Article
Hudson discusses their scary approach with Calling
`What makes people scared and how we can increase the scary feeling within them were very important to us. Of course, fears that stem from threat or attack are important but we want to put more thought into creating a scary atmosphere from psychological fear or pressures such that players will feel fear just see something there or the thought that something might happen. We researched the various Japanese horror materials already on the market. We didn`t want to go too crazy. We didn`t want to include concepts that weaken the player`s experience within the game, even though they may be common in movies or TV shows. We tried to incorporate the abnormal events of the game with a sense of balance. From this perspective, we made each character`s personality and abilities that of an ˜ordinary person.` We tried to avoid suddenly giving them a special power or having them behave unnaturally to finish the adventure “ for example, we didn`t want the characters to be shooting guns in a place like The Mnemonic Abyss. If I had to face the situation like this game, the only thing I can do is desperately try to escape.` - Kazufumi Shimizu, director
How is Hudson’s approach working out for them? If review scores are to be believed, not too well. It’s true that scores are wildly varying for the moment, but I’d have to say that the majority of them are falling rather low. You never know what to think with Wii review scores, though. Just look at Silent Hill: Shattered Memories. Another game that hit both high and low review scores. I think the Wii just isn’t meant for some people!
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Wed, 10 Mar 2010 06:34:42
