Showing posts with label Art. Show all posts
Showing posts with label Art. Show all posts

Friday, April 24, 2015

Character Concept Art - The first two characters

Hello everyone!

It’s been two weeks since our last post and here we are with more concepts!

Although this time, we’re actually flexing our muscles even more, by presenting you with some of
the main characters taken right from our story!

So, let us share some insight on who/what you see, by beginning with Albert :


Albert - Full Body Concept Art


An engineer and physicist by study, having attended Eaton college in his younger years and King’s
College after that. His unquenchable passion for all things mechanical, as well as his unwavering
resolve concerning his experiments are the driving force behind this young genius.

Yet, a dark and heavy burden looms on this young man’s shoulders. A burden that remains to be
brought to light…


Introducing our second character, Alma:

Alma - Full Body Concept Art
What do you get when you cross a kind, poetic heart with the luck that August’s stars can bestow
upon a certain person?

The answer lies before you.

A kind-hearted girl, born to a rural family near Reading, the only daughter of her family - and the
only one to inherit the great secret arts that her family’s women possessed. The person whose love
is selfless - devoid of any notion of corruption. A pure-minded girl grown into the perfect kind of
woman that any man would desire to have by his side…

In the end, we are the masks that we choose to wear, are we not?

Friday, April 10, 2015

Doors, Stealth, AI and some Art

Hello!
How's everybody doing?

Project AH is on its' way to becoming even better, day by day!

At the moment, the door mechanics are being designed and coded into the game, as they have offered quite a challenge for the programming department. You see, it's not a matter of opening or just closing a door. You will have to calculate the position of the player, their direction, and whether they are looking the front or the back of it. All this included, we are working on creating an absolutely natural door-opening mechanic.

Once this is done, we will move on to implementing this mechanic on double doors and thereafter, on locker / wardrobe objects (That will be used as the main mean to actually use stealth in the game).

That would bring us closer to the AI of the monsters. But then again, that would require some monsters designed, and then some puzzles, and then, and then... It's a BLAST! Such projects require time to handle and be developed properly.

So we will keep you informed on how that goes! As you see there is much to be made, and the team is so excited about the development! It's like our little baby, growing up day by day!

For example, here is a sample baby monster concept:


Saturday, March 28, 2015

And that's how the story goes

So, how exactly did we get inspired to make a horror game?

What runs into our minds by the time we are visualizing our dream of creating a bone-chilling horror story? Let me introduce you to a brief overview:

A funny-looking figure was walking up and down a narrow corridor, filled with objects from another time. He would often pick up different objects and look at them with a faint spark in his eyes, then he would lose his cheerful expression and dive back into his chair, in front of a huge leather-bound book. Next to him, a series of pages with schematics of ingenious contraptions, all born of the master puzzler’s twisted mind and behind all that, a series of paintings, portraying people of different ages and genders. 

The funny looking man would look at all these carefully, then consult the great leather-bound book and scribble some notes in scraps of paper here and there. He would then proceed to read even more of that huge book, go fetch more books of its sort, consult them too, write even more scribbles and so on… 

Just as he was beginning to figure one thing out, another thing would pop up and concern his deeply disturbed mind, creating more problems that need solving. 

And when the final pieces of the grand puzzle were set, he just yelled “ah yes!” and gathered all these scribbles, to write them all down in the order they were meant to be, creating a monstrous book, not quite the sort of masterpiece one would expect, but still devilishly looking and perverse as it ought to be. 

“It is done!” He said in a slow, quiet hum and he would turn to his masters looking for approval. 

But alas, his masters were not beings of flesh, at least no more. So all he could do is write a letter to one, giving it unto the Raven, whilst waiting for the Great Old One to claim the Book of old.

That is, more or less, what happens in the writer’s head during the process of production. A state of convergence of the old with the new, where his influences must be harnessed into something new and completely different, giving birth into a new form. When the form is almost complete, the storywriter will have to combine the fine artistry of the concept artist, with the mind-blowing game mechanics and puzzles of the game designer, enriching his writings with the flow and pace that would make the story really shine.

During the final stages of conception, the storywriter will have to do the one most difficult task there is: Hide the main bulk of his story, along with tons of the game designer’s flow and the artists’ concepts and paintings, letting the ones that are courageous enough to brave through the hazards of the programmer’s sadistic machinations discover the truth behind the veil of lies, and see things as they really are.

