Tuesday, March 12, 2013
Dear Capcom and EA, guess what?
You can make a scary survival horror game that is popular and scary by scaling back the encounters, removing the ammo and guns, and focusing on the environment and puzzles-- something Capcom used to do very well and should return to in the Resident Evil Series, and something that EA's "Deadspace" did quite well up until the third installment of the series.
OK Capcom, EA, pay attention. I'm going to share a secret with you, it's the winning formula for a horror video game:
Tension + Variability + Vulnerability + Being Alone = Fear
Did you get that? Good. Now here's four reasons why it works.
Saturday, March 2, 2013
I thought that I would start with a list of the top three horror book series that scared the crap out of me when I was a little kid, and I loved it.