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All Phasmophobia Cursed Object Locations and How To Use Them

All Phasmophobia Cursed Object Locations and How To Use Them https://ift.tt/5RzFaE6 Phasmophobia ’s cursed objects, also known as cursed items or (officially) cursed possessions, are items with unique supernatural abilities that can assist your investigation. There are seven cursed objects available in the game that can only be used inside the investigation area, with their perks ranging from resurrecting fallen players to helping you eliminate evidence. However, which of these supernatural items spawns, and the number of them that spawn, changes from contract to contract regardless of the difficulty level you’re playing (outside of custom), though each has a distinct spawn location for every map. Using these items is optional, but they can be particularly useful when you're stuck identifying a ghost, or at higher difficulty levels with less evidence. However, these cursed possessions also come with risks. Each has the potential to negatively impact gameplay, with possible sid...

The Silent Hill 2 Remake Is Significantly Better Than The Trailers You’ve Seen

The Silent Hill 2 Remake Is Significantly Better Than The Trailers You’ve Seen https://ift.tt/wBavmTf

There is no genre quite like horror. At its best, it's so much more than guts and gore, or tired tropes and torture scenes. It's self-reflection. It's catharsis.

It's entering an implicit agreement with a work's creator: If you spill your guts out to me (metaphorically or perhaps literally), then I will wade through my own, hold them up, and take note of what makes ours similar to one another. While there are certainly qualities that make for a "good" work of horror, the transcendent variety is subjective; it relies on your own fears, traumas, and beliefs to create resonance with what's laid before you. The more vulnerable a work is, the greater its opportunity to connect with--or possibly alienate--its audience. This is precisely what makes Silent Hill 2 such a memorable and pivotal entry in the horror game genre--it's sheer vulnerability creates a game wherein even alienation feels like connection.

I say all this to emphasize that the upcoming remake of this 23 year-old game is an incredibly exciting prospect to me. Though the original holds up well, there's no denying that it feels quite dated--and not always in an endearing, "time capsule" kind of way. There's also no denying that the game is incredibly influential; its DNA is woven into countless horror games and horror-adjacent titles, with last year's Alan Wake 2 proving that, even decades later, this continues to be true. This ultimately elevates Silent Hill 2's status from "great game" to a "genre essential," albeit one that is frustrating to play--or even simply access--at the moment. A remake, then, seems entirely warranted.

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