For Halloween, I’ve been going back through my collection of PS2 horror games, which in a way became the golden age of survival horror. Looking back while trying to play modern horror titles, I’ve come to realize why the modern horror market doesn’t work for me, and how it betrays horror design.
Resident Evil 2 Remastered is making the rounds as a celebrated hit among fans and newcomers of the series. A major part of this game is the reintroduction of the alpha antagonist known as Mr.X. For today, I want to talk more about this kind of design and what it takes to design a horror game where fight or flight is definitely an option.
Halloween always means horror, and it gives me yet another excuse to talk about the best ways of designing horrific situations. Horror is an art, and there’s more to it than just being chased around in the dark. For this post, we’re going to look at three essential elements that you must have in order for your game to be treated as a horror example.
For this segment, we talked about horror design, and the important aspects when it comes to generating it in video games and other mediums.