High-FOV Horror
Been watching this year’s Super Best Friends Shitstorm and got to thinking: I want to see someone make a horror game using a high-FOV low-distortion projection such as panini, without going full 360 degrees to maintain some blind spots.
In what ways would high player awareness and the loss of low FOV’s inherent closeness/intimacy force a horror game to expand its bag of tricks? Things that are actually fast when they move and approach Things that try to stay behind you Things that only appear in your peripheral vision Things that only act when in your field of view, or a particular part of your field of view Things that stay still when in your field of view ...combined with things that don’t Carried light sources with limited illumination zones that aren’t fixed straight forward and can be moved around within the FOV Changing environment geometry Numerous simultaneous enemies Things that cannot be seen
What else?












