It's when you're disoriented and a little lost in the dark and the battery on your camera starts chirping that "Outlast" is at its most effective. It's the part where "Outlast" attempts to tell its complicated and largely forgettable story about an evil corporation run amok and German spirits that the first effort from indie developer Red Barrels starts to falter. In fact, after a strong and largely unsettling first hour, "Outlast," the first-person horror game Red Barrels slips from fresh and frightening early on to tired and familiar by the time the final body drops.
Last month Zombie Studios, the six-man team behind "Blacklight: Retribution," announced "Daylight," a horror game about an amnesiac who wakes up in an abandoned psychiatric hospital. The fact that abandoned psychiatric institutions -- "insane asylum" is no longer the preferred nomenclature -- have been scientifically proven as the scariest buildings in the world sets the scene, as you can see in the new trailer (embedded below).
The game revolves around trying to escape from the hospital (obviously, since they're universally terrifying), navigating its haunted halls by flashlight or flare, using your cell phone as a GPS to track your movements. Speaking with Destructoid, creative lead Jared Gerritzen compared the game to being a rat in a maze: "It's kind of cool because the storyline is about this hospital and this doctor that was doing all of these experiments, and this insane kind of thing that really fits with the '50s/'60s tests on rats," he says.
"And so it's really funny that you're literally just trying to find your way through this map, but as you're going through, you're constantly being hunted and you're constantly being scared. Everything is different each time."
The man responsible for directing nearly 50 cut scenes in "Resident Evil 5" shed some light on how they were made, and explained how he was influenced by "Metal Gear Solid 4," "28 Days Later" and "Black Hawk Down." Read More...
There's no good reason we haven't seen a decent video game based on horror's iconic monsters -- Jason Voorhees, Pinhead, Michael Meyers, Freddy Krueger -- and while watching a trailer for the new "Friday the 13th," inspiration struck: "Heavy Rain" provides an amazing framework for one. Read More...
The pressure must have been immense for Double Helix, the American studio tasked with creating the next "Silent Hill" game.
"Silent Hill" fans are rabid, obsessed with the series' intricate plot nuances and typically resistant to change (see: the formula-altering "Silent Hill: The Room").
It's with this mentality that Jason Allen, lead designer at Double Helix, went into approaching the development of "Silent Hill: Homecoming." Reception to "Homecoming" has been mixed from fans and series newcomers.
After finishing "Homecoming," I sent Allen a series of questions that I came up while playing through the game. Why not change "Silent Hill"'s archaic approach to puzzles? How did they choose Pyramid Head's appearance? Did they spend too much time making the game feel like the old "Silent Hill" games?
Read on for his answers. [SOME SPOILERS ABOUT THE GAME'S VILLAINS FOLLOW...]