With the darkness, the music also stopped at that moment, falling into dead silence.
It was as if the entire world had been frozen in time.
Xin Xin, wearing her headphones, could only hear her own tinnitus and heartbeat, thumping one after another, bringing a hint of eerie vitality to the video's silent darkness.
Soon, the picture resumed.
What came into view was a room lit by faint moonlight and a clock hanging on the wall.
At the same time, there was the ticking sound of the clock breaking the night's stillness.
The camera slowly panned, revealing the room's layout in full—luxurious and tidy, clearly belonging to someone wealthy or noble.
As the ticking continued, the camera moved toward a dim corridor.
On the floor were scattered building blocks, dolls, crayon drawings, light bulbs, and candles.
It seemed the house had no one to tidy or care for it.
At the end of the corridor was a barred window.
Outside, the moon was bright and the stars sparse, the night hazy. Yet the lights were sparse and the streets deserted.
Adding another layer of loneliness to the night.
The view approached the window, then slowly turned, veering into a corridor on the right.
But at the end of this corridor, Xin Xin's chest suddenly tightened in front of her computer.
It was a door—an ordinary yet old red door, strikingly conspicuous against the surrounding white walls.
She didn't know what this door represented, but she could clearly feel that the moving camera in the trailer had slowed down after this door appeared.
It became slow, cautious.
As if something existed behind this door, making even the trailer's camera begin to tread carefully.
Along with it, Xin Xin's throat moved as she swallowed a mouthful of saliva.
The dim, dead-silent corridor, accompanied by the night and the ticking clock, gradually spread a strange atmosphere, giving her an inexplicable sense of dread.
Xin Xin didn't know where this feeling came from. The trailer in front of her was just a hallway and a red door—seemingly nothing special—but it gave her an extremely oppressive sensation.
So much so that she curled both legs onto her chair, squatting, because she started to feel that the space under her computer desk wasn't safe.
Just as Xin Xin buried her head between her knees, peeking through the slits of her eyes as the camera slowly approached this door, Suddenly! A loud crash! A pair of dead fish eyes with rolled-up pupils popped out without warning, taking up most of the screen!
It directly scared Xin Xin in front of her computer into a scream.
And because her movements were too large, her chair couldn't withstand the shaking and tipped over.
The entire livestream heard the sound of the streamer hitting the floor, her sharp intake of breath, and her muffled groans of pain.
Her 2D avatar, without motion capture, froze in place and stopped moving.
The audience fans were stunned for a moment, then found the livestream effect hilarious, showering her with gifts and expressing great satisfaction.
Those doing livestream replays even started preparing clips, planning to cut this segment out separately.
Xin Xin's popularity also skyrocketed in that moment.
So much so that the ugly face in the trailer—missing its lower jaw and covered in bloodstains—no longer seemed scary.
The next day.
The "Visage" trailer, originally only popular on the Danmu Network, swept across the entire internet in no time.
A flood of advertisements spread everywhere.
Entering any video site and hitting pause would bring up a pop-up on the screen.
And editors from major websites didn't hesitate to immediately repost it on their own platforms.
This kind of free manual promotion was very effective, to the point that both inside and outside the gaming circle knew about this game, touted as psychological horror.
In the Fourth Calamity Club, this video was even marked with a flame icon, representing the hot post of the day.
Besides reposting the trailer, it also clearly announced the game's release date: one week later!
Players immediately expressed anticipation, leaving comments below.
"This is the first game trailer I've ever watched with my hands covering my eyes, peeking through my fingers."
"The key point is that this is a haunted house game! In the past, those crappy games made monsters to save effort, even 'Dark Forest' was no exception. Now this work dares to challenge the horror supernatural genre that no one has tackled—I'm so hyped!"
"Don't forget there are two ghosts in the trailer—a little girl ghost and a suspected old woman ghost. Can you handle that?"
"I'm also looking forward to it, but I'm afraid my heart can't take it. This is a VR game, after all. Even '21 Points' had me on edge; playing 'Visage' might just kill me on the spot."
"The atmosphere is so strong! Just the trailer alone made me jump; actually going in to play, who knows how scared people will be."
"I didn't dare watch it alone; I watched it with the livestream, but I still got scared."
"'Dark Forest's' position as horror king is in jeopardy. Once 'Visage' comes out, who can compete? Horror games haven't developed in over a decade, but this year alone, three quality titles have come out. And all from the same person..."
"There's bound to be weapons for self-defense in this kind of game, otherwise, what's the point of playing?"
"Why pick the name Visage? Is there some special meaning behind it?"
"Only Game is truly top-tier—every time they drop a trailer, it means the game will release within a month. Not like other studios, just dangling things in front of you."
"So this is the trailer that scared MOBA carry god Xin Xin into tripping and falling? It's really impressive—I'm a grown man and I still got spooked a few times."
Across the internet, amid discussions like these, the game "Visage" had already been tagged with labels like "Best Horror Game" and "Most Anticipated Horror Game" before it even launched.
And Only Game, along with its creator Shuo Guang, had become synonymous with high-quality horror titles.
After all, with two genre-defining works already under their belt, plus a new trailer terrifying enough to stand on its own, over eighty percent of players had no doubts about the quality of "Visage" and were cheering it on.
Everyone thought that was that—just wait a week for the game to release.
But what players never expected was that only two days later, another trailer dropped.
This new trailer was about the same length as the first, just over four minutes, and it showed off even more game content!
If the first trailer let players know there were two ghosts—Lucy and Dolores—the second trailer introduced them to a ghost named Lacan, a ghost wearing a mask, and a horde of faceless ghosts with no eyes, no mouths, and nothing but wrinkles!
What was this?
Was the studio about to drop a bombshell on the players?
Horror games in the supernatural vein were already rare enough, and now that one finally came out, it turned out to be packed with this many ghosts.
Were they afraid players wouldn't get scared enough in the game?
So the creator doubled down and stuffed all these ghosts in?
And the second trailer revealed even more scenes: a field with a hundred corpses hanging, a door with a giant eyeball growing in front of it, a labyrinth of crisscrossing and upside-down staircases, and a circle of full-length mirrors with figures reflected inside.
It pushed player anticipation straight to the ceiling!
Because compared to the first trailer, the second one focused more on showing the actual in-game experience.
It lifted the curtain on more of the real content inside "Visage."
But at the same time, players also noticed that in neither trailer did the game seem to show any combat with weapons.
Almost the entire time, the player was holding a lighter, a camera, a compass, or a small yellow bottle of medicine.
In short, there wasn't a single gun or kitchen knife in sight.
Logically, if a game had combat elements, it would show at least a little of them.
For example, the trailer for "Dark Forest" had combat segments.
So why didn't the new game "Visage" show any?
Was it intentional, or...
A possibility immediately sprang to mind for the players, but they quickly shook their heads and denied it.
After all, that was unlikely.
In a VR horror game with trailers this terrifying, if there was no combat—or if you couldn't fight back—
It might actually make people cry from fear!
Thanks to 'Moon Hanging High in Night Sky' for the 130 tip! Thanks to 'Can't Think of a Nickname' for the 100 tip!
Thanks to 'Village Bridge Log' for the monthly ticket support! Thanks to 'Dimensional Star Dream' for the monthly ticket support! Thanks to 'Moon Hanging High in Night Sky' for the monthly ticket support!
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