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    NightCry

    Game » consists of 2 releases. Released Mar 29, 2016

    A spiritual successor to Clock Tower developed by the creative minds behind the original Clock Tower, Silent Hill, and the Ju-On films.

    The Giant Scissors Are Coming Back

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    patrickklepek

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    Edited By patrickklepek

    It's been nearly 20 years since Clock Tower debuted on the SNES. Though it's been years since we've had another game about the villain wielding gigantic scissors, it remains a cult hit.

    The original Clock Tower doesn't look much different from your average point 'n click game.
    The original Clock Tower doesn't look much different from your average point 'n click game.

    Clock Tower probably isn't coming back anytime soon. The last major sequel was Clock Tower 3 in 2002, after developer Human Entertainment imploded. Capcom developed the last game, but the series has been quiet ever since, and there's no way to play the series without paying large sums of money to collectors.

    Series creator Hifumi Kono split from Human to found Nude Maker, a studio that's since collaborated with Capcom on Steel Battalion and Platinum Games on Infinite Space.

    Now, Kono has plans to return this roots with Project Scissors, a point-and-click adventure game that just-so-happens to include a person wielding a giant pair of scissors.

    Komo's collaborating with Ju-on: The Grudge filmmaker Takashi Shimizu for Project Scissors, and I recently had a chance to send off a bunch of questions to both of them. Their answers are below, but they wanted to share some exciting news, too. Metal Gear Solid 4: Guns of the Patriots composer Nobuko Toda has joined the project, and will be composing the soundtrack for Project Scissors.

    ***

    GIant Bomb: When you describe this project as "indie," what exactly does that mean? What kind of scope are we talking about?

    Hifumi Kono: I consider “indie” to mean creating and releasing something that you are truly passionate about, as opposed to being tied down to a publisher by a contract in exchange for development funding.

    Takashi Shimizu: I was, of course, the director of a V-cinema (film shot with video camera) that would be the original installment for the movie Ju-on: The Grudge, which was a low-budget independent short film. I think it is that kind of hungry, self-starter kind of motivation that makes this project "indie."

    The production for Ju-on had a kind of “anything goes, as long as it’s scary” mentality, and as long as the content fell within the boundaries of the film’s theme, we were allowed to create pretty much anything we wanted. That made the project very fulfilling to work on, and I think that helped make the film really resonate with the audience, as well. The fact that we had to rely on our own sense of direction, combined with the “anything goes” mentality, is what led to the great success and future prospects for the franchise.

    I know this is only natural from a business perspective, but as funding and headcounts increase, the more “certain individuals” tend to want to thoughtlessly cater to popular tastes in order to mitigate risk. They begin to focus on what’ll sell or what’ll become “the next big thing” instead. We can avoid working with and having our creative wills being collectively crushed by “certain individuals” by going it alone, who would otherwise blame us for any failures but take all the credit for any success. This might be largely inevitable as a matter of business, but it’s something that’s the same in both Japan and abroad.

    GB: Why do you think the scissorman has survived for so long? What makes him so terrifying

    Kono: I think there are three main reasons for this. First is the fact that the kind of pain he can inflict is easy to imagine. It’s not hard to imagine what it would actually be like to be snapped between a pair of giant scissors.

    The second is that the murders are indiscriminate. This is an important horror element that I insist on, as I think that players can feel a deeper sense of fear if they don’t understand why they’re being chased down. In the movie Poltergeist, for instance, if the cause of the paranormal activity was the fact that the house was built on top of a cemetery, I would think, “then why not just move?”

    We don't know what Project Scissors will look like, but hey, it'll have scissors! That's a start.
    We don't know what Project Scissors will look like, but hey, it'll have scissors! That's a start.

    The last is the he has a cute side. He plays the piano with his feet, he goes through the trouble of hiding in an aquarium and patiently waits for the player, etc. I think the juxtaposition of silly little acts like that against his true nature as a blood-thirsty murderer comes off as both amusing, as well as terrifying.

