DEEPEST FEAR
Reveal Trailer
Website / Steam
seen from United States
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seen from Malaysia
seen from United States

seen from Japan

seen from South Africa
seen from China

seen from Canada
seen from India
seen from United States
seen from Singapore
seen from China
seen from United Kingdom

seen from Vietnam
seen from China
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seen from United States

seen from Russia
seen from United States
seen from Malaysia
DEEPEST FEAR
Reveal Trailer
Website / Steam
The narrative pacing in Virginia is rapid by necessity, with each sequence present in quick succession, and scene locations changing continuously to match this. One way that the game is able to maintain this rapid pace while not overwhelming the player is it’s use of “jump-cuts”, where the player is moved to a new location, typically with some sort of action already in progress. This is especially clever, because the game carefully ensures that these “cuts” only occur while the player is in motion in a specific direction, is static with only camera movement available, or in the middle of a cutscene.
Last Stop - Reveal Trailer
A major consideration held during the wordless interactive narrative of Virginia was indicating emotion through facial expressions and body language. So much of an individual plot point depended on how characters reacted to the players presence- as such, even incidental characters are clearly defined visually, typically with specific postures, facial cues, and repeated tics.
The lighting in each scene of Virginia is built with a shader that tends to let shadows and highlights bleed into/around each other. This allows the low-poly visuals of the game to feel fairly dynamic, and softens them overall- but still allows the dynamic lighting to fill the scene with specific tones.
DEEPEST FEAR™ | Horror FPS | Developer Description | 4K 60fps
Website / Steam
DEEPEST FEAR™ | Horror FPS | Worldwide Exclusive Reveal | 4K 60fps
Website / Steam
Virginia #4 (End) - Zara The Silent Gamer