![]() The fear in Undying doesn’t come from the fact that your character is weak (he isn’t), but instead that the monsters are directly screwing with you, the player. In Undying, the fear is felt directly by the player: monsters jump directly at the screen, and the world constantly changes as ghosts and demons toy with the player. Games like Resident Evil create fear because the player’s character is relatively weak - when a monster attacks, the player isn’t personally scared that something is going to happen to them, but rather that the player’s character will die before the player can kill the monster. The pseudo-nonlinear layout of the mansion and the first-person perspective make for a much more personal brand of horror: the player is unable to distance himself from the shocks as one would with the use of a third-person camera. Yet the game never feels as overly-scripted as many other games of the horror genre (e.g., Resident Evil). ![]() Thunder cracks at opportune moments, the netherworldly spirits of deceased family members hover just out of reach, and hairy, fanged beasts jump out from the shadows at every moment. Undying uses everything at its disposal to shock the player. Looking at them with Galloway’s regular vision reveals nothing, but turning on Galloway’s “scrye” power (basically, a second sight that allows him to see past events, psychic visions, and the “truth” of any given image) immediately transforms the image into something macabre, and outright disturbing: while the poses of each Covenant sibling remain the same, their actual appearances have suddenly transformed into that of grotesque, evil demons - demons that the player will individually face and destroy throughout the course of the game. This portrait, and others like it, are viewable in many different locations within the Covenant manor. Galloway’s magical powers alone make for some fantastic setpieces: take the above family portrait, for example. ![]() FPS mechanics aside, Undying is a fantasy/horror title. ![]()
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