Phantasmagoria Tried to Be Like a Horror Movie, Didn't Quite Succeed

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It had high production values and came on a slew of CDs, merely Sierra's Phantasmagoria just wasn't scary.

If you watch a lot of repulsion movies, you've probably detected that the characters tend to be a little, healthy, stupid. What's more, you've plausibly thought to yourself that if an axe-wielding psychopath was chasing you, you'd be able to avoid getting chopped up into undersized pieces with ease. In Issue 296 of The Escapist, Brendan Main looks back at Phantasmagoria, a 1995 point and click adventure which was supposed to allow players to take on the lead role in a horror movie, but ended up missing the mark past a mile.

Sierra's Phantasmagoria promised to be a technological corner that changed the way we experienced horror media. On that point would be no to a greater extent impotent crying from the balcony – from hither on, we would be devising the decisions.

Sierra On-Line envisioned Phantasmagoria as a horror movie that you played, and its sheer scale echoic those aspirations. The game's script came in at 550 pages, more than four times the size up of a tralatitious film script, with another 100 pages of storyboards, representing 800 scenes in all. Scomberomorus sierra hired actors to perform entire scenes, which were recorded ended four months victimization a work party of over 200, and even included a Chant consort of 135 in the production. The destroyed game itself was massive, shipping in seven CDs connected the computer, and cardinal for the Sega Saturn.

But reality is a funny affair, and harder to capture than you might imagine. In [i]Phantasmagoria's[/i, instance, the compounding of the realism of live-action film with the graphical abstract of nineties PC gaming was a complicated married couple. Though the character of Adrienne was portrayed by a serious person, the environments she navigated, ranging from the haunted house itself to the surrounding grounds, were so-so, blind drunk fare. The juxtaposition was unmatched and unflattering. Rather than Adrienne's physical presence lending these environments a type of realist cred, information technology frequently tended towards the opposite word, draft attention to how unreal the backgrounds really were.

Scorn its best efforts, Phantasmagoria never real managed to be scary, and time hasn't done information technology any favors. You tin read more than about it in Main's clause, "House of Horrors."

https://www.escapistmagazine.com/phantasmagoria-tried-to-be-like-a-horror-movie-didnt-quite-succeed/

Source: https://www.escapistmagazine.com/phantasmagoria-tried-to-be-like-a-horror-movie-didnt-quite-succeed/

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