Hero-U Rogue to Redemption

Jan 18 2018

Racing to the Finish Line

The race to ship Hero-U: Rogue to Redemption is on. Thank you for your patience and understanding. This race has been long and arduous – a marathon rather than a sprint – but we never lost sight of our goal to make Hero-U as awesome as our backers and fans. Your trust and understanding have been our inspiration and encouragement.

Racing to the Finish Line

Testing 1 2 3

Rogue to Redemption is an extremely complex game that gives the player many opportunities to change the course of the lives of Shawn and his fellow students. Every action Shawn takes in the game can have huge repercussions later on. That means that it can take many playthroughs before a player uncovers all of Hero-U’s secrets.

Hero-U is undergoing intensive Alpha Testing right now, and we will soon open up testing to many more players. All the secret passages, hidden treasures, and nasty monsters are being discovered, recovered, and bashed upon. They have already uncovered many interesting bugs for us to fix, and we look forward to learning about and fixing many more.

We promise that we will release this game as bug-squashed as possible.

The most important feedback we are getting from our Alpha testers is that Hero-U is fun to play. Yay! That’s something we never know until players get their hands on the game. It means that all that work we’ve put into designing Hero-U to be a unique and entertaining adventure game resonates with our players. They like it – and we hope that you will, too.

State of the Art (and Programming)

Kwirk Programming
At this point, the room art and animation for the game are completed. There are only a few bits of polishing artwork left to add for special effects. The dialogue scripts have all been written. The room interaction scripts to-do list is down to the last couple of areas. Every room in the game has had some programming work. We’re down to the polishing and clean-up phase of development.

In other words, we’re in the home stretch to our goal of shipping Hero-U.

It has taken years of hard work, inspiration, exploration, evolution, and compromise to bring this game to this stage of development. Now comes the phase where we make certain every aspect of this game is as fun and exciting as possible. Our Alpha testers are giving us plenty of suggestions on how to make the game better. We’re doing everything we can to make Hero-U even greater.

The Finish Line

Race Over
This race isn’t over yet. We’ll be adding hundreds of new testers over the next few weeks. We want to get as many people as we can involved in finding and eliminating all the creepy-crawling bugs that hide in the woodwork of the world of Hero-U. These devoted people are making sure that you get to play the best game possible.

So here’s a cheer to everyone who is willing to playtest our game! They have chosen to face the frustrations of finding that a puzzle can’t be solved, or that a friend can’t be found, all because some bug munched on a line of code. Thanks to these brave and loyal fans, we will be able to ship Hero-U full of fun for all.

Believe me, we are all looking forward to crossing that finish line as soon as possible!

Shawn Racing

Jul 24 2017

It Takes a Team

Takes a Team

Lori and I frequently get accolades about the amazing things we did with Quest for Glory and our other games. We smile and graciously accept the compliments. After all, our games were pretty special, and we had a lot to do with them.

But that’s far from the whole story. The last time I “made a game” completely by myself was probably the tic-tac-toe game I designed and programmed in 1976. (I almost typed 1776, and it feels about that far back.)

Every commercial game that Lori or I designed was created by a talented team of developers – programmers, artists, musicians, writers (for some of the games), and testers – along with a management team that assigned those developers and made sure everyone got paid no matter how long the game took to make.

Developers come in all shapes and sizes – concept artists, painters, illustrators 2D and 3D, animators, tool programmers, composers, audio technicians, content programmers, and a couple of dozen other categories. Of course, on a small team such as ours, everyone wears multiple hats – I pay the bills, write most of these posts, craft some game text, a bit of scripting, and so on. Our lead 2D background artist taught himself to use 3D tools so he could work on more of the game. He also created our box cover art, has done a bit of animation, and so on.

The general rule is that, no matter how much work has been done on a game, there’s always that much or more to still get done.

Quest for Glory 1 Cast and Crew

QG1 Cast and Crew

Why So Serious?

Look at the original Hero’s Quest (before it became Quest for Glory) team, for example. You would never know it now, but Hero’s Quest started out as a serious high fantasy game. There was no mention of humor or comedy in the original description. What changed? The team.

First came the art. Lori envisioned a beautiful medieval town in a pastoral forest setting. We got the forest, but the artist assigned to the town took Lori’s crayon and pastel sketches too literally, so Spielburg had a much more “cartoon” look than we intended. The characters also had simplistic, cartoon-like designs. Admittedly, it was hard to make them more realistic in 16 colors and relatively low resolution – 320 x 200 pixels on many displays.

