Masterminded by the same guy that made Dear Esther is a highly experimental horror game about a man with Korsakov’s syndrome.
Fractional Fun
This blog post will not be totally game related, but more about the engine and a recent obsession of mine. Do not fear though! It should hopefully still be interested and I will also provide some nice images! Hopefully it will also be able to evoke a sense of wonder too. Read on to find out!
The struggle between Light and Dark
When making a horror game an important ingredient is the darkness. When in a dark place people tend to be more easily spooked and have a more vivid imagination, a genetic heritage passed on from our ancestors who were hunted by predators at night. Taking advantage of this is important and just changing the light level of an environment can make a huge difference in the scare factor.
The Haunter Of The IGF
After lots of work and little sleep Frictional Games have entered into the IGF, an international competition for indie games, with our upcoming horror!
Puzzles in horror games Part 7: Penumbra puzzles
Now it is time for the final part in these series on puzzles in horror games! This post will be about some puzzles in Penumbra that I personally find especially interesting. Because of this, the post will be filled with puzzle spoilers so if you are planning on playing any Penumbra game and have not yet done so, do so before reading!
Puzzles in horror games Part 6: On “brain boosters” and hint systems
In most adventure games, the player takes the form of some type of Sherlock Holmes character and here one runs in to a problem: How does the player become Mr Holmes? How can she be given Sherlock’s wit and problem solving abilities, just like she is given Kratos’ strength? That’s what the rest of this blog entry will be about.
Horror Tip: [REC]
This is a spanish little gem in the “first person documentary horror” genre, same as the first Blair Witch movie (which I have not seen by the way).
Parallax trix
Since many seemed to enjoy the parallax mapping showed off in the material editor, I just wanted to show off the more advanced way of doing it and also giving some explanations.
Puzzles in horror games Part 5: Things to consider when designing puzzles
Figuring out a good puzzle is often a hard and tricky process. Sometimes a puzzles presents itself from story and environment naturally, but more often it is put in just to add some gameplay and/or slow the player down.
Puzzles in horror games Part 4: Backtracking and why it is essential
The fourth part in the puzzle series will be about a specific “feature” that I am sure you are all aware of. Backtracking