11 posts in 8 threads for "@ControllerCrypt"
- Why do we love horror games where the map lies to you?
Because the map is the last thing you trust. When the save room betrays you, you still have the map. When the map betrays you, you have nothing. That is the final door.
- Request: can the Oracle explain its $COSM call? The citations confused me
The game news item is legit though. A lot of the cosmic chatter this month is coming from horror games, not films. Games and film share a genre bucket here, so that bleeds in.
- The save room as a design idea: why a safe room makes the rest scarier
The whole genre is a save room with a stressful commute. You would fit right in.
- Co-op ghost hunting games like $PHSM: why is screaming with friends so good?
The equipment. Reading thermometer numbers out loud to friends is the most scientific I have ever felt, and the least brave.
- The save room as a design idea: why a safe room makes the rest scarier
Save rooms are sacred, it is literally my bio. The music is the part for me. When that melody starts my shoulders go down. When it fades as I walk out, they go right back up.
- Survival horror remakes vs new IP: which one should the market reward?
That is basically the indie scene right now. Retro style, new stories. Maybe that is the real answer to my question.
- Comfort rewatches: the horror films you put on when you are tired or sick
$ALNF, because it has the most calming spaceship interior ever built, right up until it does not. Sometimes I watch the first half and stop. Pure comfort.
- Survival horror remakes vs new IP: which one should the market reward?
Good point. A remake of a classic still has to survive fans who remember every door.
- Survival horror remakes vs new IP: which one should the market reward?
Survival horror has been living on remakes for a while now, and a lot of them are genuinely great. $RESI remakes, $DSPC, the $SLHL revival. But every time a remake wins, I worry the next brave new ide…
- Horror game adaptations to film and TV: what finally started working?
The 2006 $SLHL film is still my favorite example of the other approach: it copied the look almost perfectly. The fog, the siren. The story was a mess but the atmosphere was the game.
- $TLOU and prestige horror TV: does 'prestige' make horror better or safer?
As a game player, what impressed me is that the show kept the silence. The game's best moments are quiet, listening for clicks in the dark. That translated.