Perception can be used through sound. For example, in many horror games, a creaking sound in an empty corridor makes players think something is there, even if there's not. It messes with their perception of safety.
Visual elements are key. In horror games, things like a shadow moving out of the corner of your eye or a figure that disappears when you look directly at it can be used. This makes the player constantly question their perception. For instance, in 'P.T.', the constantly changing hallway and the strange apparitions play with your visual perception, making you feel on edge all the time. Also, environmental design can be used. A seemingly normal room that suddenly feels menacing can change the player's perception. For example, if the lights start to flicker and the temperature seems to drop in a room in a horror game, it makes the player feel that something is wrong, even if they can't see it yet.
Game titles can enhance stories in multiple ways. Firstly, they can act as a hook. If readers are familiar with the game title, like 'The Legend of Zelda', they will be more interested in the story. Secondly, the story can borrow the game's lore. For instance, if the game has a complex backstory about a magical artifact, the story can incorporate that. Moreover, the game title can influence the story's mood. A dark and gritty game title can lead to a story with a somber and tense atmosphere.
Cliches can be used effectively by subverting them. For example, instead of the usual jump scare, you can build up to a moment where the reader expects a jump scare but then something completely different and equally terrifying happens. It catches them off - guard in a new way.
For effective use of 'break' in horror stories, you can break the expected. If the reader expects a character to be safe in a certain situation, break that expectation. Say, a character hides in a closet thinking they're safe from the serial killer, but then the killer breaks through the closet wall. Also, break the peace. Start a horror story with a calm, idyllic setting, then break it with a sudden and violent event. This contrast makes the horror more impactful.
In horror stories, flashbacks are often used to build suspense. They might show an event that was thought to be over but is actually related to the current horror situation. Like a past encounter with a monster that is now resurfacing in a different form.
Well, for one, use the element of the unknown to your advantage. Don't reveal too much too soon. Just like in 'Alien', we didn't know what the alien really looked like or how it functioned at first, which was super suspenseful. Another way is to create a sense of isolation for the characters. This could be physical isolation like being on a deserted island or emotional isolation where they can't trust anyone around them. And build up the tension gradually. Start with small things going wrong and then let it snowball into a full - blown horror situation.
One way is to focus on the details in the pictures. For example, if there's a dark, shadowy figure in a corner of the picture, you can build a story around it being a malevolent spirit that haunts the place. Another is to use the color palette. If the picture is dominated by cold, dark colors like black and deep blue, it can set the mood for a horror story about a desolate, cursed place.
One way is to start with a strong, spooky setting. Just throw the reader right into a creepy place like a haunted cemetery at the very beginning. This immediately sets the mood. Another is to have a really unpredictable villain. A character that the reader can't quite figure out whether they're good or bad until it's too late.
One way is to use them sparingly. For example, instead of constantly using 'scary' words, drop in a really powerful one like 'dread' at key moments, like when the character is about to open a door that they know something bad might be behind. This makes the impact greater.
By making the story relatable. If players can see themselves or their own experiences in the true story, they'll be more engaged. For example, if it's a story about a common struggle like starting a business, many players might have some understanding of that.
To use the uncanny valley effectively in a game story, think about the narrative itself. You could have a plot where the main character discovers that the world they are in is not as it seems, and the uncanny valley elements are part of that discovery. For instance, the people in the game world start to act in a more robotic or unnatural way as the story progresses. This can create a sense of mystery and make the player want to uncover what is really going on. Also, the use of sound can enhance the uncanny valley effect. Strange, distorted sounds coming from characters or the environment can add to that feeling of unease.