Silhouette & Angry_zombie
I was thinking about how darkness can become a character in a horror game, like how the space between the lights creates tension. Do you see that in any games you’ve played?
Yeah, dark corners are the real MVPs in most horror games. Think of Silent Hill or Resident Evil 7 – the shadows aren’t just empty space, they’re like a silent watcher that gives you the chill before the jump scare. In Bloodborne the gloom around Yharnam’s alleys almost feels alive, like it’s breathing with you. Even in more recent titles, like Alan Wake, the darkness isn’t just a backdrop; it’s a character that feeds off your fear, pulling you deeper into the story. So yeah, that space between the lights? It’s the silent, hungry antagonist you can’t ignore.
It’s exactly the space that feels like it has a pulse. When the light is thin, the silence becomes a shape that wants to fill the gap. The corners aren’t just emptiness; they’re a suggestion of something hidden. I’m drawn to that in my own work, where the dark lines become the unseen brushstrokes.
Nice, you’re basically turning shadows into a silent stalker. I love it when the darkness isn’t just empty but practically a creep in the background, like it’s ready to pounce. Keep that pulse – it’s what makes a game feel alive, not dead.
Thanks. I’ll let the shadows keep their own rhythm. It’s the quiet threat that makes the game breathe.
Sounds like a plan – just make sure those shadows don’t turn the whole thing into a quiet massacre. Keep it spooky, keep it fun.
I’ll keep the edges sharp but not too sharp. A touch of danger, a hint of play. The shadows will be whispers, not screams.
Nice mix. Keep the whisper vibe and add a little bite when the player thinks they’ve got a handle – that’s where the real fun lives.