Halloween is coming, and our minds are turning to scary games. But which titles
are genuine fright fests? Our writers decided to find out in the most
ill-advised way possible
Shepton Mallet prison in Somerset is the world’s oldest correctional facility.
It is also reportedly one of the most haunted. Between its opening in 1625 and
its closure in 2013, it saw hundreds of inmates, from Victorian street urchins
to wayward American GIs to the Kray twins. Now a tourist attraction, it
occasionally opens to paying guests who want to spend a night behind bars. Some
are paranormal investigators, some are brave tourists, and others are video game
journalists with a silly idea: how scary would it be to play five recent horror
games all night, locked in a haunted prison?
Carrying just a torch, an electromagnetic field (EMF) detector, and a laptop, we
wandered the prison finding spine-chilling locations in which to play these
immersive supernatural masterpieces. Here is what happened …
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Tag - Adventure games
In 2004, Fable was as famous for what it didn’t deliver as for what it did. But
this Python-esque fantasy game deserves to be remembered for more than that
In 1985, brothers Dene and Simon Carter vowed to each other that they would one
day start their own development studio together. The game they imagined was
ambitious, as Simon outlined in a developer diary: a fantasy role-playing game,
“populated with compelling and convincing characters with real personality,
people who actually reacted to what you did … We wanted each and every person
who played our game to have a unique experience, to have their own stories to
tell.” The idea of a living, reactive game world was an obsession for many game
creators (and players) at the time, largely because it had never yet been done.
In the 1980s, a virtual fantasy world like this was far beyond the realms of
technological possibility.
Thirteen years later, they got the opportunity to make the game of their dreams,
at their own studio Big Blue Box. Working with British studio Lionhead and its
well-known co-founder Peter Molyneux, they put together the fantasy game they
had imagined – or a version of it, anyway. Fable was finally released in
September 2004, published by Microsoft on the original Xbox.
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MachineGames’ long-awaited tie-in looks set to deliver the most authentic Indy
adventure yet. And with George Lucas and Steven Spielberg on board, hold on to
your hats for an unforgettable ride
It’s the spring of 1977, and George Lucas is petrified. Having just wrapped work
on his third feature film, Star Wars, he retreats to Hawaii, unable to face the
early reviews. Yet as he frets in a five-star resort, Lucas bumps into another
Hollywood hideaway – Steven Spielberg. Making sandcastles together under the
Maui sun, Lucas pitches Spielberg a story that riffs on the simpler era of
1950s’ serials, an action-packed spectacular about a James Bond-esque
archaeologist. This crypt-robbing Casanova’s name? Indiana … Smith.
The hero’s moniker certainly benefited from some finessing, and the
action-packed Raiders of the Lost Ark (1981) raked in $354m at the box office.
Yet as great as Indy’s influence was on cinema, it might have had an even bigger
one on video games. It inspired Lara Croft’s tomb-raiding antics and Uncharted’s
wise-cracking Nathan Drake. There have also been games starring Indy himself,
most notably LucasArts’ brilliant graphic adventures from the early-90s, but
it’s been decades since the last interactive Indiana Jones adventure that wasn’t
made of Lego. This December, he’ll finally get another crack of the gaming whip
with Indiana Jones and the Great Circle, from the studio behind Wolfenstein II:
The New Colossus – in a game that actually looks like the films.
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Rebellion’s game imagines the aftermath of a UK nuclear disaster that mixes folk
horror and 50s sci-fi with a dash of Last of the Summer Wine
When Atomfall was first revealed at the Xbox Games Showcase in June, it led many
to ask: is this the UK’s version of Fallout? “In some respects, yes. In some
respects, no,” says Ben Fisher, associate head of design at Rebellion, the
Oxford-based studio behind Atomfall, as well as games such as Sniper Elite 5 and
Zombie Army 4. He explains that Rebellion head Jason Kingsley’s initial idea was
to look at the freeform, self-guided experience of Fallout and think how it
could be applied closer to home.