    Shimizu: I think Mr. Kono’s comment about “a deeper sense of fear” is accurate. Scissors are instruments that everyone has experience with since childhood, meaning regardless of where you’re from, you can imagine the kind of pain it would inflict. When I create horror films, I also try to avoid unrealistic worlds. Instead I try to create settings that seem like an extension of the real world which viewers can relate to and, thus, feel like it could happen to them, making the experience much more frightening. Of course, you also need to consider differences in things like culture, religion, or the environment in which you grew up, but I think scissors transcend such aspects. I think there’s significance to that.

    GB: Can you explain your obsession with scissors? Did you cut yourself a bunch of times when you were younger?

    Kono: I never cut myself with scissors as a child, but I remember being really frightened by a poster for the movie The Burning. The backlit silhouette of a maniac wielding a giant pair of scissors left a traumatic impression on me. Another source of inspiration was the episode Rusted Scissors in the manga Left Hand of God, Right Hand of the Devil by Kazuo Umezu. There’s a scene where a pair of scissors are shoved in the victim’s mouth and are snapped open to cut their cheeks apart which really left an impression on me.

    The great thing about scissors is that unlike weapons like axes, which would instantly incapacitate and kill a victim, a pair of scissors will pinch together your flesh, inflicting a dull pain, and then snip, snip, snip… Causing further pain as your flesh is cut open...The pain isn’t momentary, making it all the more horrifying.

    Shimizu: Heavier instruments like axes or chainsaws can easily cut through objects that humans couldn’t normally cut with just their own strength, but that’s not the case with scissors. With a pair of scissors, when you cut through something like a piece of paper, the sensation can be felt directly by your hand. This makes it easy for anyone to imagine and empathize with the pain being inflicted.

    "The murders are indiscriminate. Players can feel a deeper sense of fear if they don’t understand why they’re being chased down."

    GB: You've been working on this idea for five years or so. How come you've been so obsessed with seeing this project happen?

    Kono: I’m most obsessed with protecting my vision of a unique game that isn’t developed around marketing research. A game where you can only run or hide would definitely be shot down by a company driven by market research, but if instead you look at it as an elemental expression of fear in the horror genre, then I think the concept becomes very interesting. The same goes with the point-and-click interface. Of course, this input method isn’t as optimal in terms of its synchronicity with button inputs, but it better simulates the lack of control you have over your body when under intense fear (many people have probably experienced this in a nightmare), as well as in its dramatic effect. Preserving these abstractions is really what I’m obsessing over, which is why the game had to be developed independently, as, unfortunately, there really aren’t any publishers who would be willing to fund a point-and-click adventure game in this era.

    GB: Clock Tower didn't focus on combat, an idea that's become much more popular recently. How come Clock Tower didn't feature any combat?

    Kono: From the perspective of game design, fighting and defeating enemies has been the most basic design concept since the inception of video games, and this continues to be the case. The biggest reason why I wanted to pursue this different concept was to provide an antithesis to the sort of game design that simplistically conforms to this format without question. Because my perspective on horror draws from Lovecraftian works, I’m especially drawn to the notion of a horror humanity cannot hope to defy lurking somewhere in this world. In this way, humanity is humbled, just as the existence of God does. This is best represented by game mechanics in which combat is not a component.

    Kono and Shimizu demonstrating their expertise with the tools of the Clock Tower trade.
    Kono and Shimizu demonstrating their expertise with the tools of the Clock Tower trade.

    GB: This project is supposed to be infused with J-horror. What makes J-horror different from other types of horror?

    Shimizu: Personally I find the use of the term “J-horror” a bit embarrassing at this point... But in any case, typical horror emphasizes direct or physical depictions, whereas J-horror incorporates more internalized depictions. That is, indirect fear or basically attempting to invoke fear by trying to depict intangible things like deep-seated grudges as terrifyingly as possible, which may not just be a trait of J-horror alone but perhaps an Eastern sense of fear in general. Religious viewpoints are going to vary and the kind of fears we’re confronted with on a day to day basis are also going to influence us, so of course these things are going be different depending on one’s country or environment. To simplify, Hollywood-style horror like the hockey mask wearing Jason invokes a direct and violent terror by physically attacking victims, whereas in J-horror, intangible emotions/feelings come back as vengeful spirits, invoking an indirect or psychological fear as the spirit acts as a “weapon,” working as a major horror element.

