"It was hilarious to watch, but it was also one of those moments where you realized, oh, OK, this can be really real for some people. You would point at it, and then he’d point the gun at the headcrabs to deal with any headcrab situation." He would literally take the head-set off. He would only play-test sections without headcrabs. "We have one artist at the company who refuses to play the game if there are any headcrabs in the room. "We have one artist at the company who refuses to play the game if there are any headcrabs in the room." Corey Peters, level designer One unnamed member of staff at Valve helped that effort by highlighting that staring into the midriff of a headcrab is not everyone's favorite way to spend a day. Not everybody’s going to watch a horror movie, but if you can make it a little more accessible, then it’ll help people get through those moments," says Peters. "We wanted to make something that was more accessible than, say, a horror movie. Moving down a dark tunnel with Alyx's small flashlight (attached to your left glove) is a war on the senses, even when you're 99.9% sure you've killed everything in the immediate area. Not accidentally making the most upsetting horror game ever created for VR was a consideration for the team, because everything is so inherently intense in the game.
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