26w ago - Red Barrels Co-Founder Philippe Morin promises PS4 fans today that Outlast will scare the heck out of you on the PlayStation 4 console.
To quote: Hi, I'm Philippe Morin from Red Barrels! Together with co-founders David Chateauneuf and Hugo Dallaire, we started an indie studio for one reason: to use our experience working on games like Prince of Persia: The Sands of Time, Uncharted: Drake's Fortune and Assassin's Creed to make the horror game we've been talking about with each other for years.
We're all big horror fans, especially David, and the game we wanted to make, a realistic survival horror game, wasn't the type of thing any big companies were willing to take a risk on. So we're taking the risk ourselves with Outlast, a survival horror, stealth-based game set in an abandoned asylum, coming to PS4 next year!
The best games make you feel something, some type of emotion that sticks with you after you're done playing. And fear is one of the most powerful emotions we can have as human beings. So for us, to make the best game possible, we know that we have to scare the heck out of you. We're trying to do that in a number of different ways, but where we start is with the design.
In Outlast you play as a journalist with no weapons or fighting ability. You're powerless and...
289w ago - EA's Executive Producer Glen Schofield on Dead Space admits to getting a thrill out of putting the fear into gamers.
In this interview he talks about the challenges of pacing 16 hours of game play with enough scary moments and staking claim to the sci-fi horror-survival genre.
Das Gamer: As the creator of a horror game, what actually scares you?
Glen Schofield: Spiders. I hate them. Not sure its fear, probably more hate, but I don't like them.
What scares you when it comes to games?
Glen Schofield: The atmosphere, the unknowing. What's around the next corner, the adjacent room, that closet? With games I know it can come at you from any angle. In movies it's going to be where the camera is pointed.
What do you think the difference is in creating something that scares a gaming audience versus an audience going to see the next edition of Saw?
Glen Schofield: With a movie the director can frame the scene, point the camera and set everything up just perfectly for the scare. In games you have to be prepared for the player to miss moments, to come into them differently than you planned or just see a glimpse of it. We have to think out every scare moment from a hundred different perspectives and scenarios.