    Kono: So you could say that typical horror is characterized by the fear of physical pain while J-horror is about the fear of psychological pain.

    Shimizu: You could also characterize it as masculine fear and feminine fear In North America especially. Fears, such as your neighbor attacking you with physical strength (masculine), might be an example of a strong fear. In Japan and Asia, from a psychological perspective, such physical strength is not as great a source of fear, but the true spirit hidden beneath the surface of an individual’s physical being is considered scary. Personifications of such fears are easier to represent as women rather than men, and thus female ghosts are more prevalent in J-horror.

    GB: What drew you to horror in the first place? Did you watch horror movies while you were growing up?

    Kono: I did watch a lot of horror shows and TV shows about paranormal activity growing up. Some of the movies I watched were Phenomena, Suspiria, The Omen, and The Exorcist, to name a few… I grew up during the golden age of occult horror and loved to ponder about the strange phenomena that could occur as I watched those movies as a child. My main sources of inspiration to this day are those films.

    No Caption Provided

    GB: Why do you think people like to be scared? What's the appeal?

    Shimizu: I think people want to explore their animalistic and instinctive drives from a setting they perceive as being completely safe. In this day and age, pretty much everyone considers themselves to be “safe,” and a lot of people are willing to pay good money to visit haunted houses at amusement parks or ride roller coasters to intentionally feel scared. I think they’re simply seeking a thrill in an environment they consider to be “safe.”

    GB: Have you ever had a supernatural experience?

    Shimizu: Many times while on set during film shootings. We’d count the extras wearing special effects make-up after the filming and find there was actually one more cast member that appeared than we actually used, or when we filmed a portrait of an actual deceased person we later found that all the portions that included the portrait contained static that we couldn’t get rid of. Lots of stuff like that.

    I don’t think this is because we were filming for a horror movie though. This kind of thing can occur whether it’s a yakuza movie or a romantic film. Things like equipment breaking down, or an actress mentioning she saw something… Movie sets and film studios are focal points of peoples’ energy and thoughts and are generally very tense environments.

    I’ve mostly worked on horror myself, and I always get asked that after I finish work on a film, so I always make sure not to forget any such incidents because questions like that are always included in interviews for marketing purposes as well. [laughs] It might have marketing value if we’re talking about a horror film, sure, but paranormal incidents or accidents occurring on the set of a comedy, romance, or family oriented movie could seriously hurt the movie’s image, not that anyone would bother asking in an interview though (laughs). None of the reporters asked me if there were any frightening incidents after the release of Kiki’s Delivery Service this year, despite the fact that I’m asked that 100% of the time during interviews for horror movies. The impression you set out for a film’s setting can have a huge effect on the audience I suppose. The reality though is that you actually need to be careful about set locations and interpersonal relationships especially with horror films. [laughs]

    Kono: One late night, as I was working at the office, I heard the sound of intermittent keyboard tapping from a desk across the room. The desk being behind a partition, I said “I thought everyone had already gone home but I guess I was wrong.” When I headed over though, in fact no one was there. I have to admit that sent a chill down my spine.

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    hassun

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    #1  Edited By hassun
    Loading Video...

    Let's hope it'll be good.

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    morningstar

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    WTF is this? :O

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    monkeyking1969

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    I always like Clock Tower for its lack of combat in an era where so many other games were copying Resident Evil. It was interesting where the game would still have hills and valleys of tension, as a good horror game should, but the hills were when you felt the least powerful because there was no weapon to pull out. In RE the high tension moment were times when you pulled out your huge weapon and showed power, where as the valleys were those creepy calm moments where you weapon was put away...and felt vulnerable.

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    Rebel_Scum

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    Gnarly dude. Used to love playing Clock Tower on PS1.

    At the same time I was playing D which was also a fairly decent horror game.

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    rjaylee

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    #6  Edited By rjaylee

    I can't even imagine what a modern day Clock Tower game would be like.

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    impartialgecko

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    Shocktober continues! Twas' a good read Patrick. I didn't know these dudes were making a new game.

