Frictional Games earned several slots in our round up of the best horror games on PC, and deservedly so with games like Amnesia: The Dark Descent under their belt. But what of their next venture, SOMA? This sinister sci-fi horror was teased with a series of live-action videos before being revealed to be another exploratory first-person horror game, this time set in a Giger-esque world of dark, undulating cables and exposed brains. Time for a chat with Frictional Games creative director Thomas Grip to discover the thinking behind his latest horror.
First Person Horror
As the saying goes, pant-browning terror is for life, not just for Halloween. So while pumpkins are cleared and children stumble dimly through sugar hangovers, horror games continue to plot new ways to scare your bejeezus away. And for Red Barrels, the creators of asylum-set first person horror Outlast, that means a newly announced DLC pack, called Whistleblower, which will act as a prequel to the main game.
The Kingsport Cases' drab port town manor may not dazzle, but a fascinating story machine churns beneath its pixels. It starts like many mysteries—you're a detective who arrives at a late-night party—but the layout of the manor, who you'll meet, their motivations, and the mystery itself are, according to developer Machines in Motion, proceduarlly generated for each new game. The novel idea is headed to Kickstarter on May 1, with a demo to follow shortly after, according to PC Gamer's e-mail correspondence with programmer and producer Andrew Stanek.
Erie is your latest atmospheric first-person horror game, following in the footsteps of Slender Man like some sort of supernatural stalker. Developed by the University of Utah's EAE Master Games Studio Program, the game takes place in and around a nuclear plant on the shores of lake Erie, in the terrifying period known as the mid-sixties. It promises mutants, scares and, clearly best of all, "hidden, rotting cats". Well, at least they were considerate enough to conceal their stinking corpses from the world.
Slender: The Eight Pages has delivered plenty of free scares already, but there's probably a market for those who'd like to be scared at a higher resolution. Slender: The Arrival with slake that thirst with a high fidelity update to its Unity predecessor. It's being made by Parsec Productions, who made The Eight Pages, in conjunction with Blue Isle Studios.
"The final version will include improved visuals, more content, more levels, and an engaging storyline to add to the Slender setting" they say. It'll arrive on PC "in the coming months." The Slender: The Arrival site has two screenshots of the project, which are safe to look at, I promise.
Alongside the launch of Dead Island today, Destructoid bring news of a huge patch set to hit this Friday which fill fix 37 bugs, from animation glitches, to UI problems and a few issues with unresolved quests. Checkpoints have been tidied up, "enemy reaction to fire" has been tweaked, and thrown items can no longer be picked up by co-op partners to stop thieving survivors from jumping in and nicking your precious electric katana. You'll find the fixes listed below.
The latest batch of Dead Island screenshots may well be the most violent yet. We've seen 'orrible zombies and blood soaked swimming pools, but the image of an undead head disintegrating into a cloud after being shot in the head sets a new bar. Still, you know how it is, playing zombie games means seeing lots of zombie brains. Mmm, brains. New images below.
Remember that amazing Dead Island trailer? It was a great trailer, but gave us little clue as to what the game will be like. Luckily, six new GDC screens have arrived showing the huge holiday resort, a man with an electrified machete and lots and lots of undead. You'll find the new shots below. Click to see them full size.
OK, I’m proper scared. I’ve just been stalked through a sewer by something I can’t see, let alone fight.
The only thing that gave it away was the languid ker-splosh of its footsteps as it ranged around after me. Every time I lost my footing on the narrow path of tottering crates and other detritus and landed in the drink, a flurry of intense sploshing rose sharply in volume as it made for my meat. It was utterly, panicinducingly horrible. I made errors in judgement, I missed jumps, I clenched. When it was all over, I nearly had a little cry.