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me ayudas con mi investigación sobre cry of fead?

I'm doing research on Cry of Fear and in order for my professor to accept the topic I need to have a basis for doing so, so if you could answer the following questions, it would help me a lot.


1. How do the resource management mechanics in Cry of Fear influence the player's sense of vulnerability during the game?


2. How do enemy encounters impact the player's emotional and psychological experience throughout the game?


3. What similarities can be identified between the player's physical reactions in Cry of Fear and real bodily responses to stress?


4. Do you think Cry of Fear can amplify feelings of anxiety or depression in emotionally vulnerable players? In what ways?


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Reply by Memecia

posted

sorry if I am a bit late but here is my response!


1. the limited item slots make the player feel venerable since they constantly have to leave weapons and other necessities in order to progress the game


 2. Most of the enemy encounters are either alerted by the sound that the monster makes or a jump scare, this makes the player extra paranoid incase they heard a noise or are expecting a jump scare



3.Usualy in a stressed situation a person begins to hyperventilate or trying to get out of the stressful situation, in the game when one of these situations occur i have noticed  myself start to hyperventilate or try to kill/escape the monster or situation which is causing the stress


4. Personally this hasn't occurred to me but i can see if a vulnerable player can feel that way when they are met with a situation that triggers those responses


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