Daylight aims to scare the daylights out of you with randomly generated horror
Fear is a tricky emotion to pull off in a game. Sure, the cheap jump scares may startle you, but real, true, crippling fear comes from the lingering unknown. Daylight developer Zombie Studios wants to keep players guessing in their upcoming survival horror Daylight, and one way they are doing that is with procedurally generating environments. Every time you replay a mission, the layout will be completely different.
Players take on the role of a (as of yet, unnamed) girl who wakes up in an abandoned hospital. It's dark, there are creepy sounds coming from every direction, and all you have with you is your cell phone with a flashlight app (because that's the world we live in now). As you explore the environment, you'll discover clues that will unlock the way forward and shed light on the girl's story. But as you pick up notes and really, really creepy toy dolls, you feel a presence approach. Bad things start to happen.
You don't die in Daylight, you just go insane. As things get scarier, some sort of supernatural tattoo develops on your hands and darkness starts to cloud your vision. If you don't find a safe place in time or find one of the game's curse repelling items, you'll secumb to insanity. Wandering down creepy hospital hallways that no one else has stepped foot in definitely gave us an unsettling feeling as we anxiously awaited any ghastly surprises. Daylight is still in the early stages of development, but, so far, it's a thoroughly terrifying experience.
Check out the following slides for more information and images.
Daylight will have Oculus Rift support, because you never wanted to sleep anyway.
Your cell phone provide some sort of guide, either a map or compass.
Documents give you bits and pieces of the story as you explore.
Torches provide a more reliable light source than your phone.
Road flares scare away the things that go bump in the night.
Many years ago, Lorenzo Veloria was a Senior Editor here at 12DOVE helping to shape content strategy. Since then, Lorenzo has shifted his attention to Future Plc's broader video game portfolio, working as a Senior Brand Marketing Manager to oversee the development of advertising pitches and marketing strategies for the department. He might not have all that much time to write about games anymore, but he's still focused on making sure the latest and greatest end up in front of your eyes one way or another.
As Remedy nearly breaks even with Alan Wake 2 sales, Sam Lake tells investors "we strive to create commercial hits" but "we must never lose" the studio's special sauce
Sorry We're Closed review: "Resident Evil 4 and Silent Hill can't match this neon-soaked survival horror for its sheer inventiveness"
As Remedy nearly breaks even with Alan Wake 2 sales, Sam Lake tells investors "we strive to create commercial hits" but "we must never lose" the studio's special sauce
Sorry We're Closed review: "Resident Evil 4 and Silent Hill can't match this neon-soaked survival horror for its sheer inventiveness"