Kuon is Coming

Polygon has posted some more info and screens on Kuon. Here’s an excerpt:

Slated to hit Japanese shelves next month, the game will be set in ancient Japan circa 1200 A.D. The story of Kuon will focus on a young girl who searches for her lost father and sister in a haunted mansion. Inside she finds a world of lost souls and enlists the help of exorcists to rid the mansion of its demons.

The screens they have are starting to look much better than the earlier pics we saw before.

LifeLine Out

Thanks to Jared for reminding us that LifeLine (also known as Operator’s Side) is out today. LifeLine is unique because it requires you to play by issuing voice commands over a microphone to a game character. So far the reviews have been lower than the Japanese version, perhaps due to poor localization or the voice recognition technology not translating well to English. However, the game is obviously an ambitious attempt at using new technologies in games, and I am looking forward to checking it out.

Suffering Soon

The Suffering, an incredibly bloody-looking horror title developed Surreal Software and published by Midway, is set for release this coming Monday (the 8th). By all indications this game will be a very mature entry into the horror genre. However, the bits I played almost a year ago at E3 were very promising, and I am interested to see if this title will be able to avoid joining the mediocre American horror game club.

News

First off, I’ve added a bunch of new screens to the Resident Evil 4 page. You might also be interested in checking out these scans.

In a bit of sad news, it looks like the excellent game magazine Polygon is going out of buisness. Polygon was one of the few intellegent and mature magazines left on the market, and I am sorry to see it close down after such a short run.

Horror Game Design

Kevin over at Game Hermeneutics has written an interesting guide to “generic” survival horror game design. Kevin seems to be mostly talking about Resident Evil, but his points are still valid. I’ve been thinking of writing an article in a similar vein for a while now. I think Kevin’s done a good job of scratching the surface, but there seems to be so much more we can generally state about the genre.

What kinds of design ideas do you think make an excellent horror game? What ideas should be avoided?