"This ending What's the devil!! "

Lin Xue is shocked. She thought that after so many years of torture, the leading actor finally came out of the shadow of his wife's death, and finally committed suicide?

this ending is too gloomy. The leading actor has only two ways, either to indulge in the nightmare of his wife's death and never wake up, or to commit suicide?

Lin Xue felt that he was the whole person No, after playing this game, I want to directly pigeon. Go out and listen to a crosstalk to ease it

……

Many contestants in the design competition bought the game at the first time. They were curious about what Chen Mo called "a better idea to limit their vision"?

then they suddenly realized when playing the game. Right, the so-called "limited vision" doesn't have to be limited by traditional vision. It's totally different You can use other ways of expression!

the traditional visual restrictions have already been dug up for quite a long time. There are only a few kinds of them, and the players are also a little tired.

For example: limit the field of vision of players through darkness, create unexpected danger through narrow space or open door killing, etc.

And around these visual restrictions, through some special "means to remove the visual restrictions", we can create a relaxed experience of terror for players.

For example, the dark scenes and night vision cameras in escape are very classic practices, which have been learned by many designers of horror games until now.

However, "suffocation" has a unique way in the relatively solidified horror game production, which is a thorough creative victory.

Is suffocation a hard game to play?

after playing it, these designers found that it is not hard to play at all.

Horror game is actually a kind of game type that tests art very much. The more realistic many scenes are, the stronger the horror atmosphere they create for players.

In order to give these designers a fair competition environment, Chen Mo also specially opened the art material library of thunder game for them, and all high-precision art materials of horror game can be freely used.

Without these art materials, the horror games made by these designers must be very hot, and even some better ideas can't be reflected at all.

Brain Mending: if the art scenes in escape are made in a very simple way, and the monster's movements are rigid and the maps are simple, how much more horror atmosphere can be left

But "suffocation" is a game that doesn't rely on art materials. All the horrible levels are displayed with simple lines. It's the most simple horror game in history.

These designers all know that for Chen Mo, a designer of this level, he has almost unlimited resources, and can naturally use top art materials to make a high-quality game.

But what about the new designers? How to make a game with excellent quality and new ideas under the condition of saving resources as much as possible, but it's too difficult.

Chen Mo didn't use the game "suffocation" to show off his skills, didn't make it so fancy, but used the least resources and the most novel ideas to tell all novice designers how to design the game according to their own situation.

Many people feel it when playing this game. It seems that this game gives a completely different experience of horror game?

although it's not different, it's quite different from other horror games.

After a good experience, these talents suddenly realized.

Because of the sound of the game.

In other horror games, sound is only used to set off the atmosphere.

For example, in escape, different scenes have different sound effects.

In a quiet scene, the player can clearly hear his footsteps, his spirit will be highly tense, any slight wind and grass movement may make him feel a burst of fear;

when being chased by monsters, with the fierce background sound and the howling of monsters, the player can clearly hear his rapid breathing and heartbeat, which will make his adrenaline Surge, feel extreme fear.

However, "suffocation" is a unique way. It makes the sound used to foil the horrible atmosphere as a means for players to understand the surrounding environment, which is equivalent to the combination of vision and hearing.

Players are faced with a choice all the time: they will be submerged in the dark without sounding to explore the way; sounding to explore the way violates human instinct of self-protection, and may lead to monsters in the dark.

This kind of unique visual restriction makes "suffocation" obtain a series of unique playing methods. It is no longer a pure parkour, but a combination of mystery solving, exploration and Parkour. At the same time, combined with a unique art style, it provides a completely different horror game experience for the players.

What's more, this game perfectly matches the features of next generation VR.

Players can make any sound in the game, whether speaking, coughing or knocking on the wall, which can be used to explore the way.In this way, the player's sense of immersion is further enhanced. He can even see that the size of his voice affects the range of sound exploration. Every time he makes a sound, he should carefully consider and be careful. Unlike other horror games, he only needs to hold the sound.

Of course, if someone asks, "is suffocation a horror game beyond the classics?"

obviously not.

Among the horror games made by Chen Mo, "suffocation" is obviously the simplest and least frightening one, which has nothing to do with "escape" and "silent mountain".

But Chen Mo made the game mainly to show all novice designers the infinite possibilities of game making.

New designers are limited to various resources, so they can't make good games?

of course not.

Using the existing resources, mining their own brain holes and creativity, making the best of their own works, which is what a designer should do.

In other words, what is a good designer?

not a good hand, but a bad hand.

Excellent designers can make up for all shortcomings with excellent creativity and create works beyond the times, which is the most attractive place in the game design industry.

The designers who participated in the competition all said that the big guy is really the big guy. We can't beat him even if we waste our Martial Arts

This kind of feeling is like in some fantasy novels, the big guy says "I suppress the realm to fight with you". After the fight, he finds that it's still crushing!

"what can I do? I feel like I can't reach the height of serent in my whole life Ah. "

Some designers feel that they have never doubted life like they do today