He gave example of bad and moderate horror things but I very good and on poitnon horror memory activated for me.
Initially developed for the Nintendo 64, Eternal Darkness: Sanity’s Requirem was released for the GamCube. Protagonist inherits a mansion, father gets murdered, zombies get slashed etc.. The game had 3 pirmary resources, your health, your mana and your sanity. The lower your sanity got the more the game had permission to drive you mad. Standard effects woudl involve like people crying starting to get heard, extra blood on the walls. However the most extreme of these “insanity effects” would mess with your understanding that you were playing a game.
They are just cool I am going to give some examples.
The game would randomly draw which looked like a audio volume control bar and made it go low while silencing all sound output. This was likely to trick you to think that your TVs settings were altered.
The game would slowly make fuzzy blob coalesece into insect and spider shapes and then fade them out. The gradual onset would bypass most peoples change detection so you were not likley to notice it appearing but moving your eye to taht part of the screen for unrelated reason. This made it likely to to think tha a spider was crawling on top of your TV
The game would present a technical error screen, “blue screen”. This was likely to make you think that your GameCube was damaged. (The instruction booklet had claming words for those that went to check whether that is supposed to happen)
It was the days when you had to manually save your game. The game would boot you to the title screen and when you went to load your save it would show the memory card empty.
The game would make the torches flicker with a filter that would mimic a damaged speaker.
Upon existing a room it would randomly pull up a “The adventures will continue in the sequel” type of screen (making you think you were being left dry with a cliffhanger).
In a game scarse with ammo the game would suddenly present you a room full of ammo just to yank it away (got your hopes, up didn’t I?) This is 4th wall leaning because it is more about players awareness of game design rather than the world being depicted.
With all the talk about participatory knowing these are modes of horrors that are uniquely well adapted to be done on an interactive medium.
He gave example of bad and moderate horror things but I very good and on poitnon horror memory activated for me.
Initially developed for the Nintendo 64, Eternal Darkness: Sanity’s Requirem was released for the GamCube. Protagonist inherits a mansion, father gets murdered, zombies get slashed etc.. The game had 3 pirmary resources, your health, your mana and your sanity. The lower your sanity got the more the game had permission to drive you mad. Standard effects woudl involve like people crying starting to get heard, extra blood on the walls. However the most extreme of these “insanity effects” would mess with your understanding that you were playing a game.
They are just cool I am going to give some examples.
The game would randomly draw which looked like a audio volume control bar and made it go low while silencing all sound output. This was likely to trick you to think that your TVs settings were altered.
The game would slowly make fuzzy blob coalesece into insect and spider shapes and then fade them out. The gradual onset would bypass most peoples change detection so you were not likley to notice it appearing but moving your eye to taht part of the screen for unrelated reason. This made it likely to to think tha a spider was crawling on top of your TV
The game would present a technical error screen, “blue screen”. This was likely to make you think that your GameCube was damaged. (The instruction booklet had claming words for those that went to check whether that is supposed to happen)
It was the days when you had to manually save your game. The game would boot you to the title screen and when you went to load your save it would show the memory card empty.
The game would make the torches flicker with a filter that would mimic a damaged speaker.
Upon existing a room it would randomly pull up a “The adventures will continue in the sequel” type of screen (making you think you were being left dry with a cliffhanger).
In a game scarse with ammo the game would suddenly present you a room full of ammo just to yank it away (got your hopes, up didn’t I?) This is 4th wall leaning because it is more about players awareness of game design rather than the world being depicted.
With all the talk about participatory knowing these are modes of horrors that are uniquely well adapted to be done on an interactive medium.