Uncertainty is the root of all fear...
Wander through the halls, explore each room and every corner of the house in search of an escape route. Uncertainty will keep you on your toes as you explore the creaky and noisy house, while each crack, each silent breath from a window, and each small event will drag you closer to death.
You are not alone...
Fear is your worst enemy; dark entities are attracted to it. Remain calm and escape terror at all costs, or you'll come to realize the distant moanings coming from deeper in the house aren't so distant after all.
History is never forgotten...
Many terrible things happened in this house. Brutality and violence stain every room, telling stories of a dark past, revealing the truth behind the curtain. A truth so disturbing you wish you could join the families that died here years ago. But even death won't help you leave this dreadful place.
The many faces of death...
What would you become if you couldn't even recognize yourself in the mirror? Each death has its visage. How will you face them?
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Yeah, the atmosphere definitely seems to be there
It's difficult to tell the degree of interactivity, but here's hoping it will be a bit more than a visual showcase (possibly supported by decent writing, though maybe that would be asking too much).
Does the game take place in a single house? If yes, how do you keep a single setting scary for a whole game?
This is a tricky question. In a sense yes, the whole game takes place in a single house, but the player will be thrown in a multitude of very surreal settings seemingly spawned from nightmares. Although a great fraction of the game is indeed in the main house. As a player, you'll soon realize how unrealistically big it is, and what secrets hide in each and every corner. Not only that, the house will change based on many different things, like your character's stress level, what chapter you're in, or what path you'll walk.
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Are you going for a lot of jump scares, building a mood, or both? What's the tone of Visage?
SadSquare: With Visage, we are trying to create a lasting sense of dread and fear, using the uncanny as our main tool. It pretty much means we're going for the moody type of scare, building tense atmosphere around the duality of the mundane and abnormality. A good example of this type of fear would be to go in your kitchen only to find that everything is upside-down. There's no monster or machete-wielding psychopath, but it's freakily scary nonetheless. That's what we're mainly going for, but don't you worry – no horror-inducing tricks will be left behind. Jump-scares, chase scenes, gore, it's all there. We just like to pave the way for the climaxes with unpredictability, deafening silences, tense atmosphere and confusion, slowly getting into the player's head before anything even happens. That's what psychological horror is all about.
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There are no weapons in Visage and the player has no way of defending themselves. What does that bring to the experience of Visage?
SadSquare: From the very start of the project, we really put forth the idea to make the game as scary as we possibly can. We don't pretend that Visage will be one of the scariest game you'll ever get to play, but that's definitely what we're aiming for. Being defenseless adds a tension that can't be present in a more action-oriented game like Resident Evil. When you have the option to fight back, it gives you some reassurance that you can possibly end up on top of things. We want none of that. We want the player to feel like he is at the mercy of his enemies, which he literally is. (There might be some exceptions to that rule in the game, though. )
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It’s been hinted that Visage has a sort of insanity meter, and that players must “avoid terror” to keep it low. How does that work?
SadSquare: Many things will affect your character's stress in Visage, some obvious such as the presence of light, some more obscure, like looking at a unsettling picture or hearing loud noises. The player is given tools to manage the stress to avoid unfortunate situations, but that, the player will need to find on his own. Visage is an exploration-driven game, but boy oh boy, it doesn't mean it's an easy game.
Fantastic! Does anyone know how long this game will be ?
According to the devs..can't remember where I read that....about 8-10 hours long with multiple endings...or you can finish one of the endings in an hour or you can explore and try to do everything which should be close to 20 hours
I like that! it's as long as RE7 which is a good thing for these type pf games...well, for me that is!
When is it due out ?
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SadSquare Studio has announced that the second, and final, part of Visage will be released on July 3rd. Visage is a psychological horror game that was heavily inspired by Konami’s cancelled Silent Hills P.T.
This new chapter will bring another 4 to 6 hours of terrifying gameplay to the game. Furthermore, it is said that this chapter is the final step before full release.
Yowza. They shouldn't have complex animation like dancing if they don't have the staff for it. Otherwise, weird tone to the game, may check it out when it fully releases.
Wow I loved that trailer. Classical music makes everything better
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I hope it is better than layers of fear 2 (offered by EGS last week). I played it for 30 mins and it is just about walking from one scene to another and nothing makes much sense (neither the story, nor the basic "puzzles" you have to solve).
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