![]() Personal Nightmare is a horror game developed and published by Horror soft in 1989. Personal Nightmare Developed for 16-bit machines this is the first game in a series of horror adventures from Horror. The title was released for the Amiga, Atari ST, and MS-DOS. The game is the direct forerunner of two Elvira-based installments, which are Elvira: Mistress of the Dark and Elvira II: The Jaws of Cerberus.ĭespite not having a specific plot, the game has a clear focus. At the very beginning, the player is given the premise that the devil attacked his neighborhood and began to possess its inhabitants. The objective is to eliminate all of them and confront the devil. On the other hand, the protagonist only has four days to achieve this feat. The gameplay of the release is quite dynamic. It also features a lot of components that the user has to be aware of if he wants to survive the adventure. First of all, there is a day and night real-time system. The imposed limit of 4 days creates pressure on the player and traps him in a constant race against the clock. Your father is the pastor of your village. Game published 1989 Game perspective 1st-person 4 votes A horror adventure from Horrosoft. Furthermore, the game is based on writing and choosing correctly between various dialogues and solving puzzles. A Personal Nightmare Survival horror Developed for 16-bit machines this is the first game in a series of horror adventures from Horror Soft. With a limited inventory and the constant obligation to make the right decisions, the experience does not fail to be overwhelming from its very mechanics. Personal Nightmare is a horror adventure game developed and published by Horror Soft for the Amiga, Atari ST and MS-DOS in 1989. With the advent of more powerful consoles like the Commodore, Horror Soft saw the possibility of exploiting the audiovisual part of its titles. Personal Nightmare was the first to receive these changes, so players were able to enjoy a 16-bit submission. This had a massive impact on the title's focus, where the already heavy atmosphere would increase significantly in the presence of its multimedia resources. ![]() The game's palette is quite varied, but it can be noticed a certain predisposition to the combination of opaque colors with dull pastels. Similarly, the developers chose not to use black lines to draw the boundaries of the elements. Despite its simple colors, this gives fresh air to art in general, making it very peculiar compared to other titles.
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