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    tea43

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    Having seen video of the older games, it genuinely made me feel pretty tense at times, and I'm looking forward to a more modernised version. There's something about the unceasing chase he gives that elevates it in 'fear-factor' for me.

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    cabrit_sans_cor

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    Yes. Yes yes YES. Everything about this is great.

    I love Clock Tower so damn much and will play the HELL out of Project Scissors.

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    ArjanN

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    Nice interview Patrick.

    Besides the first three games there was also Haunting Ground, which was pretty much Clock Tower 4 in everything but name. It didn't have a Scissorman though. :P

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    Lazlow

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    Really interesting read. Looking forward to what they have planned! Thanks Patrick!

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    Salbert

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    Cool.

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    ajman1101

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    Great Article @patrickklepek! I'm not a fan of horror and just started exploring the genre, in both film (I recently watched Alien & Aliens) and games (I'm currently playing The Evil Within), and this project sounds amazing! Hopefully you can interview them more at am E3 or PAX, they have some great thoughts on game design, world cultures, and horror that I would love to hear more about.

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    Naoiko

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    Awesome interview! Looking forward to seeing how it all turns out.

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    Budwyzer

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    I remember having a demo of this game, on the same disc that also had Final Fantasy VII and Bushido Blade, for the PSOne when I was about 10. I played it over and over, and it scared the crap out of me while still being interesting enough to bring me back in.

    So I say, Yes please!

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    Bowl-of-Lentils

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    #16  Edited By Bowl-of-Lentils

    I was a big fan of the original Clock Tower on the SNES and I am super excited about Project Scissors. @patrickklepek, Thanks for doing this awesome interview! There was not a lot of information about this game when it was announced so it is nice to see such a detailed article about the project.

    On a nitpicky note, I'm not sure why you mentioned the WonderSwan port in the interview's introduction. The way it's worded makes it sound like that version was released at the same time as SNES original, when in fact the WonderSwan port came out 4 years later. First Fear was released on the PC and PlayStation way before the WonderSwan port so I'm not sure why you chose to highlight that version.

    Sorry for being that fact-correction guy but I wrote the wiki page for the game so I can't help it.

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    Axersia

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    Hey @patrickklepek, the version of Clock Tower you're linking to in the first paragraph is actually the 2nd game. You're looking for Clock Tower: The First Fear.

    Anyway, great interview and I'll definitely be on the lookout for it. If the developers happen to be reading this, please add PS Vita TV support so I can play it on the big screen. I find that horror loses a bit of its edge when it fits in the palm of your hands.

    Also, Patrick, do you have any plans on tackling more Clock Tower for Spookin' With Scoops? Or perhaps its spiritual successor, Haunting Ground? Or even Gregory Horror Show? Not sure if you've heard of the latter (though I know myself and others have suggested it to you before), but it's basically a more cartoony take on the Clock Tower formula, combined with the in-game clock of Majora's Mask, where you need to learn people's daily routines. I think you'd enjoy it.

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    patrickklepek

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    I was a big fan of the original Clock Tower on the SNES and I am super excited about Project Scissors. Thanks for doing this awesome interview, there was not a lot of information about this game when it was announced so it is nice to see such a detailed article about the project.

    On a nitpicky note, I'm not sure why you mentioned the WonderSwan port in the interview's introduction. The way it's worded makes it sound like that version was released at the same time as SNES original, when in fact the WonderSwan port came out 4 years later. First Fear was released on the PC and PlayStation way before the WonderSwan port so I'm not sure why you chose to highlight that version.

    Sorry for being that fact-correction guy but I wrote the wiki page for the game so I can't help it.

    Your attention to detail is appreciated. Fixed!

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    Renpatsu

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    Great interview. Doesn't seem like the answers were mangled at all in the process and both came off as being extremely open to discussing their inspirations and motivations for Project Scissors.

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    csl316

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    The old ones are cool and all, but Clock Tower 3 is the one that sticks with me. What a great, disturbing, unique game.

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    SomberOwl

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    #22  Edited By SomberOwl

    I remember playing this game on playstation when I was super young.