The difference with Atomfall is in the structure. “It’s a much denser
experience,” says Fisher. “One of our reference points has been Fallout: New
Vegas in that it’s a more concentrated experience than, say, Fallout 3 and 4,
and largely builds one story that’s interconnected and has layers that are
influenced by the choices the player makes.” Rather than taking place on one
giant, open-world map, Atomfall features a series of interconnected maps,
similar to the levels of the Sniper Elite games. “That’s the kind of map that we
excel in,” says Fisher, adding that many of the game’s most interesting secrets
are buried in bunkers deep underground.
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When two horror movie fans took the leap into game development, the last thing
they expected was for an actual movie production company to want to get involved
In 2020, when the Covid-19 pandemic hit, Crista Castro and Bryan Singh were
moved to think about what they really wanted from their lives. An animation
director and programmer respectively, the couple had worked on other people’s
cartoons and video games at big studios for years, but both had nursed ambitions
to make something of their own. They had collaborated on weekend projects here
and there, but felt if they really wanted to make a game together, they’d have
to quit their jobs. So in 2021, galvanised by lockdown-induced introspection,
that’s what they did, forming a husband-and-wife development team under the name
Cozy Game Pals. And just to raise the stakes further, they became parents at
around the same time.
They gave themselves two years. At the end of it, in 2023, they had made
something: a short game called Fear the Spotlight, a 90s-inspired horror
adventure that looks like a lost PlayStation classic and feels like a teen ghost
movie. They released it on Steam, to a very positive reception from the few
people who played it – but they didn’t know how to market it, and it didn’t sell
much. “We were like, OK, I guess that was it,” Bryan tells me. “Let’s go find
jobs again. And then Blumhouse showed up.”
Fear the Spotlight is released this autumn on PlayStation 5 and PC
This interview with Cozy Game Pals took place at Summer game fest in Los
Angeles. Keza MacDonald’s travel and accommodation expenses were met by Amazon
Games
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Cyan Worlds Inc; PC, Mac, PlayStation
This satisfying reboot of the sun-baked puzzle adventure now features VR
clifftop walks, new solutions and star turns from fan Ronan Farrow and more
The bestselling PC game of 1997, Riven now seems like an artefact from a lost
creative era. Set on a sun-baked archipelago – the sort to which flocks of
Instagram influencers would now stampede, were it real – it combined
computer-generated postcard stills with live-action footage to form an
elaborate, island-scale escape room. Spread across five compact discs, it was a
technological marvel, albeit one whose depths would only be witnessed by the
tenacious and persistent who also excelled at lateral thinking. Few other
designers since have had the ingenuity or capacity to make Riven-alikes; its
memory sank like a pebble in a still sea.
Three decades on and this remake resurfaces Riven’s arcane, alluring world as a
fully realised destination. No longer are these islands explored by clicking
through a series of richly rendered stills, but by walking along its baked
clifftops and stone-cool tunnels (with the option to play via a VR headset, for
those with the stomach and equipment for it). The essential beats and rhythms
will be familiar to fans: again, you must play with a mouse in one hand and
notebook in the other, unscrambling ciphers and figuring out how the world’s
creaking, underlying mechanisms fit together. But a great deal has changed too,
including the solutions to several puzzles. There are also new characters,
including a star turn from real-life investigative journalist Ronan Farrow (who,
with his mother, the actor Mia Farrow, is a keen fan of Riven and its
predecessor, Myst).
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The haunting songs of the video game and TV series get to the heart of Joel and
Ellie’s story. The man behind them talks about the ‘magical’ process of
composing
The Last of Us is a story about tension – the tension between love and loss,
violence and intimacy, protecting and destroying, life and death. It’s a study
of how impossibly delicate life is, but also the terrifying stubbornness of our
will to survive. As its composer, Gustavo Santaolalla’s job was to navigate and
soundtrack that tension, a mediator between the game’s warring themes. His
mission was to score music for a video game that was doing something different,
and really had something to say.
Santaolalla tells me that when he was a child in rural Argentina, one of his
tutors quit on him after just a few lessons, telling his parents “there is
nothing I can teach him”. His career proper began in 1967, when he co-founded
the band Arco Iris, which specialised in fusing Latin-American folk with rock.
Later, after leading a short-lived collective of Argentine musicians in Soluna,
he began striking out on his own, releasing solo albums and composing for TV
shows, adverts and, eventually, films (most notably Amores Perros, 21 Grams and
The Motorcycle Diaries).
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