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zakruti.com » Humor, fun and entertainment » Polygon
How Survival Horror Evolved with 3D Technology - FiendZone

How Survival Horror Evolved with 3D Technology - FiendZone

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Rating: 4.0; Vote: 1
Learn how survival horror games went from exploration-driven to hide-and-seek stealth games in this episode of FiendZone I havent played very many fixed perspective horror games, but a few years back some friends and I were playing Fatal Frame 2 which has a similar camera angle thing to Resident Evil. Trying to find monsters in the camera angle definitely force you to move forward. Absolutely terrifying to know theres a monster in the room with you but you cant see it because of the camera angle. Fatal frame took it to the next level because you had to literally find the best angle to take a picture of a monster/ghost. It was really cool that the graphics limitation basically created the way that the mechanics worked.\r\n
Date: 2023-12-10

Comments and reviews: 14


If you haven't, check out chair in a room greenwater for what might be the best VR tricks in a horror game! You need kind of a big space because the game has no other movement but you taking steps, and every time you open the door to a new room, you appear facing the door, which means you get to walk in your room again AND you have to turn physically turn around and face a possible scary thing.
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If old horror. um classic horror inspired the feel and storytelling of those early survival horror games, what will inspire the new virtual reality games? Films are still a pretty much a 2d medium causing them to fear because they can frame things in a specific way. And once they do get it right with the VR what change will it trigger in the horror genre?
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-once they do-. Resident Evil 7 for VR has been out for a while, and Alien Isolation has a pretty good mod that active VR in the game at a native level. Horror adventures are plenty in VR, people were scared that it was going to be the only genre that would exist in VR.
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It-s so interesting to hear this kind of analysis of how video games are developed, and how they evolve. I-m so glad this series exists. Oh and Jenna is serving up looks as per usual, I especially love the overalls and graphic t
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Please keep doing this series! I love it so much. It gives me hope, that my academic training in media science is actually usable outside academic contexts und usefull in journalism as well! You are my role model, Jenna!
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it's not so much 3D technology advancing as it is technology in general. but Eternal Darkness was such a creative horror game using technology to add to the horror. It broke the 4th wall in ways that seriously shook me up
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This series is so interesting! I've always been super interested in what makes different forms of horror work, and I love how well put together these videos always are. Great job as always!
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tbh the best part of fiendzone is how reassuring it is to see someone with a masters degree in the humanities actually get to make media analysis content professionally. you rock jenna!
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this fiendzone was such a treat! keep doing this good work! -
also, is the song something from taz? it sounds really similar from the ones in the wonderland ark?

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Why not just use cues to draw attention to what you want them to look at, and then trigger it when they interact or look at it. Then you know where they're looking
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figuring out how the mechanics of horror games respond to technological advancements? this KICKS Jenna, thank you for this series and the analysis throughout
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Jenna, I love this whole series. The horror genre is just not for me, but this is such a well done series, I've watched every episode!
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Even if silent hill was an fps you could force the player to look away from the window to inspect the radio through level design.
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that monster growl gave me flashbacks. still scary to me. thanks for bringing up Alone in the Dark and Siren.
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