Serendipity Writes the Plot: Difference between revisions

Content added Content deleted
m (revise quote template spacing)
m (update links)
Line 96: Line 96:
== [[Web Original]] ==
== [[Web Original]] ==
* ''[[Zero Punctuation]]'''s Yahtzee declared that older horror games are more frightening than the newer ones, because the older games had to have "fog" due to technical limitations, and the monsters weren't as well fleshed out, leaving the details up to the viewer's imagination. And when it's up to your subconscious, [[Nothing Is Scarier|it's always scarier]].
* ''[[Zero Punctuation]]'''s Yahtzee declared that older horror games are more frightening than the newer ones, because the older games had to have "fog" due to technical limitations, and the monsters weren't as well fleshed out, leaving the details up to the viewer's imagination. And when it's up to your subconscious, [[Nothing Is Scarier|it's always scarier]].
{{quote|''"This was part of ''[[Silent Hill]]'' from the beginning. Konami wanted to make a full-3D survival horror game, but since they were making it on the [[PS 1]] they had to wind back the draw distance to about six inches and make up a story about supernatural fog. Result: instantly iconic horror, and by following the same principle, ''Silent Hill 2'' still looks fantastic despite the [[Play Station 2]]'s datedness."''}}
{{quote|''"This was part of ''[[Silent Hill]]'' from the beginning. Konami wanted to make a full-3D survival horror game, but since they were making it on the [[PS 1]] they had to wind back the draw distance to about six inches and make up a story about supernatural fog. Result: instantly iconic horror, and by following the same principle, ''Silent Hill 2'' still looks fantastic despite the [[PlayStation 2]]'s datedness."''}}
** This was part of a column he wrote about several "rules" game developers should follow, one of which was something like "Thou Shalt Always Embrace One's Limitations", which is this trope in a nutshell.
** This was part of a column he wrote about several "rules" game developers should follow, one of which was something like "Thou Shalt Always Embrace One's Limitations", which is this trope in a nutshell.
** He also thought that ''[[Driver San Francisco]]'' was all the better for explaining the body-jumping mechanic and all [[Acceptable Breaks From Reality]] as part of Tanner's [[Adventures in Coma Land]]. When a chase ends with the target escaping out of the gameworld's limit, the game [[Lampshade Hanging|hangs a lampshade]] on with Tanner having to make excuses for losing him without saying "He went past the edge of my dreamworld".
** He also thought that ''[[Driver San Francisco]]'' was all the better for explaining the body-jumping mechanic and all [[Acceptable Breaks From Reality]] as part of Tanner's [[Adventures in Coma Land]]. When a chase ends with the target escaping out of the gameworld's limit, the game [[Lampshade Hanging|hangs a lampshade]] on with Tanner having to make excuses for losing him without saying "He went past the edge of my dreamworld".