for scary… as can be seen from the “spiritual successors”. This game honestly changed the way I see horror in video games. But considering the game’s purpose and how it sought to accomplish that purpose - to be scary - I’ve decided it was one of the most successful games I’ve experienced. And that “finding the ending” procedure is very confusing and weird. might not be much of a game at the end of the day. So this game kind of realizes fears that I’ve had in my own house and make them even worse. A house that looks a lot like anyone’s real house… When we go downstairs to get a glass of milk at night, we see things that look a lot like the images in this game. It’s not like some kind of far-fetched, extravagant horror setting like an asylum or a haunted library or something it’s just a house. I also think this environment makes the experience extra scary, because it seems to be just a normal house.Once you become familiar with the L-shaped hallway, know that every element of it will be utilized… I won’t spoil it with details, but a lot happens in that little space that takes perfect advantage of its potential to be scary. Even if you’ve played the game once before, the ordering and pace of the primary moments still remains relatively unclear. So as a player, it’s really difficult to get a sense of when the scares will take place and how exactly to progress. Part of the procedure regards tasks that must be complete, and part of it is random. there’s a large and complex scripting procedure that dictates what scares will happen when. So it adds to the fear wondering - and imagining - what lies ahead. Once we’ve seen several of P.T.’s scares, we develop the sense that literally anything has the potential to happen. The game establishes a rules system where there are no rules.These are some of the best most realistic models I’ve ever seen, and that doesn’t make it any less scary. I always kind of thought models and textures that were a bit fuzzier or less-developed, like in the early Silent Hill games, were always going to be scarier than well-developed models and textures, because they are less coherent and more vague and what’s less understandable ends up being scarier. All the ambient sound in that hallway gives you the sense that it is alive and hostile, and something scary patiently waits for you. The sound production is extremely well-made for the purpose of being creepy.The reason this game is so scary is a combination of things: Something as simple as turning the corner becomes dreaded like opening your closet door at night. I’ve never felt that feeling stronger than in that small L-shaped hallway. It’s that feeling of not wanting to progress out of the fear of possibilities of what might happen if you do. I’ve experienced a lot of extremely scary games: Blair Witch Volume 1 Silent Hill 2 Condemned 2 Fatal Frame… but no game has inspired as intense of a feeling of absolute dread as P.T. (the playable trailer for the now cancelled Silent Hills) is the scariest gameplay experience ever crafted.
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