While Lori and I debated how to handle this, programmer Bob Fischbach scripted the first prototype of a forest scene. Since our documentation didn’t say anything about how to handle incidental objects such as trees, Bob came up with several amusing messages including a few puns.

Yes, Bob wrote the first puns in Hero’s Quest; I just took the punishment and ran with it. After all, I went to school in Punsylvania, so it was a natural fit.

That solved our dilemma with the cartoony art style. Instead of trying to write a very serious game that would have been spoiled by the unrealistic backgrounds and characters, we redefined the game concept to be a tongue-in-cheek, humorous take on role-playing, but with a serious underlying story.


Does this Look like a Serious Game to You?

Not Just a Text Adventure

Other standouts on the Quest for Glory teams were our art directors – the late Kenn Nishiuye on Quest for Glory I and II, Andy Hoyos on game 3, Marc Hudgins on QG IV, and Terry Robinson on QG V. Each one directed the artists to create a different style, which in turn helped set the mood for each game.

Similarly, our composers created the vital soundscape for each game – Mark Seibert on QG1 and 2, Chris Braymen also on QG2, Rudy Helm on 3, Aubrey Hodges on 4, and of course Chance Thomas on QG 5.

Every game would have felt very different with a change in either the art style or music. We know this because we don’t really like our own games in development until the music comes in; they gain 2 or 3 levels of fun factor with the music.

Continuing the Legacy

Hero-U: Rogue to Redemption takes up where Quest for Glory left off, and that’s asking a lot. Our backers and the team expects beautiful background art and characters, smooth animation, text and dialogue responses for everything the player tries, and a delicate balance between silly and serious. We also knew from the beginning that Lori and I couldn’t do all that ourselves. We also know that good game design requires adaptation to the talents of the team working on the game.

As a result of team changes, as well as the development tools we are using, Hero-U has steadily evolved over the past five years. Our original concept was to make it a top-down Rogue-lite game with added story using Unity. Why that concept, and why Unity? The team, which started out with a lead programmer who had recently created a game in that style in Unity.

Why did we change? The team, particularly our first art director, who wanted more of a Sierra look with an isometric (theater stage) viewpoint. Then, as we added more experienced Unity programmers to the team, we learned that Unity works best with full 3D backgrounds, objects, and animation. We recreated most of the game scenes in full 3D.

That change also allowed more sophisticated animation, and required 3D characters, so we brought on more artists experienced with 3D tools, and programmers confident with using Unity. Pretty soon they started showing us how much better the game could look and feel with more “choreography” and active response to player actions.

Another programmer (Rob) created the Composer script editing tool for us. Originally, it was just a structured message editor, but that wasn’t enough for the new approaches our scripters were taking. Over time, other team programmers (especially Judy and Joshua) have added dozens of new features to Composer, to the point where it is starting to approach the sophistication of SCI at Sierra.

At each stage, the game grew, and the story grew along with it. Instead of the static “click on something, and one thing happens” approach used by other games, Lori, Josh, and I started adding variations and conditions everywhere.

For example, if you talk to the storekeeper during the day, you can get into a conversation about store goods, and not much more. Come back at night, or when one of your classmates is in the store, the conversation changes completely. Visit the library after studying lockpicking, and you’re likely to come across a book on the subject.

This has taken a lot more writing and careful planning and scripting, but we think the result is worthwhile. Hero-U is much closer to a “living, breathing” game than any game we’ve written previously.

Meet Gregor

Meet Gregor the Shopkeeper

Jan 08 2017

Celebrating Hero-U 2017

We like to decorate our Christmas/Solstice tree with themed decorations. One year was space, another Harry Potter. For the past five Christmas seasons, we’ve decorated the tree with symbols of Quest for Glory and Hero-U to remind us of our commitment. We have Quest for Glory ornaments, School for Heroes baubles, and Rogue decorations. Our gifts this year included Hero-U mugs and t-shirts. It’s safe to say that we’ve thought of Hero-U a lot more than about snowmen, reindeers, or sugar plums during these holidays.

