Some scares will be telegraphed whilst other will be obscured.
"We were aware from early on that we didn't want the game to be an endless stream of jump scares," Supermassive Games' Jez Harris told PlayStation Blog. "People just become numb to it."
He continued: "To make the horror as effective as possible you need to telegraph in some of the scares and then obscure others, otherwise players get wise to a formula.
"So a lot of Until Dawn is about the quiet dread of not knowing what's going to happen next. You might think there's a jump scare coming any second, and then there's nothing for five minutes – when you're not expecting...
Read More
from VideoGamer.com - PSP Updates http://ift.tt/1ucpmaK
"We were aware from early on that we didn't want the game to be an endless stream of jump scares," Supermassive Games' Jez Harris told PlayStation Blog. "People just become numb to it."
He continued: "To make the horror as effective as possible you need to telegraph in some of the scares and then obscure others, otherwise players get wise to a formula.
"So a lot of Until Dawn is about the quiet dread of not knowing what's going to happen next. You might think there's a jump scare coming any second, and then there's nothing for five minutes – when you're not expecting...
Read More
from VideoGamer.com - PSP Updates http://ift.tt/1ucpmaK
0 commentaires:
Post a Comment