Of course, your protagonist is hoping to forge new bonds with some of them along the way.The game encourages you to pick a girl to write a poem for, and depending on your choices, you may draw closer to the club’s charming, sweet members.On a basic level, the fear of fear (the anticipation, in a word) is what makes horror as a genre so difficult for many people.In interactive media, you’re especially aware of how you’re prompting the horrors by progressing through the work.leads you down a dark path, leading to the shocking and emotional death of one character.But in the same moment that it rips your heart open, the game instantly takes a much more unusual twist.But I still wanted to dive back in, and I spent time with myself to understand what I had to overcome in order to continue the game.In the process, I realized how utilizes an underrated aspect of the horror experience: control, or the lack thereof.
I’m immune to haunted houses and horror movies, because neither one force me out of my comfort zone.
Known as “metafiction,” this genre of work is explicitly designed to restructure the dynamic between the work and the person interacting with it.
In this case, it almost entirely removes control from the player.
But the reality of a sentient game client becomes nightmare fuel on its own.
To make matters worse, in the moment of the character’s death, keen eyes will notice that the game directs the player outside of the client by naming a specific game file, alluding to an outside force changing the game’s universe.