The Dreamcastiversary was a great success. We got a number of stories from the community about the Sega Dreamcast, and I know that a number of you enjoyed sharing your memories for this beloved console of yesteryear.
With ghost and goblins preparing to grab their Halloween loot (I hope that we don't get any trick-or-treaters so I can eat the bag of Reese's Peanut Butter Cups myself), Bitmob's gearing up for its first Horror Week.
We want the community to write about their favorite horror games. Like with the Dreamcastiversary, it's a pretty open-ended assignment -- you can write about anything from terrifying tales of your favorite horror games to reviews of scary games like Silent Hill. We're going to promote community stories throughout the week, wrapping up with horror-themed Community and Review spotlights over the weekend.
Horror week kicks off today with a special scary Mobcast and continues with stories from Bitmob staffers throughout the week.
Note: Be sure to tag your ghoulish tales with "Horror Week."
Comments (8)
Could I write about how I think a horror game could be done well instead? I've had some thoughts on that for quite a while that I'd like to turn in to an article.
Silent Hill 5: Necropolis Manor. It centers around a young couple being locked away in an insane asylum. They've been diagnosed with extreme paranoid schitzophrenia. They've been complaining about seeing monsters, witches, warlocks, goblins, and all sorts of demonic abominations.
As they've aquired a now-recent immunity to their drugs, they use their opportune time to try and make their escape from the insane asylum. Pseudo side effects are causing Necropolis Manors' recent patients to act and see things abruptly. Haunted by what appears as extreme paranoid schitzophrenia, doctors and nurses are appearing and acting like the very beings of which they so much encountered for being civily committed.
As our mental patients are progressing through, enviornments of which can be seen to us as hallways appear as cemetaries to them. Lounge Rooms into Living Rooms, a flying helicopter as a witch on a broomstick, a barking dog, as a goblin providing light, because you don't like "dark places".
Meanwhile the senior warden and curator of Necropolis Manor has become fully aware of your escapes, the asylum now being locked down, your being hunted! Not by another human being! But that which you fear most: your left in the dark, with nothing but your imagination.
An arsenal of weapons is at your disposal: what might appear as two pillow cases tied together, is in turn, a flamethrower to you. Your going mad, at seing this Doctor, so your waving pillow cases at him, screaming your head off, but for all you know, your frying him to the ground.
As the game nearing it's end, the Senior Warden, of whom you've been rocking back and forth, when comitted to the asylum: "pyramid head, pyramid head" does battle with you - you need fight for your freedom, before they lock you away again!
The camera angel zooms out, and Necropolis Manors' latest patients, are being held by two hands: not because the Warden and his security guards caught you! No no! Your being held by a little 4 foot Manikin girl, as she's playing with her Dollhouse!
"Sara dear, it's time for dinner!" With that, your parents provide you with the necessities, and the final sounds you can hear, are that of high heels, and a flying helicopter overhead.
Medical Log: Patient - Sara was destined for release two weeks from now. As of late, she's committed suicide using a K-E-Y. Prior to death, she asked to be creamated. Her remnants still remain lost, as the only thing she left behind, was a key inside a furnace, from years past. It's believed this tiny metallic object, unlocks Necropolis Manor, however, her toys appear to have used her accordingly, to heat their living quarters.
The chief medical examiner on the scene, found tiny traces of ash from their living quarters, as Heather and Claudia are in fact currently being brought in for questioning.
