Three Specific Kinds of Terror
A video on YouTube. In Video Essays, a Krater category.
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An analytical video exploring the horror mechanics of Amnesia: The Bunker, Who's Lila?, and The Utility Room, concluding that their horror stems from the loss of control and the consequences of player choice.
From the video
Answers: What do horror games like Amnesia: The Bunker, Who's Lila?, and The Utility Room reveal about the horror genre?
- horror game design
- player agency and choice
- resource management in horror games
- facial expression mechanics in horror
- atmospheric dread in virtual reality
What it concludes
- Amnesia: The Bunker blends helplessness with an arsenal, punishing resource management and forcing difficult choices regarding survival items.
- Who's Lila? subverts traditional dialogue trees by forcing players to manually manipulate facial expressions to convey emotions in real time.
- The Utility Room utilizes VR scale and atmospheric dread to create an unsettling, primordial sense of horror without traditional genre tropes.
- All horror ultimately stems from a loss of control, and games that grant agency simultaneously deny it by forcing players to live with the consequences of their mistakes.
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