Wireframe - #25 - 2019

(Romina) #1

MASACHIKA K AWATA


ROLE: Senior producer, Capcom
HORROR CREDENTIALS: Resident Evil
series, Dino Crisis series
THE MOMENT: The first chapter of the
Higurashi When They Cry series was terrifying. It is a text-based
indie adventure developed by a small team, and the quality
of its graphics and sound was not particularly outstanding.
However, it caused a sensation online because of the story
depicting madness in day-to-day life and many intriguing
mysteries which are not unravelled in the first chapter. It
reached a mass audience later on through various adaptations
including an anime, but the first chapter still feels especially
scary with its story depicting a breakdown of communication
between friends.
From major titles, Dead Space was also impressive with
its unique interpretation of aliens and the well-realised
isolation of the space environment. Its intensity reminded
me of the first Resident Evil. The boldest horror moment
was the dismemberment when the player is killed, which
showed – instantly – that you were dead. Unfortunately,
such dismemberment could not be removed to comply with

strict rules set by the Japanese ratings board, which made
it impossible to officially release the game in Japan. Still,
many Japanese horror game fans did import the game to
experience it.
THE ADVICE: The sequence of ‘unique situation’, ‘unexpected
surprise’, and ‘the need for players to escape’ seems to be the
key to creating a good horror moment, which I think is the case
with the two titles above. Players won’t be afraid of dying as
long as they are chilled out, and there won’t be any surprise if
they are able to make decisions calmly. That’s why I think it’s
important to make extraordinary environments to get rid of the
emotional ease and reassurance of players.

SPOOKT ACULARSPOOKT ACULAR


BARBARA KCIUK


ROLE: Narrative designer, Bloober Team
HORROR CREDENTIALS: Blair Witch
THE MOMENT: Moments such as your first encounter with Pyramid Head in Silent Hill 2 or
sudden appearances of Scissorman in Clock Tower are still as adrenaline-inducing as ever,
but for me, the most memorable was the way Eternal Darkness: Sanity’s Requiem messed
with the player. The way it crosses the fourth wall in order to scare you – who wouldn’t be
terrified if the game suddenly erased all your save files or unplugged your controller in the
middle of the fight? It remains both unique and terrifying, even today.
THE ADVICE: The secret is... that there’s no universal recipe. There are no universal
tricks that always work. Creating horror relies heavily on surprising a player – with a well-
paced jump scare, eerie atmosphere, sudden change of tone, or some small, seemingly
inconsequential detail that just rubs the player [up] the wrong way. As a creator, you must
always be one step ahead of the player, and that’s exactly why there’s no easy answer to
‘how’. Always be creative, experiment a lot, and trust your intuition, because if you start
following the rules, you’re not going to scare anybody.

Spooktacular

Interface


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