About modern horror
Here you are, remember some really terrible computer games that have ever played? Only one occurred to me, as much as 2006 – Call of Cthulhu: Dark Corners of the Earth, Based on the story of Howard Lovecraft “Shadow above the Innsmouth”, here in it there were really terrible moments that modern horror did not even dream of ..
I remember how now; I walk with my character along the night street and accidentally notice the basement window, from which a dim light breaks through, I look and manage to notice the corner of my eye, as something incomprehensible quickly dies into the barely open door, after which it closes sharply. All. Neither you sharp sounds, nor visual effects, nothing – only the silence around and the closed door, in the cone of light from the ceiling lamp. It seems to be terrible, but I really felt uneasy.
After standing a little more bettingsitesnogamstop.co.uk/ and examining the deserted street, I quickly rustled further from this window, with a feeling of terrible fear and danger for my game life.
What gave such a result and why modern horror are not so terrible? I answer-the atmosphere of the game, which is overtaken by a feeling of hopelessness and fear of being alone with something unknown. Everything is tied around the atmosphere and it is in it, the key to good and high -quality horror is hidden.
What do we see in modern horror games? Scare us with exceptionally sudden appearance of all kinds of creatures and sharp, like diarrhea, sounds. In addition, to all this, they brighten up all this with a whole bunch of visual effects and cat-scenes, so that there is a straight vashpa of the index. Yes, a couple of normal bricks can be postponed from such fright, but exclusively from surprise. Thus, the developers are pumping not atmospheric fear on the player, but the fear of being suddenly frightened, t.e. Introducing the player into the constant expectation of “!”, Behind another closed door or turning.
Such a move of the developers, more reminds me of the terrible stories that the kids told the kids by the bonfire; Such Boyskusuts are sitting in a mug, lit by the light of a fire in the center and carefully listen to the narrator. They delve into a simple and usually standard horror surge, scaring from each crunch in the forest. And he (the author of the isolation), as he screams suddenly, is something like “!”… And now, someone in a circle already blushes in wet pants, on a brick crumb. The curtain falls, the hall applauds, everyone is happy – the mission is fulfilled.
Here, things are the same with modern horror; They lead the player in the dark casemates of the location, and then, at some point, abruptly yell around the corner, right in your ear, the ill-fated “bo!”And throw visual-graphic dust dumbfounded from fright of the eye. And also, to the heap, and they give them the way that the image trembles, the realism of the mother. Scary? Another how! Achieving developers – brick to the player.
Well, in fact, not everything is so bad. Oddly enough, but among such a genre as a quest, there are terrible things. Here, for example, a rustle game is a great and complex horror-quest. I advise.