Let me explain: here there is no question of solving the problems as in a vulgar action game where it would be necessary to destroy everything in its path. Learning is painful, long and it requires mastering the movements of the character in a 3D environment. ![]() As much to say to you that the movements combined with blind spots of a lazy camera contribute to create a very distressing feeling around the corner of a corridor or behind a door.īy the way, aren't these Japanese from CAPCOM great? They have just invented the Survival Horror, a sub genre of the Adventure / action game. Shinji Mikami (creator of the series) will recognize half-word ideas inspired (stolen?) Of a very French game created by Frédéric Raynal, the avant-garde Alone in the Dark released in 1992, 4 years earlier. Admittedly the technique is still awkward, but when you consider that the game was originally released on an aging Amiga that had been made to spit out all its lungs. The creators didn't hesitate to draw on Western horror movies as well with Night of the Living Dead by Romero and his creepy zombies. With minimalist sound effects (your footsteps) and agonizing still shots, the fear of the unknown is heightened by encounters with zombies that can's be dodged. The general stress caused by just-in-time resource management, a horribly rigid interface and travel wrote the letters of nobility for the genre that would last until the early 2000s before this hackneyed gameplay be replaced by a full 3D that is more immersive and less frustrating. Not to mention an archaic backup system, but part of almost hardcore mechanics that leaves no room for guesswork, and forcing you to carefully choose when to consume your ink roller. In this year 96, however, the shock remains enormous and is one of our best memories of players of the time.
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