The Safe Room: How Game Designers Create Horror

Resident Evil isn’t the first survival-horror game, but it’s probably the most quintessential. Its mansion’s dilapidated halls are fraught with danger, yet nestled deep amongst the hostile architecture are a few pockets of solace. The safe room — a brief respite away from the horrors outside. Resident Evil’s first safe room is no more than a cupboard under the stairs. An old storm lantern illuminates the room and paints shadows against walls of bare concrete. It may be sparse and claustrophobic, but it’s a place to rest and recuperate nonetheless. There’s more to these safe rooms than simple ambiance and […]

Traversing the Void: A Conversation With Moshe Linke

Fugue in Void is the latest creation of game artist and designer Moshe Linke. A six-month long project, it builds off of his previous work, much of which he designates as “experimental” and “alternative”. Fugue is foremost a powerful, sensory experience — something Moshe recommends you play using headphones and with the curtains drawn. Anything to intensify the trip. It’s also excellent world-building — a crafted journey that just wants you to wander through its environments and drown in its atmosphere. Moshe’s passion for building these kinds of exploration games can be traced back to NaissanceE, a first-person game where […]