Tuck in that turkey - Team EBC is carving up the details on industry topics like the new standard of 'AAA' games beyond blockbusters like Black Ops II. Plus, Skyrim's Dragonborn DLC not-so detailed, Halo 4 says "Hello" to a pretty pay day, Lara Croft is blowin' up in a TR CE, and PS Vita gets a major Plus next week! We're stuffing your head with gaming knowledge (and a side serving of puns) on this edition of EpicBattleCry!
EPICBATTLECRY SKIRMISH 171 SHOW NOTES
Hey guys! great show as usual. I very much enjoyed the discussion of horror in the main topic, which came as a bit of a surprise to me since I don't really consider myself a big fan of horror in general. I was really struck, though, by the points you made about solitude and player choice being some really effective tools to create scares that go beyond just gore and shocking or surprising scenes. I also agree with FrankeeNL that a feeling of helplessness goes a long way towards making a situation scary. The games that have scared me the most so far are probably Demon's Souls and The Walking Dead, each in their own way.
I feel like most of the fear I experienced in Demon's Souls was as a consequence of knowing just how helpless I was. Especially when you find yourself in a new area with a lot of souls, you very much do not want to die, and any sense of a new trap or a powerful enemy in the vicinity would always start my heart pumping. The Walking Dead, on the other hand, really plays on my sense of choice. Some of the scariest moments I've experienced in that game are actually when the optional text clues say ominous things like "Clementine will remember that." I'm thrilled by the possibility that my decisions will come back to haunt me. It's actually kind of interesting because I don't care about dying much at all in The Walking Dead, which you'd think would detract from its effective scariness, but I haven't found that to be the case. Anyway, great discussion, and I look forward to seeing how these elements continue to develop in the future.