This, is the art of narrative design in games.

If you don't believe us, here is a brief sketch of how is one of monsters portrayed by our Concept Artist :

If you cannot see clearly what this monster is about,
then you may as well Imagine seeing it in front of you.



Friday, March 20, 2015

How things work out on Project AH

Hello everyone!

It's been a week since our last post and we are very happy with our reach so far. Over 200 people have subscribed for our Horror event on the 30th of March and this makes everyone happy, and fuels us for more sweet things to show you!

So, this time, we thought it would be a good idea to share our working methods and our workflow for the project. So how was the idea structured and went into Unity?

The Mechanics (Game Design)

First of all, we wanted to merge core mechanics of 2 of our favorite game genres, them being Adventure and Horror.

We want to keep the original thinking and puzzle part of Adventure games, making people use pieces of paper in front of their PC to write down the clues we give them! We want people to start cross-referencing and gluing together the core hints and images / events they have witnessed in game in order to get a better grasp of the task at hand, how to solve puzzle X? Should we think about spatial recognition and/or riddles? Should we use different parts in the house in an illogical, yet clever and surreal way? Should we just google the answer? Hopefully, the thrill of solving a puzzle on your own will feed their curiosity and help them solve the puzzles on their own.

At the same time, we wanted to keep the horror part that makes horror games... well. Horror games! That comes down to a deranged and mutated creature lurking around in the dark corners of the game environment, always looking for you, waiting for you, wanting to kill you in many ways. The lurking horrors that make you stealth, sneak past them and think of ways to avoid them, since our character will be practically useless against them in pure combat. It all comes down to using your head much more than using your wits.

Combining these two together, we have created a formula that requires the players to be constantly vigilant with their surroundings, and always on the lookout. Being unable to stand in one place the whole time, will sure terrify some players, especially those who take their time into thinking and solving puzzles, because you will never be actually safe...

Spatial Recognition Puzzles and Sequence is playing a major part.
Not to mention the surreal illogical thinking required for some of the puzzles.


The Story

What good would a horror/adventure game would be without the story element? That s the reason for delving deep into the classics: From early Gothic Fiction, such as the Castle of Otranto, to Poe's writings and with a deep love for Lovecraftian lore and the occult, we've written a true horror piece that will shake the very foundations of your sanity, depriving you of your well-earned rest and make you lose countless hours of sleep, engaging you in one of the most disturbing adventures you have encountered so far, in order to solve the ultimate mystery of one's life. 

And the best part?

It's staged in the heart of all that is morbid, in the late 1800s, the end of the Victorian Era, where civilizations' foundations change from the roots up and the occult takes over every dark corner, every little crevice of one's mind.

Just another ordinary looking haunted house. Why the heck not?


The Coding Part 

With a few scratches on some notepad, agony, pain and some brainstorming hours later, we knew exactly what our game needed in order to build up our mechanics, so we got together and in a few days prepared a very draft prototype of the game, white-boxed with dummy graphics. We are going to post about these mechanics in more depth in future blog posts.

Having a clear image of those 2 genres in our head, it was no hard task to implement such mechanics. It would seem that our game had the minimum available mechanics and it was still playable. After looking through the features over a second iteration, we started adding more tasks that add to the immersion of the game, such as better AI, better VFX and better SFX Systems.

THAT door... Is sure to be hosted in another blog post all by itself. Mark my words...


The Audiovisual Part

After the breakthrough we had with the mechanics being programmed and the story being written, we had to marry the puzzles (Mechanics) with the plot (Story) of our game. That combination however could not be seen or heard with the proper props.

It was then, when our artists stepped into the battle field of production and had their say into how the props and models would appear in game, how creepy the feel and aesthetic would be and how much immersion would the audio part add to the game. All that, in conjunction with the main story plot, the mechanics being tested in the prototype scene inside Unity, and the unstoppable flow of ideas from the minds of our art and audio team.

A 3D Head, because i have nothing to share here.

Tuesday, April 8, 2014

New merits for Team Genesis, Leaking Screenshots!

Hello again, people! This time we got EXTREMELY exciting news for you!

