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.

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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.

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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.

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Friday the 13th the Game is the first in a long time since horror movies were attempted to be made into video games. Instead of a singleplayer experience, Friday the 13th the Game is combining cooperative multiplayer with survival horror to give players a chance to escape Crystal Lake, or be the infamous killer Jason Voorhees. With the backings of the creator and major names of the series, it’s set to deliver some brutal kills and interesting gameplay.

After the successful kickstarter and securing the IP, I knew I had to get in touch with them to talk about the process of creating a different kind of multiplayer game and adapting one of the most successful horror franchises at the same time.

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