5/28/2023 0 Comments Layers of fear pt![]() ![]() In particular, the latter represents a good incentive that will push the player to a second walktrough, finally free from a hunger to discover the narrative aspects of the game.īesides several scripted sections that we find in each chapter - one of the most significant weaknesses we found in the game - one element that reduces the sense of terror in Layers of Fear is the inability of the protagonist to die. The gameplay mechanics - who detractors of the so-called "walking simulator" won't like at all - are reduced to a few simple actions, such as opening and closing drawers and cabinets, finding objects, solving simple puzzles (a few, however, are true gems but we won't spoil anything here) and picking up items and collectibles. ![]() ![]() It's an unbearable torment that soon leads him to madness, undermining his relationship with his family, and and along the way the player discovers the various stages that lead this man down into an abyss from which there can be no return. Just like the (failed) writer Jack Torrance, Bloober Team's game stars an artist obsessed by creating the perfect work, his masterpiece, the one that will allow him to become the most important painter of his time. Last but not the least, there's Layers of Fear, the newest work from indie outfit Bloober Team, which recently released on PC, PS4 and Xbox One.Ī story-driven game experienced entirely in the first-person, Layers of Fear has several things in common with Kubrick's The Shining. Then there was The Park by Funcom, as well as projects currently in the works such as Lilith's Allison Road and SadSquare Studio's Visage. The fear is no longer generated solely by scary creatures that inhabit certain places, but from the places themselves (usually homes, with a labyrinthine or layered structure), which change their form and appearance.Īmong the earliest examples of games that have taken their first steps in this direction, there was the Silent Hills' demo, P.T., where much of its horror sprang from travelling endless corridors, in addition to an interesting take on sound design that amplified the sense of fear in the player. Where once the horror in games was offered to the player through the use (and abuse) of zombies, the undead, and frightful creatures of that sort, contemporary horror increasingly relies on creating a sense of loss in the player, putting him or her in infinite loops generating intense confusion in those who explore them. Similar to how Kubrick changed the horror genre in movies more than thirty years ago, the gaming horror genre is undergoing a similar change of direction, at least as far as the way developers tell and structure their stories. The Shining stands as a true milestone in film making, and while the direction that Stanley Kubrick took the movie famously wasn't to the tastes of author Stephen King, it made use of elements and motifs that have come to influence the genre ever since. ![]()
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