P.T (Playable Teaser) is a horror game based on a very architectural concept. It is one of the most impressive realisations of horror in atmosphere to be seen as a game.
The game itself revolves around a single corridor with a single room. You experience everything from a first person perspective, investigating the corridor and room and trying to piece together puzzles in order to progress through a seemingly endless cycle.
You begin by entering the corridor. As you walk down the first stretch of corridor you begin to hear creepy voices explaining a narrative, hinting at what has happened in this place. You turn the corner and proceed down the next stretch. At the end is a door, the exit to the corridor. However as you walk through this door, you appear right back at the start again. This is the trick of P.T. You are stuck in a continuous cycle, trapped and claustrophobic.
As you move through the spaces, various horror aspects occur, be it a fridge hanging from the ceiling with blood dripping out, or an attack from a ghost and being dragged away. Every time you walk the cycle something different might happen, but sometimes, intact a lot of times, nothing might happen. You find yourself becoming increasingly paranoid by the experience to the point where you don't even dare turn around.
It is a very dramatic use of architecture which has been very cleverly and carefully planned out. There are many aspects to this game which can be used for inspiration in my film. One such aspect is the addition of external sounds. In the game, there are many times in which you hear muffled voices coming from a telephone, it adds a very creepy element to the atmosphere. Such an approach can be easily applied to the film.
As you move through the spaces, various horror aspects occur, be it a fridge hanging from the ceiling with blood dripping out, or an attack from a ghost and being dragged away. Every time you walk the cycle something different might happen, but sometimes, intact a lot of times, nothing might happen. You find yourself becoming increasingly paranoid by the experience to the point where you don't even dare turn around.
It is a very dramatic use of architecture which has been very cleverly and carefully planned out. There are many aspects to this game which can be used for inspiration in my film. One such aspect is the addition of external sounds. In the game, there are many times in which you hear muffled voices coming from a telephone, it adds a very creepy element to the atmosphere. Such an approach can be easily applied to the film.