![]() ![]() It even has special animations for peeking around corners that make me shudder to even think about. Being in the same space with it is inherently upsetting. Thinking logically doesn't come easy after the first time you see It either, a creature design so horrible to look at and listen to that it's slow pace barely registers. ![]() Horror games and dark hallways go together like peanut butter and jelly (the jelly is blood). With nothing but a flashlight, it's easy to get disoriented in that small loop. You've got a couple hallways forming a loop with one or two dead end detours, and an enemy moving at a slow enough pace to ensure you'll always be able to outrun it.īut when you've dressed up the scene in all its lighting and sound and graphical detail, it's terrifying. If you were to study the wireframe of some mid-game encounters (don't worry, no spoilers), and you're left with some ridiculously simple chase scenes. That's the power of perfectly integrated graphical fidelity and art direction, and all that stuff really shines on PC. Village is lacquered with so much detail that it's really difficult to see the videogame through it at all. ![]() (Image credit: Capcom)Ī cold wind whistles outside, water drips from a stone ceiling, something scratches at the wall and moans in the kitchen, footsteps from someone (or something) upstairs sniffing you out. ![]()
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