

Once you understand the script, it stops being scary. This complex system could solve one of the biggest challenges facing horror games. This walk from the elevator from the morgue to the tram… the intensity director plays 100% Sometimes there will be fights, sometimes it will be dark with whispers, sometimes all the lights will come on and a walker will appear, and sometimes nothing will happen. “When you kill the captain and come back on the elevator, now you have to reach the hangar to go to chapter 3. “Take Chapter 2 as an example,” says Campos-Oriola. This adds a new layer of unpredictability to the experience that will keep players on their toes both during their initial playthrough and on repeat visits. This can change what enemies spawn, where they spawn, how much fog is present, how lights work, and much more. The tool is a behind-the-scenes conductor that can dynamically change multiple game elements, potentially making a room feel completely different the second time you walk through it. What’s most impressive, however, is something that’s completely invisible to the player: the Intensity Director. There is a kind of propaganda, the atmosphere of the 1960s. “We actually imagined, as if we were living there? How about we work there? How would it feel? Not a very happy place! We wanted to capture that feeling… You’re going to see all these posters that talk about the culture, the way they live, their values, etc. And yet, in the game, it was a bit stripped down,” Mike Yazijian told Digital Trends. “You look at the ship and you go there, it’s a place where people live, they work, they’re there for long periods of time. The rooms have a lot more scenery, with some aspects even adding environmental storytelling which gave me flashbacks to Prey (2017). For example, the team went to a lot more trouble to make the Ishimura look like an inhabited space rather than a series of hallways. There are also many small details that caught my attention. The Ishimura is now walkable from end to end, as the game takes place in a single continuous shot like God of the war (2018). There is no loading period according to EA. The biggest change is that chapters are no longer interrupted by tram rides and lengthy loading screens. The tech boost isn’t just about visual fidelity – in fact, it’s the part of the demo that intrigued me the least.
