http://www.gamestudies.org/0301/carr/
spooky noises are an excellent way to give us the creeps as "the spatial indeterminacy of sound means that auditory illusion can be even more disconcerting than either optical or visual ones" (Ree, 1999).- Sound is clearly so important - yet another reference!
Silent Hill is a horror game, it aims for intensity, tension and fright, and its ability to generate such affect is fuelled by its more directed gameplay.- Perhaps linear gameplay is useful in order to direct a perfect horror sequence
The game is set in everyday places - cafes and gas stations, schools and hospitals. The ordinariness and familiarity make it all the more disturbing when things turn nasty.- This is why I wanted mine to begin in a hotel and slowly change
This was an odd article as it was comparing two games which is much different to the dissertation style writing I will be completing. Still, I have now caught up with all these little articles I found and can now continue with my research.
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