Frictional Games plans to move away from the horror genre

Swedish studio Frictional Games I became famous thanks to horror Penumbra, Amnesia And Soma. Nevertheless, the team wants to be associated not only with horror and looks towards other genres.

Talking with the site 80 LEVEL, chapter Frictional Thomas flu (Thomas Grip) explained that first of all, the team relies on a thick atmosphere and strong stories. These values ​​are successfully combined with the horror genre, but the authors do not intend to drive themselves into close frames.

Our studio considers games as holistic works. This approach radically affects the appearance and mood of our games. Although all of them are to one degree or another of the horror, first of all, we are trying to arrange a kind of "playable immersion".

In game horror films, the default emotions are at the forefront. Games in this sense are very effective. However, we are also interested in topics in addition to hiding the terrible.

Stopgame Frictional Games History, first release.

I think in future projects we will slightly reduce the horror elements to focus on other emotional qualities. I am sure that handwriting will still be felt in these games Frictional. Key aspects of games from Frictional I consider immersion, personal history and an integral concept – not only horror as such.

In the same interview The flu stated that he and his colleagues do not perceive Frictional Like a modest indie studio. Yes, the company does not have a budget for sweeping KAT scenes, but it seeks to release the best of a kind of game-even if we are talking about a genre that will have to compete with AAA projects.

Recall that in June, a fresh part arrived at the PC, PlayStation and Xbox Amnesia – "Bunker". The novelty received decent assessments, but our author Maxim Orlov I did not agree with the laudatory reviews and set the game "Prikhodnyak".

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The best comments

And what does these games have to do with horror as a genre in general?

Soma without a horror, would be an ordinary plot gunner like Dear Esther, and this is not the same coat. Horror fit in the catfish perfectly.

It is far from always a sharp change in the “development vector” is beneficial for the studio … Daedaliki also decided to work in a different genre – the result of the disgusting “Golum”, from which he never “washed” from … and the target audience sometimes reacts very “violently”.

Come on, there are like 3-4 episodes of 10-minute for the game with these enemies, Yab said they dilute the pooling along the corridors and do not draw a lot of attention to themselves-like a hellish unloving horror with hide and seek and the inability to charge with a shot in the face-I was quite pleased and unobtrusive

This is not for fear as such, but for stress is created, but this is all subjective, judging by the sales and estimates of both critics and players – they all in general made it right by dry numbers

Well, it remains only to wish good luck and not completely go into experiments, so that it does not work out as with Gollum. The jokes for starters to do there, for example.

Caring from Khoroors does not mean the start of a career in the field of car sites.

Ekshn in the first person but without science, monsters and darkness- and already before us is not ribs or bunker, but a new title.

Soma was great – plot and narrative. Games such as catfish suffer too much from the horror elements and the episodes distracting from the plot.
In general, catfish in the plot mode without NPC played completely differently

I put a plus for nothing. Soma is simply chic in terms of the plot and atmosphere, but when hide and seek with terrible monsters begin, I want to spit. The game and without monsters scares the atmosphere of loneliness. Therefore, I abandoned Outlast 2, by the second hour of the game there is no strength to run around the bushes from a bunch of old people armed with rake.

Yes, I myself Resident Evil 2 passed with great pleasure. But I like the gameplay of the first half of the game more when you go slowly, looking around the corners in anticipation of the enemy. And then suddenly there was a clatter and ran along the floors. Then he stupidly ran at him, received chapalah from him and while he was chewing snot, he ran on. Also in island, as soon as they gave the flamethrower, then he ran from me alien already.

When I finally got to Soma, the Safe Mode option has already appeared there that makes the monsters non -hazardous. And what is most interesting, the game, it seems to me, only became better when the enemies became aimlessly staggering mechanisms, compassionately asking the hero a little structural gel. The atmosphere even won.

It was better to remove part of the rogue and the game would only win. And now Amnesia Bunker has come out, where, as I understood, there is practically no plot, only running around the corridors.

I and Alien Islation also spit when the first hours is almost the best game, and then 6-8 hours of seats in the closet or under the table.

Also with the Resident Evil 2 Remake, where uncle wardrobe wandered along the corridors, stomping loudly. Who can be scared by this? On the contrary, some comic is created when, like Georges Miloslavsky and Bunsha, rushing through the wards of the Rostov Kremlin from the tsar’s troops.

It’s time for a long time. The genre of Horror is quite conditional for a long time. Friday 13 and DBD generally turned it into an arcade, in the field of horror, Outlast was still taking place, but he also finished online game.

But Frictional’s talent for Frictional is good – Soma was magnificent – plot and narrative. Games such as catfish suffer too much from the horror elements and the episodes distracting from the plot.
In general, catfish in the plot mode without NPC played completely differently
And I only for if they start making plot games with the elements of Horror but without Meanik