A new approach to creating horror games based on the player's fear level

Long-standing traditions tell us unequivocally that horror games should be scary and only scary. And the more frightening they are, the more correct they are. Game Designer Erin Reynolds approached this issue from a different angle. She believes that the player must be made aware of the cause of the fear, then he will take something useful from the game into the real world.

Using a heart rate sensor, the game monitors the player's stress level at any given moment and adjusts to it on the fly. This does not mean that if the player is scared, then instead of a crowd of zombies, a dozen fluffy rabbits will jump out to meet him. Not. Horror - there is horror, just the level of intimidation will soften depending on the player's fear.

If we talk about the game itself, called Nevermind, then its essence lies in the fact that you play as a new employee of the Neurostalgia Institute, who will immerse himself in the minds of people who have experienced various traumas and experience sometimes very specific memories.

At this stage, the game is just a one-hour graduation project, but Erin Reynolds hopes to get Kickstarter funding and release the full game by the end of 2014. Let's wish her good luck, because new ideas in the game world are always wonderful and interesting.