Produced by Lionsgate, and developed by Layers of Fear‘s Bloober Team, the reveal trailer shows some typically creepy and weird shit in the woods. Blair Witch will be a first-person, story-driven psychological horror game based on the cinematic lore of Blair Witch.
Here’s the synopsis that was provided to us:
“It’s 1996. A young boy disappears in the Black Hills Forest near Burkittsville, Maryland. As Ellis, a former police officer with a troubled past, you join the search. What starts as an ordinary investigation soon turns into an endless nightmare as you confront your fears and the Blair Witch, a mysterious force that haunts the woods…”
”We are so thrilled, and honestly a little scared, to bring all players, especially fans of Blair Witch, back into the haunted woods. It is genuinely an honor to be working on such a hair-raising, paradigmatic experience, which defined so many of our lives!” said Piotr Babieno, CEO at Bloober Team.
The game heads to PC and Xbox One on August 30. If anyone can do Blair Witch justice, it’s Bloober.
Looks great. Good that you can fight. I don't understand all those devs who makes pure walking simulators, they've never thought that there's a reason why e.g Resident Evil gets way more popular than their games.. maybe having more gameplay elements helps..
Actual, meaningful interactivity in a Bloober Team game? What kind of black magic is this?
Jokes aside, it does looks good, hope it'll turn out enjoyable.
The Bloobermen are very talented at creating gripping atmospheres, but they definitely needed to step up their game(play). Fingers crossed for this one
The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
It's a Frankenstein-esque beast made of two halves, atmospheric Blair Firewitch hiking project and psychedelic Layers of Fear corridor simulator deluxe on steroids.
There are some interesting ideas on paper like the doggo companion and viewable tapes that you can use to alter the environment (in real-time), though as always in these cases, the experience has little depth and mostly revolves around pressing the W button. Wish it offered more interactivity, it's always difficult for me to get scared when I'm surrounded by a passive scriptcircus. The ending that I got was so bad and rushed that I expected Rick Astley to pop up cross-dressed as the Witch
It's a Frankenstein-esque beast made of two halves, atmospheric Blair Firewitch hiking project and psychedelic Layers of Fear corridor simulator deluxe on steroids.
There are some interesting ideas on paper like the doggo companion and viewable tapes that you can use to alter the environment (in real-time), though as always in these cases, the experience has little depth and mostly revolves around pressing the W button. Wish it offered more interactivity, it's always difficult for me to get scared when I'm surrounded by a passive scriptcircus. The ending that I got was so bad and rushed that I expected Rick Astley to pop up cross-dressed as the Witch
It's a Frankenstein-esque beast made of two halves, atmospheric Blair Firewitch hiking project and psychedelic Layers of Fear corridor simulator deluxe on steroids.
There are some interesting ideas on paper like the doggo companion and viewable tapes that you can use to alter the environment (in real-time), though as always in these cases, the experience has little depth and mostly revolves around pressing the W button. Wish it offered more interactivity, it's always difficult for me to get scared when I'm surrounded by a passive scriptcircus. The ending that I got was so bad and rushed that I expected Rick Astley to pop up cross-dressed as the Witch
I never got scared by games.
Yeah, it's difficult indeed to generate a virtual scenario in games that feels believably threatening without giving away its fake nature, all while keeping the brain fully invested into it. Cheap jump scares and heavy scripts don't really work for me either.
There must be an element of unpredictability involved and a certain degree of freedom given to the player in order to make me soil my pants a little. Alien Isolation on Hard difficulty managed to achieve such alchemy, but also more scripted titles like Amnesia or the first Outlast could provide proper tension that didn't feel too artificial. The most genuine scares though for me often came from atmospheric (and challenging) games that provoke unexpected "oh shit" reactions, STALKER or Dark Souls for instance are masters at that.
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