The guy's got some pretty twisted, warped ideas on how to scare people. On suspicions of enemies having a supernatural bent, Hines remarked: "It's Shinji - he's not the father of survival-horror for no reason. The story, beyond Sebastian being called the scene of a heinous murder and waking up in body-strewn asylum, is a secret. Now maybe you took him down and he's going to stay there," said Hines, "or maybe he's just faking it and waiting for you to get close so he can jump at you." "You can shoot a guy's legs and he'll fall down on the ground. The guy's got some pretty twisted, warped ideas on how to scare people." Pete Hines It's Pete Hines' imaginary hand!Įven when you're armed, bullets will be sparse, and shooting enemies - even in the head - won't necessarily kill them. "It's Shinji - he's not the father of survival-horror for no reason. "You just have to think your way through the areas that you're in." (Psst: why doesn't Sebastian keep the knife?) So it is that you'll be defenceless for the whole first part of the game. Part of the survival aspect and the horror aspect is creating that tension." "We don't want it to feel like oh this is just really easy and I can make mistakes and I'll be fine. "It is a game that we want to be difficult," affirmed Hines. What Sebastian does next is probably a nicer surprise to see in the video itself - particularly the ending. It begins as I mentioned: main character Sebastian, a detective, is strung strung upside down alongside half-a-dozen or so corpses in a dank and dark and blood soaked interior.Ī hulking and equally grimy brute is his apparent tormentor, glimpsed at the beginning dragging a body into another visible room where a slab/table awaits. The E3 2013 demo is talked over by Bethesda's mouthpiece Pete Hines as part of a PlayStation Livecast presentation. These days he works for Bethesda, his new Japanese studio Tango Gameworks bankrolled by Bethesda's parent Zenimax. That's Shinji Mikami who created Resident Evil, in case you don't know. You can check out the Evil Inside announcement trailer below.'Butcher can't start an E3 demo strung upside down in some kind of dark, blood soaked slaughter house,' you might say - well clearly in Shinji Mikami's The Evil Within game you can. That one instance felt like maybe this will be a tongue-in-cheek experience, but the jump scare Force feels strong with this one, so I guess we’ll just have to wait and see. I mean, aside from the hilariously goofy flash of a hanging clown in place of a chandelier. But if this trailer is indicative of what to expect, well, it’s just running with what P.T. Now, to be fair, there isn’t much to go off here, so I could just be judging a book by its trailer. hasn’t faded, at least not in the eyes of game developers. (I also acknowledge that, with Resident Evil 7, the VR element might have forced their hand a bit here).Īnd now, with the announcement trailer for Evil Inside (I keep wanting to call it the Evil Within, itself a middling horror franchise from Resident Evil alums), we see that the allure of P.T. But one thing is for sure, the impact that that little demo had on the horror genre is felt to day, with even juggernaut series like Resident Evil cribbing the first-person, claustrophobic mood and design. We’ll never know how closely the full game would’ve resembled that playable P.T. demo, itself designed as a playable introduction to Hideo Kojima and Guillermo Del Toro’s defunct foray into the aforementioned Silent Hill series. These days, horror seems to mostly be flourishing in the walking simulator genre, perhaps in no small part thanks to the endearing love for the now unobtainable P.T. Developers used to combine action games with horror aesthetics, without needing to constantly rely on jump scares. I used to a huge fan of horror games and the horror genre - games like Manhunt and The Suffering, or classic staples like the earlier Silent Hill and Resident Evil titles.
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