Hero-U Christmas

Hero-U Christmas

We believe the love and commitment from us and the team will make Hero-U great. Every week, I have the pleasure and honor of seeing John Paul’s gorgeous artwork created for the game. Chris and Aaron did fantastic work bringing JP’s vision for the school into 3D. Al has given our characters graceful movement. Carolyn turned static scenes into staged events. Jerry and Robert built the foundation of the castle and the other environs. Adam gave us our Reputation system and our new interface design. Judy created the foundations for our mini-games and added important features to Rob’s game scripting editor. Joshua has led the development of… well, nearly everything code-related. Our other Josh is helping Hero-U be hilarious through his droll messages for interacting with objects that most games ignore.

Moira Defends

Both Al and JP play the game weekly to see that things work and look right, handling Quality Assurance as well as their artistic contributions now that the art tasks are winding down. Who better to judge whether a room lights need adjusting or a character’s movement looks stilted?

It’s the programmers who need to do the heavy lifting now. We’ll be adding a few new names to our programming list soon. It’s time to get this game done.

The game is designed, but I am still writing dialogue and setting scenes in motion. Our custom game system has turned me into a programmer as well as a writer. It gives me the control to make a scene extremely complicated and sophisticated without the worry that my design will get lost in programming translation. It also makes my job harder and take longer as I have to keep track of ‘If’s and Else’s”. We also get to spend time finding mistakes in the scripts as well as in the Unity code.

Corey is now going over the resumes of the many wonderful folk who want to work on the game. There’s a lot of behind-the-scene work like paying people, bills, and taxes that needs to be done to keep this project going. Occasionally he even contributes to design decisions.

Hero-U is a very different game from anything we have made in the past. We’ve applied lessons from every game design we’ve created, the experiences of all the people involved, and the pleasure of all the games we all have played and loved. Hero-U will bring these things together to create a game experience that we hope you all will love as much as you loved Quest for Glory.

So here’s to 2017! We are adding more programmers to add to the richness of the game. We are incorporating new music and sound effects to give the game emotional depth. We are testing, poking, and judging every pixel and action in the game to make sure it works as intended and that the game is fun.

This is the year we ship this game. You will enjoy all the effort it took and all the love we built into this creation.

It’s going to be a great year for Hero-U.

Celebrate Hero-U 2017

Jan 01 2017

Happy Heroic New Year 2017

Happy Heroic 2017

Here we go into the final year of creating Hero-U: Rogue to Redemption. It’s been a wild and woolly “bumpercar-on-a-roller-coaster” kind of experience – a mixture of fear, terror, amazement, and great joy.

We’ve gone through a lot, these past years. We’ve made friends, worked with great people, and watched far too many of them go on to their own projects and better lives. Yet each person has left an impression upon the game. Every person who has been on the team helped to shape and improve the game. The best games are built by the synergy of the people who work on them.

The amazing part of creating this game is seeing the world of Hero University come to life. Most of the game art is done, we’re just tweaking and refining what we have in place to polish everything with glowing pride. All the pieces of the puzzle are in place, Shawn can stroll the halls of the castle, explore the wonders of the sea caves, sneak cautiously through the catacombs. The world of Sardonia awaits the explorer.

It’s a silent world right now. Anyone who has danced with Dryads knows just how magical music can be. That spell of magic has yet to be cast upon the game, but the tools of creation are now in place. We’re ready to begin the symphony of sound.

The Power of Magic

Of course, we still need a few Wizards to conduct the final ritual to bring the game together. Fortunately, when we asked for help from our friends and fans, many talented and experienced people answered our call. They, too, want to help make this game special.

Bringing this game to life has been difficult and grueling. No one wants this game to ship more than we do. However, we want it to be the best game possible, and there is still a lot of work to do. We will make this game as magical as we can.

Fortunately we have you to support us. Your faith in us and in Hero-U keeps us working, keeps us striving to do our best. The greatest of joys we have had from this project is the pleasure of knowing how important Quest for Glory was to you. That’s why we are making Hero-U. We want to share the thrill, adventure, and wonder that a great game can give.

For all of you, thank you. You keep us going.

So here’s to 2017. It’s going to be happy, heroic, and amazing.

Sargonian Garden

Mar 20 2016

Spring Forward

Spring Forward
In the midst of Winter, there are times when it seems as if the chilling gloom will never end. Game projects go through a similar period when the game is like a scattered jigsaw puzzle with many of the pieces missing. It is hard to believe that the project will ever be completed. But even in the depths of the coldest and darkest Winter days, we know that Spring will be reborn with joyous warmth and sunshine. So too, we know that Hero-U will find all the pieces of the puzzle, put them together into a beautiful picture, and we will be ready to release the game so that we can share that beauty with all of you.

