![]() The game was meant to be played alone, immersing the player entirely into the game without the distractions that extra players would bring. Although the genre of survival-horror does effect the mood and intentions of the player, it also effects how the game is played.īecause the game was released only for the PC, there was no room for any multiplayer modes. At this point, the game becomes solely a survival-based game with a dark setting. Over time, however, the audience grows used to the jump-scares used in the game, allowing them to set aside the “horror” and focus entirely on survival and “winning” the game rather than the immersion set by the mood. With the difficulty of survival as well as the horror based ambiance and surroundings, the game originally slides perfectly into it’s genre. The game also brought in survival players with the quick-witted decisions of how to survive capture from the Slenderman as they trigger the game to get increasingly more difficult with each page collected. In the trailer released for the game, there was a set tone of tension and panic to entice horror lovers to give the game a try. This genre originally suited the game quite well. Officially, Slender was released as a Survival Horror based game. Popularity, however, is made through the audience’s reaction to the game and how it performs its intended role/genre. Without the jump-scares, the game itself would not be as popular as it was. With Slender, this would give the player an advantage over the game because it disables the full effect of the jump-scares it uses. When using an XBOX or PlayStation system, each player sits away from the television in order to get the best overall view of the game they are playing. In order for a jump-scare to be fully effective, the player must be as close to the game screen as they can so that when the scare arrives it will be directly in the face of the player. Slender: The Eight Pages is a game meant to scare people using ambiance and jump-scares. Because of the simplicity of the gameplay, I think it was a smart choice on behalf of the distributer to only allow this game to be available for the PC. The game was won once the player collected all eight pages available. The gameplay was based on walking around a wooded area and collecting pages with drawings or writing on them. When the game was released, I immediately downloaded it onto my own Windows computer. The game could run on either Microsoft Windows or OS X (for MacBooks), making it more than accessible for anyone with a computer to play. The game itself is only available through a free download onto a personal computer (PC). However, I have found that the Slender game does hold potential upon closer examination of its intended ideas and mood for the player to experience. Even the enemy, the legendary Slenderman himself, was revealed to be nothing more than what looked like a stretched mannequin in a suit. This “horror-survival” game turned out to be more laughable than scary. ![]() Excited, readers rushed in to play this seemingly terrifying game only to find that the repetition of cheap jump-scares surrounded by the ever-present sound of crushing, off-key piano chords was not exactly what they had expected. It was on this website that the first tale of Slender arrived. Slender crept in and captured the attention of the CreepyPasta audience - a website dedicated to the scary stories and legends of our world. Slender made it’s debut in June of 2012 - a time where highly praised games such as The Walking Dead and Dark Souls: Prepare to Die Edition (for Windows computers) were exciting the world with their stories, combat, and stylized in-game art. Independent developers, such as Parsec Productions, have little to work with, but were able to create one specific game that would seem to shock the world forever: Slender: The Eight Pages. Some games, however, do not have the luxury of a strong development team for their creations. Games like Sonic the Hedgehog (2006) were primarily known for being released before completion, rushed to meet a deadline, and now serve as a teaching element to future game development teams about the value of time and hard work. Many of these releases are games that were not tested enough, low budget, or simply rushed to be released. Since the beginning of gaming itself there have been game releases that have not been as successful as others.
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