Recently I had a chance to go back to Resident Evil 1 Remastered edition. This was Capcom rebuilding the original game for the Gamecube back in the day. This version turned out to be one of the best games in the Resident Evil franchise; thanks to a new layout and design.
Going back over it, there is one detail that I don’t think was given enough credit, and that was the development of “Crimson Head” zombies, and how it solved a problem that modern horror designers are struggling with.
This is the recording of my livecast with game designer Bill Gardner. For this extended chat, Bill and I spoke about game industry topics like loot boxes, the state of the market, and more. For the back half of the cast, we discussed horror design: How to generate fear, and games that we felt were the best examples of it.
Outlast 2’s release frames today’s Critical Thought about the problem I have with Indie horror games. Horror to me is both about immersion and about giving the player options; which a lot of horror titles tend to ignore.
Things got strange in today’s Critical Thought on horror design. I talked about how both flight and fight are needed to produce effective horror, and what happens when games go too far in either extreme. Make sure to watch to the end, as something unusual happened.