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ILL Dev Journal #7 +Viola radio model

Hi all, short post today.

We are focused on the production of a playable episode. We are actively developing mechanics and level design, as well as writing a complete design document. We hope that we will be able to deliver more significant news for you soon. 

In the meantime, horror fans, tell us about some aspects of horror games you played that impressed you the most and made the game stand out from others for you. It can be game mechanics, story, atmosphere, jump scares...Some indie gems are welcome as well...

For me(Max), it was sound design in P.T. The feeling that there is someone behind you, following you, was implemented so masterful that I can say that this game is my scariest experience among any media product ever.

ILL Dev Journal #7 +Viola radio model ILL Dev Journal #7 +Viola radio model

Comments

RE4 is without a doubt the godfather of modern horror and as a I played it when I was a kid, it freaked me out with the atmosphere.

mattie harris

I do relate, Max: the sound design in P.T. scared me shitless too to the point of nausea. The miniscule changes going through the seeming endless space loops of the seemingly same corridor passages, the building suspence of repetitions that added to the claustrophobia with every passing. The feeling of inner dissolution with every passing; the sense of not being able to do anything about the situation with every passing yet some advancement and change in the hostile environment; the exploration of an uncanny area, the family pictures to suggest that someone in the past once felt at home here. This creates a great contrast. The events that have taken place of which we didn't know much. Circular movements of spiralling down into the abyss bereft of sunlight. If the same level of suspense can be achieved in Ill, we are in for a masterpiece. And I think the means of metaaction which I have relayed could be a key conceptual building block to achieve this. Time and space, and the gradual dissolvement of these physical prime factors in which we perceive the world. One will notice that when time and space are dissolving so does our sense og meaning - and with it our means of communication. The bewildering that comes from this, where the subject character is being overpowered not only by the brute force of the undead, but also, in later stages I imagine, by the threat of death itself: Dissolution.

I liked in deadspace where everything kept you in the action

Sort of the same yes

In outlast i liked the movement and disliked the unskippable cut scenes

Oniichan

I'm so excited for this game lol

TheReclusiveGamer

You nailed it with PT. Dying to hear confirmation that this is coming to PS5

Northeasternfly

I was wondering if the same zombie from the original trailer will be in the game

The sound design in Silent Hill 2 & 3, Fatal Frame 2. The atmosphere is incredible and makes you feel so vulnerable and lonely. For example hearing strange noises like someone walking on the floor above you. It is so simple but set an upsetting ambiance, you don't know what was upstairs and will never know, your imagination does the job.

I have been play alot of Hunt Showdown and Little Nightmares 1&2 lately. I always like the weird creepy designs. Like In Hunt coming across a Meathead (a bloated giant zombie missing its head and arm that uses leeches to track you) or a Hive (zombie woman with a wasp hive growing from her chest) just thrills me. Little nightmares also has some creepy weird designs.

Alien Isolation was scary because the Alien was unpredictable. It had AI and you couldn't tell when it was distracted by NPCs or when it was actively hunting you. You could hide in a closet and sometimes it would walk by, and others it would open it and get you! You'd hear it moving around in the ducts and never know where it was lurking. After years of playing against scripted monsters and linear jump scares that was like freezing cold water to the brain. Also the Alien was practically unkillable in that game and your weapons would merely piss it off- there's nothing like being defenseless and outmatched to make you afraid. Also the abandoned Asylum level in Thief: Deadly Shadows. I forget what it was called (The Cradle, maybe...?) but that had a clever blend of jump scares and just general creeping dread that kept me on edge even when replaying it for the 3rd time. It used the environment to suggest the back story instead of relying on notes (although it had those too), kind of like the scene in The Thing where Mac and the Doctor are exploring the Norwegian base and you can work out most of what happened there from what they find. Half Life did that well too, but was obviously limited by the tech of the era.

Pete Burges

There's a particular jump scare in Paranormal HK. A low budget horror game set in the Kowloon walled city. Basically you have to open a lock by counting masks while looking through a keyhole. At some point you think you have the answer but it doesn't work, so you look into the keyhole one more time, only to see the entity that's been chasing you looking back and busting through the door. One of the smartest jump scares I've seen.


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