The pieces are coming together now. There are many more pieces to this game puzzle than we expected when we started out. We listened to our fans and supporters. Thus, the Sea Caves are much more extensive than we planned. Our animation is becoming more sophisticated. Our programming is becoming more elegant and expressive.

It will still take months to fit all the pieces into the game. It will take more months to test it all and make sure it lives up to its heritage of QfG and the expectations of its fans. However, we are springing closer to our goal every day.

Spring Fling

Sea Caves Section 2H

All of the backgrounds for the Sea Caves have been completed by JP Selwood and Aaron Martin. This means that all of the background art is finished.

So, is the art done? No, not exactly.

When we started out designing the art for the game, we created backgrounds like a stage set with many reusable walls and props. This made the scenes seem a little dull and artificial.

We have started the polishing phase of the project. We are going over many of the older rooms now to make them more dramatic and dynamic. Each prop is handcrafted from the finest pixels. Each room is aglow with the careful arrangement of many-colored lights. It’s amazing what lighting can do to bring out the emotions in a scene.

We are also refining and improving our user interface design to make the game play intuitive and yet beautiful.

Our newest programmer, Carolyn VanEseltine, is crafting each scene with character movements and camera placement to bring a cinematic approach to game interaction.

Josh Mandel is bringing his clever wit and wry humor to Hero-U whenever the player examines objects or interacts with the myriad of props and decorations in the rooms.

My dialogue script keeps getting longer and more sophisticated as the stories of all the characters in the game are revealed. This is the richest, most complex story I have ever written.

The game just keeps getting better and better.

Of all the games I’ve worked on in the past, Hero-U has the best team and the best art. I could not be prouder of what we are creating with Rogue to Redemption.

Spring Break

Adventure Games

I was asked to speak about Adventure Games at the 30th Game Developer’s Conference in San Francisco in Mid March. I was one of twelve Keynote Speakers; together, we gave a retrospective of the game industry over the past 30 years.

There are some truly amazing Adventure Games today. The genre did not die when Sierra folded and LucasArts turned its back on the medium. Instead, adventure games morphed into the interactive, episodic stories of Telltale Games and other studios. They are being jumpstarted by Kickstarter, giving designers like Ron Gilbert (Monkey Island), Tim Schafer (Day of the Tentacle, Grim Fandango), and Jane Jensen (Gabriel Knight) the opportunity to make great games once more. Games like “Her Story” and “Life is Strange” tell compelling stories by reinventing the genre.

Adventure Games are alive and well.

Flash Backwards

A Kickstarter I Love

Girl Genius Website

My favorite cartoonists and web comic creators, Kaja and Phil Foglio, are raising money to publish the latest edition of the adventures of Agatha Heterodyne, Girl Genius, on Kickstarter. If you like a wild, ribald romp through the world of Mad Scientists and Steampunk, then read Girl Genius on line. If you love the comics as much as we do, then support their Girl Genius Kickstarter.

Dec 31 2015

New Year Commitment for 2016

Aim for Greatness

2015 was a great year for us. We added new people to the team. We developed an improved version of the original Break-in House demo to show off the new art style. We made a combat demo to show off and test our combat system. We held a new Kickstarter to reach out to all of you and improve our cash flow by reducing debt.

The Kickstarter gave us more than just money – it gave us feedback on the features you players really wanted to emphasize in the game. Because of this, we have even more work to do. People loved the Sea Caves, so we’re expanding them and making them better. People wanted better animation, so we hired a full-time animator. We’ve improved and expanded the gardens in the game to give Shawn a chance to get away from the doom, gloom, and stress of classrooms and dungeons.

We keep working hard to make this game amazing. That means re-doing a lot of the artwork and re-coding rooms to improve what was done before while at the same time working on all the newer areas and building the structure of the game.

The entire castle has been rebuilt in Maya rather than put together piecemeal like Legos in Unity. This means it looks much better and more polished than it did a year ago. The dungeon and the Catacombs are completely constructed now. Joshua is setting up the ghosts and ghouls that roam those regions.

And the Sea Caves will be as amazing as the concept painting that inspired them.

Considering that this is all being done with people all around the world who’ve never met each other outside of a computer screen, this is quite an accomplishment.

