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You can find more information on Barrow Hill by reading this interview with Matt Clark, posted by CosmosGaming.
CG :While this is an adventure game, there are some definite horror aspects to it. What is being done to the game in order to create a dark and foreboding atmosphere that will invoke fear from the player?
Matt Clark:The game features hundreds of random events, which means no two players will have the same experience. The forest, which surrounds the ancient site, hides many a lurking horror. A torch lit stroll up the wooded hill is never dull, as glimpses of something nasty are seen, from the corner of the eye.
The creepy atmosphere experienced in Barrow Hill is structured from its cryptic beginnings to the climatic end of the story. The atmosphere change’s over time, as the players find their own path through the non-linear events, and trigger other events along the way. The atmospheric composition directs the visual mood, colour palette, sounds and music. It is enjoyable to draw on theatrical design experience, art skills and psychology whilst creating locations and events for the game. Locations that might, at first, feel like outposts of familiarity, lose their comfort upon further exploration. The visual and auditory combine to tell a different, more unsettling, story. Players with a keen eye and an open mind will find themselves caught in a visual web of story threads. Phobias are explored throughout the story, creating a personal horror for some players, and not others.
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