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10 SCARIEST MOMENTS ON PLAYSTATION
INFO PUBHOW TO PLAY 505 GAMES PLAYSTATION STOREDEV REMEDY ENTERTAINMENT RELEASE^2019
Control
One quiet revelation could make you lose it
G
etting jumped by the Hiss or coming
a cropper at the furry hands of mould
zombies are always nerve-wracking
experiences, but it’s not just the telekinetic
action that gets your blood pumping in Control.
As you dive into internal documents and explore
the Oldest House to tackle an extradimensional
invasion, many scares are slow burners drawn
from, in game director Mikael Kasurinen’s words,
“the mundane meeting the strange”.
A case in point is the NSC power plant. It’s central
to the day-to-day operations of the Bureau but
no-one will tell you exactly what ‘NSC’ stands for.
No, you’ve got to go digging – or rather levitating
- on your own to uncover that appalling little titbit.
The revelation, which we’re sure will be the cause of
another lockdown one of these days, is made worse
by an off-hand comment made by security chief
Simon Arish you can overhear post-game. We don’t
want to spoil the unsettling discovery, especially as
Kasurinen stresses that “trusting the player” was a
key part of the team’s design philosophy. We hope
we’ve given just enough hints to pique your interest.
On a totally unrelated note: former Director
Northmoor... what a guy!
“To learn what ‘NSC
stands for you’ve got
to go digging – or
rather levitating –
on your own.”
Resident Evil VII
Welcome home
Playing the entirety of Resi
VII in PS VR blows the
Kitchen demo out of the
water. The only thing we’ve
got against it is having to
give the office headset an
especially deep clean after
every sweaty session.
The Persistence
In space, no-one can
hear you scream
Caught in a cycle of death
and cloned reawakening, you
must use your limited
resources to get your ship
home. Fantastic sound
design takes centre stage
as a means to unnerve.
Transference
Coming home will never
be the same
This computer-simulated
home is anything but sweet,
though the scenery’s glitchy
aesthetic is well worth
soaking in. It makes our list
for oozing style as much as
it does silliness.
Here They Lie
Breaking up and down
Relationships are at the
heart of this wander around
a grey city. The hostility of
the place contrasts with
your vulnerability and that,
coupled with the open-to-
interpretation plot, is why
it lies here.
Stifled
We won’t draw this out
Headset on, you bring this
wireframe world to life via
sound. Your echolocation
can draw the attention of
monsters, and when you
must choose between silence
and one late-game creature,
nothing is always scarier.
dev talk
“Humour is a fine line
to walk, especially in
a game like Control.
Telling outright
jokes would ruin the
atmosphere for the
player, so we instead
found our game’s
humour in the inherent
absurdity of daily
life at the Bureau.
[...] When you realise
these are just regular
folk with irregular
jobs, it makes the
horror they’re
experiencing
more relatable.”
Clay Murphy
Senior writer, Remedy
Entertainment
dev talk
“It’s more about being
implicit than explicit:
present questions
within the world, have
players explore it,
make them wonder,
and then have the
answers there as well,
but don’t give them
for free. You need to
participate, to be the
one that finds it out.”
Mikael Kasurinen
Game director,
Remedy Entertainment
An immersive world of horror Strap in and get scared silly with our top PS VR picks