Thursday, 19 July 2012


Taken From IGN

Slender shares a lot with Halloween. It has the same disturbing elegance. Every playthrough starts off in the same way. You switch on a torch in the middle of a forest in the dead of night, and you’re instructed to collect 8 pages of a scattered manuscript. There’s no mini-map or compass to guide your search, so you fumble across the terrain, getting lost, getting turned around. Occasionally you come across an ominous landmark – an abandoned pickup, four intersecting brickwalls, a building with white tiles lining its corridors.

These isolated structures emerge from out of the darkness, simultaneously offering safety – a site of civilisation amongst the empty woodland – but also a place where danger lurks; this is where you find the manuscript pages. Once you collect your first page, a sinister thumping begins that never stops. It throbs ominously. Something out in the darkness has been alerted to your presence. You’re being watched. And followed.

The Slender Man, like Myers, can’t be reasoned with. And the game’s controls are so limited you can’t plead or even attack. You can only run, terrified, through the darkness, until you’re out of breath and hopelessly disorientated.

The game is so effective because of a simple psychological ploy. The Slender Man will never spontaneously appear in front of you. (At least he never has in one my playthroughs.) So, to avoid being caught, the imperative is simple: Don’t Look Now. But the temptation to look behind you, to check that he’s not gaining ground, is overwhelming. Like so many works of horror, Slender punishes curiosity.

Ideas how the game should work

Main inspiration should be amnesia, slender and call of Cthulhu

Provide the player with objective to find objects that need to be investigated.

Their only means of interaction should be with the objects their looking for like Amnesia and Slender, Call of Cthulhu

This makes the player feel helpless, which is why both slender and Amnesia are scary

Have no attack, but maybe a kick to hold them back to allow the player to escape

The level should be dark, misty and only source of light should be the occasional light, moonlight and a torch.

Open space that are pitch black and multiple corridors of buildings so player is never quite sure what's around each corner

Possible make the torch occasional turn off at the worst moments

 Open space player never quite sure what around each corner

Not all scare moments should be scripted a lot them need to be random and made by the player paranoia

The player doesn't come in contact with the hillbillies directly until they have got most of the evidence.

Like slender when player turns around they can see hillbillies moving and hiding in tree line or behind building progressively getting closer

their could be bits were the players knocked over and hillbillies run off putting player on edge

Its scarier if the player never directly See's them until certain build up moment or have so the player can hide from the hillbillies and escape them

could have screen distortions as the main protagonist losing his sanity

Horror Games.

  • Scratches
  • Silent hill
  • Resident evil
  • Condemned (series)
  • Deadspace
  • Obscure
  • Castle Wolfenstein
  • The dark eye
  • Siren
  • F.E.A.R
  • Clock Tower
  • Alone in the dark
  • Broken Sword (Investigation Game)
  • Call of Cthulu 
  • System Shock
  • Eternal darkness
  • Amnesia
  • Alan Wake
Horror Films

  • Southern comfort
  • Tuck and Dale vs evil
  • Hills have eyes
  • Texas chainsaw massacre
  • Deliverance 
  • Scream
  • Dracula
  • The blair witch project
  • The Thing
  • Let the right one in
  • Dawn of the Dead
  • The Shining