August has been a fantastic month for horror buffs with the launch of the most popular indie horror game five nights at Freddy’s, which is a power management puzzle game where animatronics robots give you jump-panics upon failure, as well as the remakes of both metro games in metro: redub, which while not completely horror games, have their creep settings and clench-inducing minutes. On august 12th sonny as well as the fictitious business, 7780s studios, released a demo of forms on the playstation network that will shortly go on to be shown as a playable teaser for the next silent hill game, despite the demo being in first person. Besides the playable teaser being a brilliant advertising apparatus, as well as the first of its type, in addition, it managed to be among the greatest, and most terrifying, horror games I have ever played.
In 2010 amnesia: the dark descent, which is considered as among the greatest horror games ever made, was released and started somewhat of a surge of first person horror games where the player would be defenseless, with only a torch as their disposal to assist them browse the surroundings while avoiding being captured by the enemy, who would basically be stalking you for the length of the game. What made amnesia this kind of terrifying experience for me was the feeling of dread that gathered in me as I also would stick with me for some time later, and continued to play the game. While I have loved other lantern-style terror games, none fairly got to me in that same manner that the very first amnesia did, not even its sequel, until put.
The whole encounter feels fairly whole while it is only a teaser. Regardless of the brief Resident Evil VR, there is lots of content here, lots of which you do not even need to get to finish the game. The complete game occurs in a home, whose ends are joined by doors, one of which is a portal site to the other within a few halls, leaving you to browse them to solve the games puzzles. There is absolutely no clear target at any given stage besides reaching the trailer in the ending of the demo. When you are solving the games puzzles that are odd, you are never actually working towards any alternative. All you understand is why, or the fact that you are altering something in some way, but you never truly understands what. There is something to be said about this sort of progression, I believe it lends significantly to what makes these sorts of games so frightening. You are basically compelled to aimlessly wander through a place where you are always in anxiety about being assaulted, all while being unable any activity besides walking and looking.