{"id":57332,"date":"2018-10-24T22:41:00","date_gmt":"2018-10-24T22:41:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/329298"},"modified":"2018-10-24T22:41:00","modified_gmt":"2018-10-24T22:41:00","slug":"video-how-alone-in-the-dark-paved-the-way-for-survival-horror","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/10\/24\/video-how-alone-in-the-dark-paved-the-way-for-survival-horror\/","title":{"rendered":"Video: How Alone in the Dark paved the way for survival horror"},"content":{"rendered":"<p>Before classic horror games like\u00a0<em>Silent Hill<\/em>\u00a0or\u00a0<em>Resident Evil<\/em>, there was\u00a0<em>Alone in the Dark<\/em>\u00a0&#8212; an influential PC title that proved video games can be atmospheric, claustrophobic, and incredibly scary.<\/p>\n<p>In this classic GDC 2012 postmortem, Frederick Raynal shares how he and his team crafted the seminal horror game <em>Alone in the Dark<\/em> that helped spawn a genre that still frightens millions today.<\/p>\n<p>Raynal\u00a0discusses how\u00a0<em>Alone in the Dark <\/em>established\u00a0conventions like claustrophobic areas, stories revealed through expository items, and giving players limited ammunition to deal with hordes of monsters.<\/p>\n<p>It&#8217;s a great look into the origin of popular\u00a0and effective tropes of the survival horror genre, so developers\u00a0shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=c2lgEyNaop4\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><em><strong>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Before classic horror games like\u00a0Silent Hill\u00a0or\u00a0Resident Evil, there was\u00a0Alone in the Dark\u00a0&#8212; an influential PC title that proved video games can be atmospheric, claustrophobic, and incredibly scary. In this classic GDC 2012 postmortem, Frederick Raynal shares how he and his team crafted the seminal horror game Alone in the Dark that helped spawn a genre [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":57333,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-57332","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/57332","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=57332"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/57332\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/57333"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=57332"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=57332"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=57332"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}