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The extremely realistic setting and absolutely mind-blowingly terrifying atmosphere really got to us, and we wanted more like many, many people did. What have been some of your greatest inspirations while working on Visage? Anything that people wouldn’t expect? SadSquare: Let's start with the obvious: Silent Hills' Playable Teaser was the first thing that inspired us. Visage is an exploration-driven game, but boy oh boy, it doesn't mean it's an easy game. The player is given tools to manage the stress to avoid unfortunate situations, but that, the player will need to find on his own. How does that work? SadSquare: Many things will affect your character's stress in Visage, some obvious such as the presence of light, some more obscure, like looking at a unsettling picture or hearing loud noises. )) It’s been hinted that Visage has a sort of insanity meter, and that players must “avoid terror” to keep it low.
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(There might be some exceptions to that rule in the game, though. We want the player to feel like he is at the mercy of his enemies, which he literally is. When you have the option to fight back, it gives you some reassurance that you can possibly end up on top of things. Being defenseless adds a tension that can't be present in a more action-oriented game like Resident Evil. We don't pretend that Visage will be one of the scariest game you'll ever get to play, but that's definitely what we're aiming for. What does that bring to the experience of Visage? SadSquare: From the very start of the project, we really put forth the idea to make the game as scary as we possibly can. There are no weapons in Visage and the player has no way of defending themselves.