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![]() So it leads to kind of an ironic balance where the devs are trying to come up with things that are very effective at scaring the player while not really being that difficult to evade for a reasonably competent player. You've lost the visceral suspension of disbelief where on some lizard-brain level the player still thinks "this thing is going to GET me". Either way though, the player's fear of this monster is now based on that game mechanic, and could be better described as annoyance than fear. If the player dies, you either have a gamey consequence (you are set back a long way, you lose resources), or nearly no consequence (you restart quite close to where you died with the same resources). If I remember right, one thing they said was close to what you said about "you do not want to show the monster" - but changed to "you do not want to show what happens when the monster gets you". I vaguely remember a dev commentary or interview about Amnesia. Most people consider the second one to be best psychological horror game ever made. Silent hill games (the good ones.) aren't action games btw. It is vulnerable to players taking the opposite mentality, whereby they purposefully die to try and clear sections with lower resource loss. It's far from perfect but it sort of works. Most scary encounters will not kill you, but they'll force you to expend resources which make you feel more hopeless about the future. Resident evil and silent hill have tried to tackle this problem by inducing resource scarcity. An enemy you can only hide from is cool, but frustrating when said enemy follows a scripted pattern and its secretly a puzzle rather than something where you actually feel like you're hiding from a being (Alien Isolation does this well). I think that's a good rule, and is doubly true in games where death means you do it again. #Amnesia the dark descent wooden crank movie#One of the design principles in the movie Alien was that you do not want to show the monster. Doing the same scene twice in the same pattern breaks any immersion (which is, again, a very difficult problem to solve in game design). ![]() Amnesia as I recall had very frequent checkpoints, and dying set you back a minute or so, only to encounter the same scare puzzle shortly after. So returning the the elevator you're feeling like you missed something and then, ta-dah, the elevator eerily has acquired a bloody fourth floor button letting you know you're about get shat on.īy consequence, I mean, you have some sort of reason to want to avoid death. So you go through the elevator to floor one. #Amnesia the dark descent wooden crank full#You enter this giant hospital and you know its going to be a huge daunting task if its full of monsters, but its not. My absolute favorite horror moment is in the original Silent Hill. Towards the end you're pretty desensitized to the nature of that game's fucked up shit, and you just want to mow them down or get by the efficiently. In the first half of these games, you tend to be weak and there are genuinely frightening moments. #Amnesia the dark descent wooden crank series#One thing I think the resident evil series has done well especially in number 7 and the number 2 remake, is realize that players won't be scared for the whole game. The amnesia monsters are horrifying, yes, but in the context of a horror game, not especially memorable in my opinion. But the lack of consequence for death made it feel kind of gamey. It was a horror game in that you were in a horror environment with entities that were scary. ![]()
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