There’s a huge amount of work that still needs to be done on the game. Hero-U has as many areas to explore as the largest of our Quest for Glory games. The dialogue and character interactions are much more complex than in any other game we’ve worked on. We keep refining and redefining the way a game is experienced. Hero-U will be different from any other game you’ve played.

Hero-U is a labor of love from everyone who works on this game. We all strive to do our best to make Hero-U the best game ever.

And it’s all thanks to you. Without your support and encouragement, Hero-U wouldn’t exist.

So as 2015 fades away into history, we make our New Year’s Commitment for 2016. For us, there’s only one that really counts – get Hero-U finished. Make it something that everyone on the team is proud of. Make it something that you will love to play over and over again.

Have a Happy New Year and the promise of better things to come for everyone.

Have a Heroic 2016

Dec 21 2015

Happy Holidays 2015

Happy Holidays
‘Tis the time of friendship
‘Tis the time of cheer,
The time when holidays
Draw us near.

To all our friends,
We raise a toast.
You are the gift
We value most.

For whether we’re close
or far apart
You’re near and dear
Inside our hearts.

So we thank you all
For in so many ways
You bring the ‘happy’
To our holiday.

Wherever you live
In your faraway lands
We’ll all join together
We’ll hold out our hands.

We share the same joys
We know the same story,
We’re bound by the quest
For the essence of glory.

Our Holiday wish
Wherever you’re found.
Let us all be heroes
The entire year round.

Life is more than a game
But it still can be won
One day at a time
Good deeds can be done.

The world needs more heroes
And we’ve answered that call
To make the world brighter
And better for all.

So let’s all join together
And share in the cheer.
Happy Holidays to all
And a Heroic New Year!

Holiday Card

Here’s our Holiday Gift for you – The Heroic Holiday Wallpaper:

Holiday Wallpaper 2015

Nov 22 2015

Thanks for Giving

Happy Thanksgiving

Being grateful is a very important tool for life. That may be an odd way of putting it, but the truth is that learning to regularly count your blessings makes your life richer and more rewarding. It is a way of being mindful of all the little pleasures and wonders that surround our lives on a daily basis.

Right now, I look out my window and the sun is shining on the yellow, gold, and pale green leaves of the massive oaks. The ground, which has been brown and parched by the dry, hot summer, now is a verdant green from the Autumn rains. I’m very happy that I can sit here at my computer and see the changes of nature around me. I’m glad that there were rains after such a long hot drought here. I’m glad that our well didn’t run dry over the summer. I’m glad that though this morning is chilly here in the foothills of the Sierra Mountains, I have my blanket, sweater, and hot tea to warm me.

I have a lot to be very thankful about – and many people to be thankful to. I am admiring a blue jay on a fence post outside my window while I do something I love to do – all thanks to you.
You give me the support to work each day to create the tour-de-force that Hero-U will be. Whether you donated to our Kickstarters, wrote us about Quest for Glory’s effect upon your life, commented upon on blog posts, or just gave us a Like on Facebook, you remind us that what we are doing with Hero-U isn’t work – it’s a calling. It’s creating a piece of art that will one day be shared back with you.

Thank You

When I am designing a game, I am constantly thinking of you. What will you want to be able to do in this Situation? How will you want Shawn to talk to people – do you want Shawn to be polite and friendly, or snarky and cynical? What will you want to explore – the dangerous dungeons of monsters and treasure, or the mysteries of friendship and Shawn’s past?

There are a lot of you out there. You are not all alike. So I need to think of all of you and create experiences that will please you whatever your taste may be.

So you are very much on my mind every day. I’m very grateful to you for this opportunity.

Many More Thanks

Of course, I’m not alone while I create Hero-U. Corey’s nearby paying the bills, managing the programming team, and designing the complex systems that underlie the game play. Yes, we’re over budget because we care more about making the game better than we do at being fiscally sound. Somehow, Corey manages to keep this company going and our people paid. I’m very glad that he’s doing it and not me.

I’m very grateful for our programming team. They’ve worked so hard over the last year on Hero-U despite the fact that they all have other jobs and other lives. Cidney, Robert, Judy, and Joshua have worked wonders bringing Hero-U to life. I’m grateful for all the other programmers who helped shape Hero-U over the years – Jerry Shaw, Jonathan Cheatham, Andrew Goulding, Mike Croswell, Rob Eisenberg.

