After nearly a decade immersed in the U.S. film industry, chasing a dream as distant as the stars, I've returned to Taiwan, my mind brimming with stories and ideas.
Now that I've settled down in Taiwan and work as an English tutor, I finally have the time to reignite my burning passion: creating video game concepts. Whether I'm driving to film school, strolling the streets, waiting in line, or even in the bathroom, my mind wanders and daydreams.
One of my many ideas is "Whisper in the Corridor." Yes, I know. The title needs a lot of work (titles and I have always had a complicated relationship), but I am so excited to share the concept and imagination with you. Whisper in the Corridor aims to be a labyrinth of intrigue and suspense.
Without any further ado, here's my first video game concept. I hope you enjoy it!
Whisper in the corridor is a survival horror game of the insecurity and fear of the unknown.
In a dimly lit corridor of a high school, Clara Grimshaw, a creative soul shackled by insecurities and social anxiety, finds herself alone and trapped after returning to her high school to retrieve her forgotten phone from the library.
The once familiar school has transformed into an endless, eerie labyrinth. (Yes, video game buffs, you know where this inspiration comes from!) The walls now echo with chilling silence, broken occasionally by creepy, distant laughter that reflects the long and haunting history of the campus.
At first, it starts as a simple task of calling for help, but to Clara Grimshaw's surprise, no one can hear her pleas for help, and she can't make any phone calls. After unlocking her phone, her fingers linger over the ominous screen that illuminates the pitch-dark library, staring back at her: No service. Her breath quickens, and her body tenses.
Clara looks about; the vast and ominous library makes her heart pounds harder. Am I going to be stuck in this place for the whole night? Her mind races, feeling as if the shelves of dusty books are looming in. The library is a grand hall of forgotten stories; its menacing high ceilings cast looming shadows, and the arched windows barely dispel the thick darkness seeping into every corner.
Pale moonlight sneaks through the windows, casting eerie patterns across the marbled floor. It might be the lighting, but Clara feels like the shadows are lurking and gradually inching toward her.
Despite its spaciousness, the library exudes a suffocating sense of foreboding. The towering bookshelves stretch out like never-ending trees on both side of the road. The aisles feel like a dark and uncharted forest. The moist air, dense and laden with the scent of yellowed paper, adding a tangible heaviness to the atmosphere; Clara's fears begin to manifest.
As if the fear of being alone in the gloomy and vast library isn't enough, panic begins to set in when an ear-piercing scream shatters the dead silence, vibrating through the empty hallway...
Here is the first pivotal moment where you, the player, make a crucial decision: Do you investigate the source of the scream, or do you stay hidden? For the daring souls who chooses to venture out, they will be rewarded for their bravery: A crowbar, a pair of scissors, a pipe wrench - these are the tools that will help the players face the dangerous unknown.
On the other hand, if you decide to stick to caution and stay within the dubious safety of the library, it's not a bad choice. However, instead of the aforementioned sharp weapons, an improvised wooden chair leg becomes your weapon - a nod to the classic survival horror game Silent Hill.
I hope the game will paint a dark and gritty atmosphere with each step and choice, weaving a narrative about confronting fears and learning to survive. As the game progresses, you will explore different places in the school, such as the auditorium, science lab, gymnasium, cafeteria, art studio, music room, medical room, and more...
This idea is still in the early stages, but I want the game concept to be a a unique reflection of the suffocating and insecure sensation; not just riddled with jump scares. However, this game is also a callback to the terrifying aspects of socializing. This is not finalized, but I believe one interesting aspect is that Clara not only has to learn to manage food and water but also face one of her worst fears: socializing. To be more specific, socializing with the kind ghosts while steering clear of the malicious and ill-intended spirits and creatures. If she wants to survive the night, the more she knows, the higher her chances of survival.
The atmosphere and theme I want to create are suffocating and insecure, where not only being alone is scary, but it's also a callback to how terrifying socializing can be for some people. Should Clara wants to survive the night, she needs to do more than manage food and water; she also needs to do the unthinkable: socialize with kind ghosts and creatures while keeping herself safe from the malicious and ill-intended creatures and spirits.
Extra:
Are you excited about the upcoming Game Awards? Which game do you think will win Game of the Year? Also, speaking of horror, I just started playing this amazing horror game, Alan Wake 2. It's fresh, unique, and has gripping narration.
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