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The anatomy of a scare: how do games frighten you?
Imagine you're standing in a hallway in a game - what does the scene need in order to make it scary? Should we turn the…
Watch on YouTube"With Still Wakes the Deep, our intention was to ground the player in realism, comfort and mundanity, then slowly remove the safety nets to expose natural human phobias which would create a general atmosphere where scares would be effective. Unlike most games of that era, which took place in hard-to-access locations like schools at night or hospitals, Clock Tower: The Struggle Within brought horror into an ordinary, everyday space. "I believe we have been very lucky to create something in which players can act out the fantasy of being the villain in a horror movie or can experience the thrill of being chased, or can just spectate on this very good raw show of humanity and emotions.
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