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Penumbra series creator Frictional Games have a two-part blog post online detailing the history of violence in horror games, as well as film, and how each implementation impacts the "scare factor" we all love so much.
A great read!
Ever since I started working on horror games (first was a simple 2d game called Fiend) I have been thinking about what kind of combat one wants in a horror game. This question was even more important when working on Penumbra as we had some problems in Overture concerning weapons. Our idea was that player would want at least something to defend themselves with, so we gave them some weak weapons and cumbersome combat mechanics, thinking it would only be used as last line of defense. Instead all kinds of problems arose, some players thought that since there where weapons, combat was meant to be used and complained about it be boring. Others figured out some tricks with the combat and thought it was way too easy. Very few players seemed play the game like we intended it to and we had to fix this somehow.
News story attached to:
- The 7th Guest [PC]
- Clock Tower (Import) [SNES]
- Clock Tower [PSX]
- Clock Tower 2: The Struggle Within [PSX]
- Clock Tower 3 [PS2]
- Doom 3 [Linux, Mac, Xbox, PC]
- Doom 3: Resurrection of Evil [Linux, Xbox, PC]
- Penumbra: Black Plague [Linux, Mac, PC]
- Penumbra Collection [PC]
- Penumbra: Overture [Linux, Mac, PC]
- Penumbra: Requiem [Linux, Mac, PC]
- Silent Hill [PSX]
- Silent Hill 2 [PC, PS2]
- Silent Hill 3 [PC]
- Silent Hill 4: The Room [Xbox, PS2]
- Siren [PS2]
- SIREN: Blood Curse [PS3]









Comments
I refuse to believe it.
Seems interesting, I'll read it tomorrow.
I agree with with how difficult it is to make a horror game. There are so many different styles and each could easily make the game much different than intended.
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