Chereads / We will start by healing the player / Chapter 159 - C160: Really, I Believe it!

Chapter 159 - C160: Really, I Believe it!

Everyone felt incredibly excited.

VR games might not be a novelty, but this project was special—Neon Games' first-ever VR production! Although Chen Xu had clarified that it was just a DEMO, much of the project gained approval due to the needs of the game department.

Regardless, it was still a VR game. Participating in the company's first VR production brought a deep sense of accomplishment and pride, especially for the team members.

The excitement spread across the group, and Ruan Ningxue shared in the joy. It wasn't just the prospect of creating a VR game—it was her first time contributing to VR production.

"Mr. Chen, what kind of DEMO are we developing this time?" Ruan Ningxue asked eagerly during the meeting. Her initial excitement had mellowed into a quiet curiosity.

Hearing her question, the other two art staff turned toward Chen Xu, their eyes filled with anticipation.

Chen Xu thought for a moment before replying, "A story related to family ethics."

Family ethics?

Could it be something like Divide? Ruan Ningxue's mind conjured an image of two little figures made of wood and clay.

However, as the title appeared on the big screen, along with some keywords and a simple concept art of Lisa, her enthusiasm faltered.

The title read Silent Hill PT. On the screen was Lisa—a grotesque figure with one missing eye, the other rolling unnaturally, her face bloodstained, teeth yellowed.

Ruan Ningxue and the other two members of the art team stared at the screen in stunned silence.

"As you can see," Chen Xu began, looking amused, 

"Our next project is a horror-themed DEMO. Lisa here is the main monster, and you could even call her the heroine."

The impact of the concept art was undeniable. The visual alone was terrifying, even without VR enhancements.

After all, it's a horror game—if it's not terrifying, how can it scare players? Imagine a horror game where the monster is a tall, seductive beauty. How is that even horror? Players might start hoping for encounters with those scary ghosts!

Chen Xu added with a chuckle, "As long as you're brave enough, you could let the ghost take maternity leave."

"Mr. Chen… this is our new game?" Ruan Ningxue asked, her voice trembling. The concept seemed worlds apart from her expectations.

Chen Xu reassured her with a smile, "Don't worry, it's not that scary. Aside from Lisa, the only frightening element is an embryo. Oh, and if you're afraid of cockroaches, you might want to add them to the list."

Ruan Ningxue was speechless.

Really, she believed him!

But this time, Chen Xu wasn't exaggerating. That's precisely what made Silent Hill PT special. It wasn't just about horror—it was the immersive dread that set it apart.

In the past, many players, including those in the game industry, referred to this demo as a perfect piece of work. This acclaim is not without merit. No one knows what the full version of the game might have been like, so praising it as godly may seem excessive. After all, even if Konami and Hideo Kojima envisioned a full version, they likely never had the chance to realize it due to their untimely departures.

However, as far as the demo is concerned, it can only be described as impeccable. It achieves perfection in every aspect it sets out to accomplish.

The infinite corridor creates an oppressive sense of spatial occupation, compelling players to push forward through the plot while simultaneously trapping them visually in a dark, endless loop. Despite the scene being limited to a single corridor, it generates an overwhelming sense of oppression.

Color plays a significant role in the emotional impact of the demo. In horror movies and games, color is always crucial, and this demo employs a distinctive warm and pale tone. Most of the scenes use warm colors such as yellow, brown, red, and dark green, with only the dim room at the beginning breaking this palette. The lighting leans toward cool tones, with bluish incandescent lamps selected.

What's most unsettling is the contrast: the incandescent lamps are glaringly bright yet illuminate less than a few meters. This disparity creates an atmosphere of cold violence and loneliness. Emotions of frustration, isolation, and helplessness are interwoven, elevating the sense of terror to new heights.

As the design concepts of PT were explained, a chill ran through Ruan Ningxue and the others present.

"This will scare the players to death," Ruan Ningxue couldn't help but comment.

"Don't worry," reassured Chen Xu. 

"The VR version of this game isn't for general players but for professionals. When the game is ready, we'll adapt it to suit VR equipment and coordinate with the research institute for double assurance."

Following the explanation of PT's design concept draft, Ruan Ningxue and two other members of the art team began their work. As Chen Xu mentioned, the workload was not extensive or complicated. The entire game takes place in a fixed scene, with changes focused on the atmosphere, colors, and small items such as photos and glass.

Meanwhile, Chen Xu shifted focus to researching new VR equipment and game production engines. Having already tested the performance of the new VR technology in the research park, Chen Xu was prepared to integrate its capabilities into the game.

When players are playing, they maintain a state of concentration while wearing corresponding motion capture clothes, such as gloves.

At the same time, the game warehouse is equipped with various action information collection devices. These devices serve two purposes: one is to detect the player's physical condition and cut off the link to the game warehouse when fluctuations occur. The other is to create a more realistic experience for the player. For example, if the player wants to run, even slight movement of the feet will trigger corresponding feedback actions in the game compartment.

Of course, the specific actions supported in a VR game, and how they operate, depend on the game's design.

For example, if there is no running action in the game, even if a player kicks in the game compartment, the game screen will not provide any feedback.

It might sound strange, but after playing for a while, it becomes something one gets used to.

Just like players who have been using the mouse and keyboard, it's a bit uncomfortable when they first touch the controller. But over time, they get used to it.

This is precisely why playing VR games consumes so much mental energy. It's also the reason most VR games are expensive—designers need to incorporate many details into the game. The more details they pile up, the stronger the player's immersive experience. And all of these details cost money.

After understanding some key differences between VR games and PC games, Chen Xu began designing the details of Silent Hill PT.

For the action material, there's no need to work indoor in neon Games. With the subsidies from the game department, all the work is directly outsourced.

The fastest way to get the DEMO out is to outsource it, and to be honest, it's really not that big of a deal.