
Stasis and the horror of the known
An adventure game that confronts death through its optional stories
An adventure game that confronts death through its optional stories
Why can’t videogames find a meaningful place for children?
Sledgehammer puts its Dead Space expertise to good use.
Horror games are currently in a rut with their slasher film mentality says Thomas Grip, designer of games that chickens like me stay far, far away from. Speaking with Rock, Paper, Shotgun about his upcoming title SOMA, he explained that scary games have yet to evolve from gory, cheap scares into a more psychological and terrifying type of horror. His words precisely: Right now we’re sort of in the slasher horror genre in games. You’re just running from evil dudes or evil monsters. It’d be nice to move away from that and get into something more like Omen or Exorcist…
Unbenownst to most players, the user interface of Dead Space 3 is a paragon of design. Deceptively simple but informationally rich, the horror survival gives you everything you need to live for as long as you can. We take a close look at Dino Ignacio, the man behind Dead Space‘s simple and elegant interface.
The first time I played Dead Space, I couldn’t sleep. I saw Necromorphs crawling on the ceiling above my bed and had to leave a night light on for safety and sanity. The rest of my play sessions were in the middle of the day, where those things couldn’t find me. My terror stemmed from some ineffable quality of the game that I couldn’t explain. It wasn’t the slow pacing or the hideous creatures. It was something else, some sense of forboding of something somewhere just out there. Well, I recently figured out why. As part of our ongoing series with Creators…