Earlier today I saw a lot of “Top Lists” for the year of 2015 and this led me to throw up something on Twitter. Then I quickly realized I should dedicate more time to my favorite films from the years. There’s not many times I get to be wholly positive, so instead of posting a clumsily […]
SOMA’s design choice to show players why they’ll want to persevere on instead on introducing them to the unique horror concepts convinces them to tough it out when things start getting freaky.
There’s a concept in character writing that when you create a solid character you should be able to know what they would do in any situation without thinking about it. Think of a character. They’re in a rush to meet someone very important. They knock on a door where this person is supposed to be and there’s no answer. What next? Do they knock again? Either of these outcomes offer meaningful insight on the character, but you wouldn’t have a brittle-boned character try to break the door down and then die at the doormat. I don’t think anyone would want to tell the story of a brittle-boned character who died to a door. Unless you were Supermassive Games, the creators of Until Dawn.