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    Yakumo1975

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    fantastic read. Thanks for the interview guys. I was another big fan of the original SFC Clock Tower game from back in the day. It really was something quite different back then. The PlayStation follow up was also very good however I'd never played anything past that. I am intrigued to know what Project Scissors will be like though.

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    ali_d

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    @hassun: scariest bit in that whole film. Fantastic jump scare.

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    WalterCrunkFite

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    #25  Edited By WalterCrunkFite
    Loading Video...
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    WARNING - THE "SUSPIRIA" CLIP CONTAINS SOME GRUESOME STUFF.

    Cool to see him explicitly mention "Suspiria"; I always thought the sequence in CT when the glass shatters in the ceiling is clearly an homage to the first murder in Argento's film. And both of them cast Jennifer Connelly (Argento in "Phenomena").

    Any else a fan of Dario Argento?

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    patrickklepek

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    @renpatsu said:

    Great interview. Doesn't seem like the answers were mangled at all in the process and both came off as being extremely open to discussing their inspirations and motivations for Project Scissors.

    Yeah, it's definitely the best answers I've ever received back for an email interview with a Japanese developer.

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    BannerThief

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    #27  Edited By BannerThief

    @monkeyking1969: Frictional Games has a blog where they recently talked about this exact concept that you may find interesting. http://frictionalgames.blogspot.co.uk/2014/10/thoughts-on-alien-isolation-and-horror.html

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    Belegorm

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    Just wondering, was the first Clock Tower game released over here? I remember playing what I think was the second one on the Playstation years ago.

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    cabrit_sans_cor

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    @gregorygold: I'm a fan! Well, of his earlier stuff, at least.

    Loading Video...

    Your noticing of similarities between Clock Tower and Suspiria is no coincidence though. In fact, the first game "borrowed" (by which I mean lifted wholesale) a lot of stuff from the Argento film "Phenomena" Like the main character's outfit, name, and the fact that she looks like Jennifer Connely. Mrs. Barrows is based on Daria Nicolodi's character in the film, and Scissorman is based off of the killer. Even the setting was inspired by Phenomena.

    @belegorm said:

    Just wondering, was the first Clock Tower game released over here? I remember playing what I think was the second one on the Playstation years ago.

    No, it wasn't - it was a Super Famicom game, and we all know Nintendo's stance on censorship back in those days. The first one we got over here (released as Clock Tower) was actually Clock Tower 2 in Japan, and is a direct sequel to the first game. What we got as "Clock Tower II" was "Clock Tower Ghost Head" over there - no relation to either of the earlier two. Clock Tower 3 was Clock Tower 3 everywhere - and if @patrickklepek is looking for a CT game to play on Spookin' (regardless of how much I'd love to see the first two on stream) that one would probably be the easiest to track down, and the one that holds up the best today, gameplay-wise. Interesting to note is that it was directed by the dude who directed the movie Battle Royale.

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    Askherserenity

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    Great interview! Can't wait to see what comes out from these guys. I've never played any Clock Tower despite my love for horror movies/games. Maybe I'll give it a shot soon.

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    stewmull

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    Jon Tron?

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    MakoTitan

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    Anyone else seen the Jontron clock tower episode?

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    WalterCrunkFite

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    #34  Edited By WalterCrunkFite

    @cabrit_sans_cor: What's your cut-off point? "Opera"?

    When I recently watched Patrick's partial playthrough of the first game I was sure I was checking off other references to Argento films, but I haven't seen "Phenomena" for a good few years, so couldnt quite place the connections.

    His next film is called "Sandman", it stars Iggy Pop, will contain music composed by Akira Yamaoka (Silent Hill), and will:

    "...[tell] the story of Nathan, a young student in the city who struggles to forget his childhood trauma at the hands of the serial killer dubbed “The Sandman”: a masked killer who murders his victims with a lethally jagged melon spoon (yes, you read that right!), and claims their eyes as trophies."

    If you have 25 grand to spare you can be in it!

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    csl316

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    Japanese indie games are so exciting. Creators from the golden age of simpler games are finally getting the freedom to get back to what we loved 20 years ago.

