Video games have learned to feel the player’s fear



“I’m delving through a creepy dark forest, feelings are sharpened, emotions are at their limit. It seems that everything is going well, and then I raise my eyes and, noticing the rumpled doll hanging from the branch, start from surprise. Passing a little further, I find myself among the thickets, literally hung with mutilated dolls. Suddenly a few horror stories fall from the branches, the image is distorted, and I can not move on. “

So journalists describe their first experience of playing NeverMind, which is preparing to release horror from the studio Flying Mollusk. The game is based on bioelectronic communication: the Intel’s RealSense camera scans a person’s fear, reading the pulse and facial expressions, and then uses it against the player.

In NeverMind, you will play the role of a Neuroprober character – a doctor helping patients survive their psychological trauma by entering their minds in search of a source of injury. As the patient’s unconscious becomes deeper, the fear of the player mixes with his fear, which makes the game more difficult. As the alarm grows, the picture begins to distort, but it’s worth to count to 10 and calm down – as the image returns to normal.

Horror NeverMind

The game has quite a variety of graphics. The point of departure – a clinic, stuffed with futuristic equipment, where the player goes to the subconscious of the patient. In the demo version, the starting location was a forest – at first quite harmless, then turned into thickets of terrible trees, hung with fruit dolls instead of fruit.

Passing such experience in virtual reality, we acquire skills to cope with stress and discomfort in real life. And the RealSense camera is a great example of how technology can expand the gaming experience.

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