Wireframe - #25 - 2019

(Romina) #1

WRITTEN BY IAN DRANSFIELD


I


t’s the spookiest time of year! Unless you’re reading this
feature some time other than October, in which case
you’ll have to do a bit of role-play to get into the mood.
Anyway, it is the spookiest time of year, so we figured
we’d look at some of gaming’s super-spookiest moments,
because for all the arguments of what they are and aren’t good
at, one thing is certain: games can do horror very well indeed.

But rather than just carry on with our own interminable
waffle about the dogs jumping through the windows in
Resident Evil, or whatever, we put the questions to some of
gaming’s great horror designers to find out their favourite scary
moments, and just how it is people can successfully create
moments of their own that could well make players totally
spook out. To the max.

LOOKING AT THE WHATS AND HOWS OF GAMING’S GREATEST HORROR MOMENTS


SERAPHIM ONISHCHENKO


ROLE: Narrative Designer, Frogwares
HORROR CREDENTIALS: The Sinking City
THE MOMENT: To this day, I still remember
meeting the first victims of the sand plague
in Pathologic. By this point in the game, the weird and
cryptic intros had scrambled my brain on what to expect.
The NPCs I’d met in The Town are all extremely odd and
eccentric, so I knew something was properly off about
the world, but I still didn’t know why. Then examining the
house of the Haruspex's missing father, I heard a horrible
moan behind. I turned around and there they were – his
patients, victims of the plague, coming slowly towards me.
THE ADVICE: I often think build-up and suspense, along
with clues that something horrible is coming, are the
‘secret ingredients’ to making a really impactful horror
moment stick. If you get the player in a state where they
expect something terrifying but they’re not sure what it
is, their mind will frantically start trying to put together
the trail of crumbs you’ve left to overcome this. And you
can get devilishly creative with these clues. Some are real.
Others are for misdirection. A bit of level and audio design
tricks here and there, maybe a shadowy creature with a
subtly off animation, a slight change in the music etc.
The worst fear is the fear of the unknown, but making
the player hyper-aware of the fact that they don’t know
what is coming, is all the more terrifying.

SPOOKT ACULARSPOOKT ACULAR


22 / wfmag.cc

Spooktacular

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