![visage horror visage horror](https://www.gamereactor.eu/media/36/visage_anotherpt_inspired_1673623b.jpg)
It’s the kind of level design that seemingly has one goal in mind: the uncanny valley, a feeling that something is familiar yet simultaneously unfamiliar. While not wholly abstract, there are peculiarities within its design that offset the otherwise traditional look of a 1980’s home. What quickly becomes apparent is the labyrinthine layout of the house. The main goal of Visage is to delve into the mystery of the house in which the game takes place and unfurl the dark history that has plagued its walls and its previous inhabitants. We are alone in a house and must now explore it. When the game proper begins, we are no closer to understanding why the events in the cut-scene unfolded. Even if we know what has happened, we might not know exactly why. These are tried and tested methods of the genre and are vital to inspiring fear in players. To not know what has happened, what’s going to happen, or who someone is. One aspect of horror gaming that often goes unsaid is the sense of mystery. We see there are people in the room with us.
![visage horror visage horror](https://apkvision.com/wp-content/uploads/2018/11/34436.png)
We are unable to stop them (to stop ourselves). A table is illuminated by a circle of light from above. I lean towards the former.Īs the game begins, we open on a grim first-person cut-scene. Telling us your game is hard is either a means of preparing us for the events ahead or it’s overly insisting what the game’s expectations (and skills) of the player is going to be. Openings like this give the player some basic insight into what they can expect before gameplay begins. The game opens with this early warning message: “ Visage is hard.” It’s common in this modern age of horror gaming to have some exposition before the first cut-scene kicks, like, “Wear headphones for maximum effect,” “Run and hide, instead of fighting,” etc. But can it hold its own in a massively competitive industry, in a genre that’s pumping out hit after hit every year? The game has likely been on many people’s watch list for some time, even if the reason for that is to see how well it stacks up against P.T. If you don’t think that’s too far back to be worthy of note, remember that was nearly six years ago. Then along came Visage.ĭeveloped by newcomers SadSquare Studio, Visage began life on Kickstarter way back in 2015. Following in the footsteps of the Kojima/del Toro collaboration, Lilith Ltd’s Allison Road was said to be a worthy successor, until it too was cancelled. Others have tried to recreate the effect the short-lived demo had on us, but it seems developers and gamers are still trying to chase that high. There is no escaping the fact that the success of P.T., and the subsequent cancellation of the Silent Hills game it was teasing, has been a great loss to the horror community.