@VilhelmNielsen said:
I disagree. Compared to todays standards, it's clunky and doesn't feel satisfying (for me personally). And the few moments I did play of Dead Space, I was on the edge of my seat.
The horror comes down to you feeling vulnerable, and that can be achieved several ways. One is limiting your vision, through fixed angles and/or lighting. Another is making the enemy hard or even impossible to fight, which is where Dead Space, Amnesia and Slender succeeds.
I do not agree that Dead Space succeeds in making the enemies hard to fight. I always felt like i could CRUSH the enemies easily, even at harder difficulties. When i played Dead Space 2, i bumped up the difficulty and the game became frustrating, not scary.
@Anactoria said:
In my opinion horror game is not just about surprising the gamer.
Take Alan Wake, you usually have slow motion part telling you they are surrounding you. It's not about there appearence, it's about the ambiance, getting in your characters shoes, letting the game get under your skin, wondering what's comming next.
"What" is comming at you is more relevent than "From where ?".
I'm personnaly not a fan of fixed camera as I find it harder to really get into the story as I feel more like a spectator with some limited power on the story rather than actually living it.
To be fair, the fixed camera does a very good job at making the gamer question what's coming next, because well... You can't see what's coming next. And when the designer chooses what you can or cannot see, it gives a whole new world of opportunities to create atmosphere, so both of these criticisms are flawed. The "feeling like an spectator" is a valid one, but i guess it's more of an opinion than an argument. Also, one question, do you enjoy horror movies?
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