I’m also very thankful for our artists. Without their creative talents and craftsmanship, this game would be lifeless and dull. Thank you, JP, this game is amazingly beautiful and rich thanks to your artistic vision and skill. Game creation is a collaboration and a synergy of creative talents, and JP is as much a designer of this game as I am. I look on the walls beside me at the paintings of Mordavia and Spielburg, the wonderful scene of the Caligari Harbor with the Pegasi flying over the water and the Hero-U castle rising in the bright morning sky, and I am inspired. Hero-U will be a beautiful game thanks to JP.

Of course, I’m also thankful for the other great artists who are helping bring Hero-U to life. Aaron and Chris have turned sketches and drawings into 3D environments. Al gives new animations and motions as well as refining the 3D models to all our characters. Paul, Eric, and Terry all contributed to the look and style of the game. Ryan Grogan gave us the music to give emotional depth to every scene.

That’s Gratitude for You

I’m very grateful to all of these people, most of whom I’ve never met in person. Some of them were former Sierra On-Line people. Most of them were strangers from distant places. And yet, they all help to make Hero-U.

I have a lot for which to be grateful.

Mostly though, I have to be grateful to you. Without you, I couldn’t make Hero-U. Without you, I wouldn’t be working with all these wonderful people creating an amazing game.

Thank you so much.

Dinner with Shawn

Oct 30 2015

Happy Halloween from Hero-U!

May you all have a spooky and exciting Halloween celebration.

Happy Halloween

Here’s our Halloween Treat from last year:

Happy Hauntings!

Oct 27 2015

Halloween Tricks and Treats

Night casts its shroud of cobwebs and gloom
Releasing the souls that are trapped in their tombs.
Through catacomb halls the wind wails and weeps
Summoning spirits from undying sleep.
The Living are fearful and fretful with dread
As the Spirits arise on the Nights of the Dead.

Rise from the Tomb

Rise from the Tomb

’tis the season of ghosties and ghoulies and things that go bump in the night, where we again watch “Nightmare Before Christmas” and hail to the pumpkin song. Once again, we here at Hero-U celebrate Halloween with you.

Halloween has always been my favorite season of the year. That’s why there has been a thread of eeriness running through many of my games. Shadows of Darkness explored all the tropes of Horror Movies with Vampires, a Frankenstein-like monster, ghosts, a haunted castle and monastery, and so much more.

Mordavian Nightlights

Mordavian Nightlights

Now Rogue to Redemption will have its Nights of the Dead to add an aura of spooky thrills to Hero University.

On the Nights of the Dead when darkness falls, the ghostly shades haunt the castle halls. Most of the friendly ghosts in the school are the spirits of backers who help bring this game to life. It’s the unfriendly ghosts you have to watch out for. It’s bad luck to explore the catacombs at night any time of the year – but the Catacombs are especially dangerous during the Nights of the Dead. You never know who – or what – you’ll meet there.

What makes a good scare is not a grotesque monster or something jumping out of a corner at you. It’s all about mood. It’s that sense of dread that builds out of the anticipation of danger. It’s the fear of the unknown countered by the lure of curiosity to drive you deeper into the darkness where monsters lurk.

Humor and Horror share the same elements. They both need a setup to lull the player into a sense of expectation. The player anticipates what is going to happen next . Then humor or horror breaks that expectation by surprising the player. It’s the juxtaposition of expectation with the unexpected that make something funny or scary.

There’s a lot of humor in our games. However, there are also a lot of scary bits.

Creepy Castle

Creepy Castle

Scariness is built by layers. First is the setting – an old castle with a tragic history or the cold crypts of the catacombs. Both locations form the foundation for a creepy experience. Just the sound of such places evokes an emotional response from the player. Then we color the setting in shades of cold blues or eerie greens to evoke a chill up the spine. We darken the halls and drape them in shadow. You can’t quite tell what hides in the corner or just out of sight.

Then we tell you there is danger. We let you know that you aren’t safe. No matter how clever or skilled you are – if you make a mistake, it might be your last.

Finally, we add music and sound effects to the scene. The music is mournful and disquieting. You can hear the creak of doors or the scraping of something of something just out of sight. Are those voices whispering in your ear the sounds of the dead or the illusions of your mind?

Emotional impact makes a game memorable. There should be moments of delightful treats as well as breath-stopping tricks. That’s why we love Halloween. We never know quite what to expect.

You Can Never Leave

You Can Never Leave