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Developer
Unknown
Deployment
1996
Mission intel: this briefing dissects Scream (1996) as a design blueprint for interactive horror systems. It focuses on meta-commentary, escalating threat loops, and character archetypes that can be transposed into branching narrative and AI-driven encounters. Expect analysis on pacing, reveal timing, and player-surrogate dynamics. Ideal for horror game designers mining cinematic classics for systemic tension frameworks.
Publisher
Direct Transmission
247
Favorites
4.9
Rank