Thank you for the kind words!
Believe it or not, it only took me three days to pen the whole thing. My other design articles, by comparison, are usually a week in the making, what with all the example-gathering and research I have to do.
To answer your other question, I’ll admit that the Atomic Heart post stemmed from a…
Thank you for the kind words!
It was a great piece. If I may ask, how long did it take you to write it? Could you share a little about your analysis and writing processes? I’d love to hear how you work.
I wouldn’t be so sure. You have the guy awkwardly levitating above the railing, and the light on the wall looks like there’s water all the way to the ceiling. It’s the details that make you question everything when they don’t add up. The best perception screw there is.
A slithering blob of water gallivanting in the air! :)
I wholeheartedly agree that jump scares are second-rate compared to the creative toying with perception.
Glad to see my Atomic Heart piece on this here roundup. Even Mundfish (the game’s developers) were quite fond of it.
That last GIF weirds me out the most. It’s like I cannot comprehend what I’m seeing. Is this underwater, and that slithering blob is air? Is this air, and that slithering blob is water?
Today’s selection of articles from Kotaku’s reader-run community: A Wicked Manifesto: Why Atomic Heart’s Existence Is Crucial In An Age of Strife • I Can’t Stop Listening To The New Opening For Fire Emblem Heroes • Anime Quick Hits 2 • TAY Retro: Activision - “Activision 1982” [Corporate Promotional Video, NA]
It’s fair to say recent times, particularly the 2010s, have proven rather... eventful.
This is a very good topic, and I can tell you have done a lot of analysis, but it’s hard to sift through all the flowery language. Your ideas are good enough to interest the reader on their own - you don't have to write poetry.
What were your thoughts on Deus Ex: Mankind Divided’s Prague or DE:HR’s Detroit? I really liked how, especially Prague, they captured the feel of a foreign city and imbued the city itself with character.
When it comes to engrossing the participant into a work of art, one of the most efficacious concepts a creative talent can leverage to have their vision fully realized and capable of enthralling even the most discerning of critics is the idea of using visual and/or auditory tone to create a gateway into whatever world…
Don’t get me wrong, it was a great article. But it read more like a student paper from my college Lit Theory course than a piece on a gaming blog.
But I do think you could clean it up and submit it to an academic conference!
Been a while since I posted something, so it’s nice to see my latest piece on there! :)
I think the problem is that this reads more like a pseudo-academic paper than an article with some (very good) points to make about human psychology.
I always wished that the Splatterhouse arcade game had a bezel with artwork.
Today’s selection of articles from Kotaku’s reader-run community: Here Be Monsters: Producing Tangibly Minatory Creatures In Video Games • Pokémon Let’s Go Will Print Money • Bask In The Absurdity Of The Official Musical Tribute To Mortal Kombat’s Scorpion • TAY Retro: Colecovision - Super Action Controller
Humans are audiovisual creatures
You definitely hand-picked great examples for each of your points, but one thing that I kept thinking about (which is through no fault of your own) is: has there ever been a monster that hit all these points simultaneously?
Um... Not to be too off topic here, but there’s a few readability issues that I fear may block you from receiving much feedback for what I think is a really great article.