And the theme??? Again, kind of silly sounding but so hype???
youtu.be/BH4v5-cZwbQ?...
And the theme??? Again, kind of silly sounding but so hype???
youtu.be/BH4v5-cZwbQ?...
I've been listening to it non-stop and I can feel that if I don't stop, I'll get sick of it. BUT IT'S SO GOOD, especially after watching the movie!
Thankfully, the whole OST is a banger that can pull me away from Iris-ing out for 100th time
I've been listening to it non-stop and I can feel that if I don't stop, I'll get sick of it. BUT IT'S SO GOOD, especially after watching the movie!
Thankfully, the whole OST is a banger that can pull me away from Iris-ing out for 100th time
And sorry to all horror fans if these thoughts are too banal lol But as I am not too familiar with this field yet, it was an interesting look into "scare machines" that are built into these games
And sorry to all horror fans if these thoughts are too banal lol But as I am not too familiar with this field yet, it was an interesting look into "scare machines" that are built into these games
Repetition doesn't hurt games with complex systems as much because the same encounter can be interpreted in various ways (ammo, location, saves and etc)
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Repetition doesn't hurt games with complex systems as much because the same encounter can be interpreted in various ways (ammo, location, saves and etc)
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But if I had to convey my thoughts through a (unscientific) graph, it would look like this:
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But if I had to convey my thoughts through a (unscientific) graph, it would look like this:
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Mechanically simple games, like Amnesia, rely on scripted, curated segments which can create very memorable moments
Meanwhile, more complex games, like survival horrors, may use their inherent gameplay loops to maintain tension...
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Mechanically simple games, like Amnesia, rely on scripted, curated segments which can create very memorable moments
Meanwhile, more complex games, like survival horrors, may use their inherent gameplay loops to maintain tension...
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