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    whitegreyblack

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    #36  Edited By whitegreyblack

    @hassun: That scene in Exorcist III still gives me a little start/chill everytime I watch it. It's so perfectly executed (no pun intended!).

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    kalmia64

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    Fantastic interview! The original Clock Tower is probably my favorite horror game. Bobby is such an unsettling character and gosh, some of the endings are brutal.

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    JonnyAshley

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    I don't think I could go back to playing an old school style Point n Click adventure after Telltale's Walking Dead. I hope they do interesting things with the presentation and play style.

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    cabrit_sans_cor

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    @gregorygold: Actually, yeah - Opera is where I draw the line. I've seen some of his newer stuff and didn't care for it at all. Well, the "Pelts" episode of Masters of Horror was pretty good, but that was it.

    Yet I'm still holding out (a little) hope for The Sandman, and would throw money at it if I had any to throw around. Because even though people losing "it" - their skill, creativity, talent, whatever - is a sadly common occurrence, I think Prince just pretty conclusively proved that you can get "it" back. So who knows?

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    mr_creeper

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    Great read. Nice to see the legacy of Scissorman will live on.

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    WalterCrunkFite

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    #41  Edited By WalterCrunkFite

    @cabrit_sans_cor: you like Argento *and* Prince! Be still my beating heart!

    Have you seen "Giallo"? I'm afraid to. Did you see "Amer"?

    When I lived in LA, I caught Goblin's first US show. They were very loud and very good. The main Tenebrae theme is still badass.

    EDIT: I'm going to link to it here, in fact, and urge horror duders to have a listen! (The repeated lyric is "Paura" - Italian for "fear"):

    Loading Video...

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    cabrit_sans_cor

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    @gregorygold: Yeah, I saw Giallo. It wasn't good. I actually hadn't heard of Amer until now, and will probably watch it tonight.

    "Argento's Dracula" keeps popping up on my netflix queue, though I haven't felt masochistic enough to throw that one on yet.

    Something tells me you might like "Berberian Sound Studio."

    I... I actually went to Profondo Rosso (the Argento store) when I was in Rome on a school trip. I didn't get to go into the basement to see all the props from the movies, because I only had so much free time before we had to meet up with the group, but at least I've been inside the store. It was pretty cool.

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    deactivated-5bf47a52ab2a3

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    Every time I think of Clock Tower I think of this video:

    Loading Video...

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    WalterCrunkFite

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    #45  Edited By WalterCrunkFite

    @cabrit_sans_cor: I was really interested to see BBS, but a friend of mine (equally into Giallo) said it was a touch disappointing. I might check it out this weekend.

    "Amer" is pretty good. The same directors made a second Giallo pastiche (for want of a better word) last year, "The Strange Colour of Your Body's Tears". Haven't seen it yet, but digging the title.

    Argento's museum/shop/shrine place is visited by Mark Gatiss in the documentary "Horror Europa" he made, which I highly recommend watching. Jealous that you've visited the place.

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    csl316

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    @hassun said:
    Loading Video...

    Let's hope it'll be good.

    For the longest time, I've always been afraid to watch this clip when people link it.

    I'm glad I watched it on mute the first time?

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    hassun

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    #47  Edited By hassun

    @csl316: @whitegreyblack: The sudden speed at which it happens and the blast of sound have a big effect on the scene.

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    csl316

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    @hassun said:

    @csl316: @whitegreyblack: The sudden speed at which it happens and the blast of sound have a big effect on the scene.

    I can imagine the first time it would've been terrifying. Even if you know it's coming, I'm sure the build up is agonizing (that is, if you don't know the exact Youtube second where it happens).

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    hassun

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    #49  Edited By hassun

    @csl316: Yeah the build-up and false sense of relief is great.

    Scissors and shears can be pretty cool/terrifying weapons.

    No Caption Provided

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    whitegreyblack

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    #50  Edited By whitegreyblack

    @csl316 : @hassun It's the perfect jump-scene. The long shot, the sudden zoom, the crash of sound, the close proximity between assailant and victim...

    This edit will also create new pages on Giant Bomb for:

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