After ending the call with the person in charge of Infinite Network Entertainment, Meng Shu took a nap in his chair.
When he woke up that afternoon, he reconnected with the system and checked his Fear Points.
The familiar panel appeared once more.
Compared to before, the numbers had even risen slightly.
Planning: 60+3 (Average)
Programming: 60+8 (Average)
Art: 60+2 (Average)
Music: 60 (Average)
"Dark Forest": 2.1 million people frightened
"21 Points": 4.1 million people frightened
Total Fear Points: 7,558,000
Seeing the panel, Meng Shu understood.
His Planning had increased by 3 points. Was it because he had heavily altered the game's text and story?
After all, he felt that without Resident Evil 7 as its foundation, it would be difficult for people in this world to understand the character settings and development in the original 21 Points.
So after separating it out, he had revised and expanded it, turning it into an entirely new game.
If that was the case, then if he wanted to raise his Planning stat in the future, he would need to modify games himself.
Moreover, he discovered that the increase in his stats had filled his mind with countless new ideas and insights.
At this rate, even if he did not have enough to buy games from his previous life, he could still develop new games through his own abilities!
His Programming stat had risen from the original 3 points to 8, while Art had increased by 2 points.
There was no need to explain Programming. He had handled that all by himself.
Had Art increased because he had modified the art assets submitted by the employees?
Meng Shu raised an eyebrow at that.
Actually, the models in 21 Points had not been especially realistic at first. They had merely been solid and polished, reaching a qualified, high standard.
But they had still been far from the point where fiction and reality were indistinguishable.
He had used the engine's functions to meticulously refine those art assets, producing the final result they had now.
Still, the improvement in Art had also given him a certain understanding of artistic theory.
For example, he now had a basic grasp of perspective, light and shadow, environmental composition, and other concepts.
In practical terms, he could also manage beginner-level sketching, object modeling, poster design, UI design, and more.
Those were all benefits brought by the panel's improvements!
Now, he was really looking forward to improving Music.
Although he already had a base stat of 60, that was not enough to make him a king of singers or a musician. It merely meant he possessed strong talent.
What mattered most was the additional boost.
Even a single point of improvement could bring huge gains.
After looking over the panel, he turned to the Fear Points.
Dark Forest had become popular domestically, while overseas players had bought it after hearing about it. It was only reasonable for it to have frightened over two million people.
After all, not even a month had passed since the game's Official Version launched, and it would continue generating sales for him in the future.
Because 21 Points was VR and free, it was far more appealing than Dark Forest. Combined with Infinite Network Entertainment's promotion and streamers trying it out, having over four million players was perfectly believable.
Together, the two games had earned him around 7.55 million Fear Points.
That was still a fairly considerable sum.
But honestly, it was far too little.
Resident Evil 7 alone cost a hundred million points.
If he wanted to purchase high-quality Horror Games, he would have to build up his collection and accumulate Fear Points.
Fortunately, Visage was not priced quite so outrageously. He could buy it for 6.9 million Fear Points.
So he immediately selected the game and bought it.
Clatter—
Along with the sound of coins rattling.
His Fear Points dropped to 658,000.
At the same time, the system's mechanical voice rang out.
You have obtained a step-by-step development tutorial for the horror game "Visage." You have obtained the concept design for the horror game "Visage." You have obtained the VR production method for the horror game "Visage."
A massive amount of knowledge immediately flooded his mind.
Forcing him to close his eyes and carefully absorb it.
A few seconds later, he opened his eyes again. He had already mastered Visage's production methods.
At the same time, the concept design book appeared on his computer desktop in the form of a PPT.
Now that he had everything, he could begin planning.
Then, he opened the PPT and started browsing through it.
Visage was a first-person psychological horror game.
In this game, ghosts truly existed, and supernatural phenomena occurred frequently.
Unlike other bloody monster-fighting games, players could neither attack nor defend themselves.
Once they encountered ghosts or monsters, they could only turn and run, returning to the original area only after reaching safety.
