Difference between revisions of "Clock Tower"

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Clock tower incorporates two important and rarely mastered, at least when coupled together, genres.  
 
Clock tower incorporates two important and rarely mastered, at least when coupled together, genres.  
  
 +
===Horror===
 
The first is the obvious. Clock Tower implements the sense of horror very nicely in a number of ways. The character you control, while free, doesn't have much strength or ingenuity for that matter. Since she can only defend while at full strength and doesn't often use any means of weaponry. This gives the player a sense of weakness or helplessness. While other games allow the player to use some type of weapon, grenades, handguns, and [[gibble sandwiches]], Clock tower does not. In terms of actually fighting you are completely helpless.
 
The first is the obvious. Clock Tower implements the sense of horror very nicely in a number of ways. The character you control, while free, doesn't have much strength or ingenuity for that matter. Since she can only defend while at full strength and doesn't often use any means of weaponry. This gives the player a sense of weakness or helplessness. While other games allow the player to use some type of weapon, grenades, handguns, and [[gibble sandwiches]], Clock tower does not. In terms of actually fighting you are completely helpless.
  
 +
===Point and Click===
 
The other main genre that Clock Tower incorporates is [[Point and Click]]. Point and click is not used too often in more recent games, but for Clock Tower, it adds so much more to the fear that is instilled in the player. Many games that implement point and click do it well, [[motas| there]] [[Wonder Project J| are]] [[Myst| many]] games that do a really good job. The use of point and click coupled with horror magnifies the fear the player experiences. Since the player is not in direct control of [[Jennifer]], there is an air of uncertainty. The player can only tell her where to go but not move her there. This solidifies the weakness that the player feels and beautifully strikes fear in the player when [[Bobby]] appears.
 
The other main genre that Clock Tower incorporates is [[Point and Click]]. Point and click is not used too often in more recent games, but for Clock Tower, it adds so much more to the fear that is instilled in the player. Many games that implement point and click do it well, [[motas| there]] [[Wonder Project J| are]] [[Myst| many]] games that do a really good job. The use of point and click coupled with horror magnifies the fear the player experiences. Since the player is not in direct control of [[Jennifer]], there is an air of uncertainty. The player can only tell her where to go but not move her there. This solidifies the weakness that the player feels and beautifully strikes fear in the player when [[Bobby]] appears.

Revision as of 06:34, 11 October 2012

Clock Tower Cover
Cover of the Super Famicom version of Clock Tower

Clock Tower (クロックタワー) is a video game made for the Super Famicom by the now defunct company HUMAN.

Setting

Characters

Series

Genre Explanation

Clock tower incorporates two important and rarely mastered, at least when coupled together, genres.

Horror

The first is the obvious. Clock Tower implements the sense of horror very nicely in a number of ways. The character you control, while free, doesn't have much strength or ingenuity for that matter. Since she can only defend while at full strength and doesn't often use any means of weaponry. This gives the player a sense of weakness or helplessness. While other games allow the player to use some type of weapon, grenades, handguns, and gibble sandwiches, Clock tower does not. In terms of actually fighting you are completely helpless.

Point and Click

The other main genre that Clock Tower incorporates is Point and Click. Point and click is not used too often in more recent games, but for Clock Tower, it adds so much more to the fear that is instilled in the player. Many games that implement point and click do it well, there are many games that do a really good job. The use of point and click coupled with horror magnifies the fear the player experiences. Since the player is not in direct control of Jennifer, there is an air of uncertainty. The player can only tell her where to go but not move her there. This solidifies the weakness that the player feels and beautifully strikes fear in the player when Bobby appears.