A Horror Game That Changes Every Time You Play

Play a horror game enough and you know where all the scares are. The terror becomes routine. But Daylight is promising something different. It's going to transform each time you try to escape.

Like Spelunky, No Man's Sky and a slew of other games, the upcoming PC/PS4 title from Zombie Studios -- built on Unreal Engine 4 -- uses procedural generation to recombine some of its various elements. In this case, it looks like the labyrinthine layout of the Mid Island Hospital setting gets a remix with each new game you play. The game's due out soon, so we'll see just how well the premise works.


Comments

    This sounds awesome to me, and it really makes wonder why more games haven't gone down the (at least semi) procedural route.

    I hate having an awesome game (like say MGS2) that i just can't play anymore because i know it so well, but still want to play it because i love the gameplay. Having it (somewhat) fresh each time would be amazing, although it would probably lead to me losing my job and becoming an obese couch dweller...

      Procedural generation is a very difficult thing to get right and can end up limiting your options for gameplay since you can't always be assured of certain pre-conditions. Mixes of pre-designed and procedural exist out there (eg. L4D which has the AI director to produce Zombie encounters, weapon/item drops and ammo dumps but has pre-designed levels, F.E.A.R also had dynamic scripting to react to players actions) and generally work.

      Procedural horror though would be a tricky thing to get right. You want to make sure that the scares are spawned in places the player will look, but you don't want the decision process to be obvious enough that the player starts anticipating where the possible spawn points are.

        No doubt it would be a lot of work, but hopefully with newer more powerful consoles it will give rise to more studios implementing it, and implementing it i interesting ways, instead of just focusing on 'graphics'.

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