The game told the story of several strange deaths in Riversdale, a town in a certain country with fewer than four hundred residents.
Before their deaths, each of the victims had shown varying degrees of mental instability. Either they had outright psychological problems, severe social withdrawal, or persecutory delusions.
Then the protagonist, Dwayne, moved into an old house in the Town with his family of four.
But before long, he too began suffering from anxiety, insomnia, and sudden overwhelming pressure. As a result, his mental state worsened day by day until he gradually fell apart.
Under those circumstances, he began drinking heavily and taking all kinds of Anti-Stress Pills in huge quantities, but none of it helped.
In the end, unable to bear the burden any longer, he completely broke down.
He murdered his wife and children in the Basement, then committed suicide in front of their bodies.
Adding yet another death to the Town.
That scene took place at the very beginning of the game.
But when the game truly began, players discovered that before the protagonist's family had moved in, other families had also lived in that old house.
They were:
The Lucy family in 1961.
The elderly Dolores couple in 1962.
Luis, a single man, in 1965.
Lacan, a retired football player, in 1970.
And the protagonist Dwayne's family in 1985.
Other than Luis, all of them had died in that house, just like the protagonist.
What players had to do was look back on everything that had happened in the house through Dwayne's perspective.
They had to learn what those families had gone through and how exactly they had died.
Then, they had to search for key clues and piece them together, uncovering the protagonist's identity, what had happened to him, why he had developed mental pressure problems, and why he had murdered his entire family before killing himself at the very start of the game.
The game had four chapters and two endings, one good and one bad.
The first three chapters could be played in any order.
They were Lucy's chapter, Dolores's chapter, and Lacan's chapter.
After clearing them, players could enter the protagonist's own chapter and learn the truth behind the story.
The game had a sanity system: Sanity Points.
During the experience, the protagonist's Sanity Points would decrease whenever he encountered supernatural events or remained in dark environments.
Once his Sanity Points fell to a certain level, Vengeful Spirits would appear.
In Lucy's chapter, a little demon girl with no lower jaw would appear and hunt the player down.
In Dolores's chapter, a demonic old woman would chase the player. Her chapter also frequently featured attacks around corners.
For example, after entering a room, you might turn around and find her crouched silently outside the door, staring at you. In the blink of an eye, she would disappear.
That kind of silent, unpredictable approach was enough to leave players trembling with fear.
Lacan's chapter and the protagonist's chapter featured the Eyeless Man and Ghost Shadow.
If players wanted to deal with their Sanity Points, they needed to keep finding stress-relief medication throughout the game to restore their sanity to normal.
They also had to find Lighters to maintain a source of light, because the Lighters in the game were not nuclear-powered and burned through fuel extremely quickly, requiring frequent replacements.
Visage was an exceptionally high-quality game with a long playtime, an oppressive atmosphere, an obscure story, and supernatural phenomena and murderous spirits that appeared from time to time.
It left players with absolutely no sense of security during the experience, sending their adrenaline soaring.
Its outstanding quality had earned it unanimous recognition as an extremely terrifying game.
Players in his original world had all cried that they could not handle it.
Meng Shu had also played the game when he had been a producer in the past.
He only remembered being scared into screaming while playing it.
It could not be helped. The game included not only psychological horror and environmental horror, but also the Jump Scares everyone hated most.
In other words, sudden appearances paired with deafening sound effects.
It could be said that Visage was one of the few Horror Games that had ever truly scared Meng Shu.
Even in that original world, where scare tactics came in every possible form, the game had still carved out its own style among countless horror works. That alone was enough to prove how excellent it was.
Now, in this world where the horror genre lagged behind, Visage would probably need an under-eighteen prohibition label.
After all, even in an era when horror films flourished and competition was brutally intense in his original world, people had been scared to death by movies like The Conjuring 2.
If such a heavyweight game appeared in this world's barren horror market, it really needed a proper warning and disclaimer.
Otherwise, if a player was scared to death, that would be a problem.
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