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Chapter 160 - Chapter 160: Seriously, I Believe It!

Chapter 160: Seriously, I Believe It!

Everyone was excited. A VR game was no big deal, but the key was that this was Nebula Games' first VR project. Although Alex had already said it was just a demo, probably initiated by the game department's demand, it was still a VR game. Being among the first to participate in the company's first VR production was a truly rewarding and memorable experience.

The other two members of the art team were delighted. Jane was too, simply for participating in her first VR project.

"Alex, what kind of demo are we developing this time?" Jane asked Alex in the conference room, still with excitement.

Hearing Jane's words, the other two members of the art team looked at Alex with anticipation.

"A story about family ethics." Alex thought for a moment and then offered a more appropriate description.

'Family ethics? Could it be something like It Takes Two?'

Upon hearing the word "family," Jane instantly imagined two wooden and clay figures. But upon seeing the title on the big screen, along with the keywords and a simple conceptual drawing by Lisa, she fell silent.

'Where was the promised warmth?'

Upon seeing the main title of Silent Hill PT on the big screen and Lisa's drawing, with one eye missing, the other retracted, a bloody face, and yellowish teeth, Jane and the other two excited members of the art team fell silent.

"As you can see, we are going to develop a horror game demo. This is Lisa, the main monster and, possibly, the heroine," Alex said with a smile, looking at the silent trio.

Visually, not to mention the virtual reality development, this simple conceptual drawing alone is incredibly impactful. It is incredibly fierce. Of course, it is understandable; after all, it is a horror game. If it is not scary, how is it going to scare players?

Imagine that the monsters in a horror game were transformed into tall, sexy, and attractive women. How on earth is this a horror game? Players are eager to see those terrifying female ghosts, right? Anyone with guts could even give them maternity leave.

"Alex... Alex, is this our new game?" Jane asked in a trembling voice. The distance between reality and imagination was abysmal.

"Don't worry, it's not scary. Apart from Lisa, the only scary thing in the game is the embryo. Of course, if you are afraid of cockroaches, you will have to add another one," Alex said with a smile.

Upon hearing Alex's words, Jane was speechless.

'Seriously, I believe it!'

But this time, Alex was not lying. This was also the most special thing about the Silent Hill PT demo. In the past, many players, including those in the video game industry, praised it as an impeccable masterpiece. And, indeed, it was true. No one knew what the full game would be like, and there shouldn't be so much hype.

After all, neither Konami nor Hideo Kojima knew what the final version would look like, as it was canceled. But the demo itself can only be described as impeccable. It far exceeds everything it should.

The sense of space created by the endless hallways, the player's momentum, and the psychological drive to advance the story, and the visual space are then eclipsed by the darkness and the endless hallways. Although the entire scene consists of a single, long hallway, it still instills an immense sense of oppression.

There is also a sense of helplessness in the color. Whether in a horror movie or a horror game, color is always paramount. This demo uniquely employs a warm, pale color palette. In PT, more than 80% of the scenes are built entirely in warm colors, with the exception of the dimly lit room that the character crawls through at the beginning.

The entire demo uses a palette of yellow, brown, red, and dark green, but the lighting system leans towards cooler tones, opting for incandescent light bulbs with a bluish tinge. Even more devastating, the incandescent light bulbs, despite their glow, illuminate a range of less than a few meters.

This stark contrast creates a sense of cold and apathetic loneliness. The inability to vent, to speak, to express oneself: these conflicting emotions intensify the overall feeling of terror.

As Alex detailed the game's setting and artistic meaning, Jane and the others present felt a chill.

"Alex, this is going to kill the players," Jane complained, unable to help herself.

"Don't worry, the VR version of this game is not just for players. It's for professionals. We will also adapt the game to VR devices and communicate with the Game Department's Research Institute for a double check," Alex explained.

After Alex explained the PT design concept, Jane and two other members of the art team began working. Just as Alex had said, the workload was not at all heavy or complicated. The entire game takes place in a fixed scene, where only the atmosphere and colors change, as well as the appearance of small objects like photos and glass.

Meanwhile, Alex began to research the new VR equipment and the game engine. Previously, he had experienced the new VR technology in the research park. Of course, it was not subconscious implanted dark technology. Players had to maintain concentration while playing and wear appropriate motion-capture clothing, such as gloves. The game capsule was also equipped with various motion data collection devices, partly to monitor the player's physical state and disconnect it if any extreme physical or emotional fluctuations occurred.

Another aspect was to create a more realistic experience for players. For example, if a player wants to run and makes subtle foot movements, the corresponding movements will be activated according to their reaction in the game capsule.

Of course, the specific actions supported and how they are controlled in a virtual reality game depend on the game's design. For example, if the game does not include the running action, even when kicking the game capsule, the screen will not react.

It sounds a bit strange, but after playing for a while, you will get used to it. Just like players who have always used a mouse and keyboard may feel a little uncomfortable using a controller for the first time. But over time, they will get used to it.

That is why playing VR games can be very demanding. That is why most VR games are so expensive, as designers must infuse a large amount of detail into the game. The more details, the more immersive the player's experience. What are these details? They cost money!

After understanding the key points of VR games and their differences from PC games, Alex began to design the detailed content of Silent Hill PT. As for the action resources, we don't need Nebula Games to make them. Since the game department has grants, we can outsource everything.

We need to release the demo as soon as possible and, to be honest, it's not that big.

 

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