I don't know about the whole game percentage, but the small part I played had a corridor that was entirely pitch black. The light from the flashlight didn't pierce that far and the effect was really effing scary.
In contrast, I played some "horror" games on the PS3 where I could stand at one end of a "pitch black" corridor and see the other using only the light from my flashlight.
Back to FM - standing in front of the door I just exited, looking left and right and not seeing much either way, while eerie silence amplifies your every move? - that is some scary doo-doo.
Aid is like a pill that numbs the pain, if you take it too often you get addicted. President Isaias Afwerki
This simple and timeless quote sums up Eritrean government & people's self-reliance policy.
This time I'm showcasing a system we've developed for the game, called "dynamic danger perception"! Please, take a look at the attached pictures. The way it works is simple, sometimes Rose (the main character) will perceive potential danger, like for example some kind of untrustful door/window/object/trap etc. Her reactions and animations will dynamically change. It also affect the way her stamina is managed (yes, you must carefully manage your stamina to avoid getting tired which at the same time affects how fast and good you can fight/run away monsters). Along side the emotional/psychological state of the character!
Also, when Rose is spotted by an enemy or she sees an enemy, her states/animations will change according to that specific event!
Do notice the new exploration system, which allow you to fully 360 degree freedom movement and flashlight exploration of your environments!
PS: There's a lots of interactions in the game entirely related with fear that I'm going to show later in the future!