First of all, we would like to announce that Team Genesis won its' second reward in Imagine Cup - Honorable Mention in UX Challenge, climbing to the top 10 of the Games Category in the world once again...!



User Experience (UX) Challenge was about creating 2 documents filled with diagrams covering basic gameplay flow of our game, the target screens and their functionalities, 2 LowFi Wireframes about our gameplay and menu screens as well as one HighFi Wireframe concerning the gameplay.

You can see Imagine Cup's Official UX-Winner Announcement here: http://bit.ly/1kHjeTH

Kudos, team!

Secondly, and that's somewhat even more awesome for sharing with you, we will now leak the first ever "ACTUAL" screenshot of the game, which is actualy the high fidelity wireframe that we submitted over to the UX Challenge.

In the following screenshot we are revealing quite a few things:


  1. The characters in 3D !
  2. Some of the Rooms of the House!
  3. The Whole User Interface!

So... without further ado, behold, our UX Challenge Screenshot:

Note: This Screenshot was taken in January. Trust us, there is MUCH more to show you :)


Things are about to get nasty, as one week remains until our game is submitted for the Greek Finals so now, team Genesis is going on full power! Let's do this!


Monday, March 10, 2014

The Curse of the Rat King

Hello people and have a great week!

It's Monday and it's about time we gave you an exclusive update for Dementia : The First Scenario to be implemented in the Game for our Imagine Cup version of the game..!

Story :

" It's been 10 years since anyone has set foot in the Bloodthirsty Manor. Spectral Remains of tortured people roam about. All the explorers shake hands at the entrance and they hope they do find what they seek in this God forsaken place.

Cracks on the floor, Chains can be heard from far away and nearby, a sound that no human ear can easily discern, strange light from unknown sources is filling our hearts with hope, as we venture deeper and deeper into the house.

We can hear the rusty gears of the machinery room every now and then, yet there is no power in the house. Only candles to show us the way, it feels as if the kind spirits of those who seek revenge from the evil ones, guide us to find their dirty little secret. You can feel there is darkness lurking in every corner of the house, under every sheet, or blanket, all you think you'll find is blood.

Everywhere. 

The whole house itself may be acting against us, but we know our true purpose here. And we hope our minds can bear with what tricks it will play us. Our sanity is the only veil that covers our terrified soul from the aparitions of this damned place. Dark Clouds gather and cover our footsteps. 

We feel like there is no way out. Most of our comrades seem to have lost their minds, they all have grevious wounds made by either cursed objects, animated furniture, or even themselves. Everyone is on the verge of insanity. Especially this shady man, with which we entered the house. But who is that man really?

You can hear his screaming. You can hear his pain. You cannot feel anything less than empathy for that poor soul. He seems completely ruined and drained. Yet here comes the skittering sound. Noises of low-pitched squeaks now roam in the house. You can feel that the house is infested.

Suddenly, the noise gets louder and louder. Every time. Things only get worse, as we have met up with our friends at the Entrance Hall. Except this one man. We know something has got to be happening. His screaming has now reached a climax. We can feel his tears on his face. He is not screaming because he saw something. He is crying out loud. He knows he has met his demise, or will probably do so soon.

Loud Skittering sounds are getting louder every second. We hold hands with our friends. We curse the moment we decided to enter that pesky manor. Why bother? Why leave that hot cup of tea and our favorite books lying in our rooms, yet to be finished, just to come here for "our greater purpose"? 

When we took the courage to walk forward, we saw him. He was not the same as before. He had a skull on his head, his body was hairy and pale gray. He had a long tail and his hands held a staff. Our friend became a were-rat. He were frozen in fear when we saw him. He completely ignored us, rushing towards the basement. We knew that such abominations should not live in our world. He was not our friend anymore. He was a demon.


"The Rat King Himself - One shall be deemed worthy enough
to command the army of Rats. That night, he is the chosen."

As we ventured towards the basement ourselves we were attacked by his vermin followers. Rats! Rats everywhere! It was a bloodbath. So we took matters in our hands and keep moving towards the basement. He heard wicked words out of the WereRat's mouth. He was their king. And even more Rats appeared out of thin air. 

We knew our final, true purpose. We HAD to destroy them all..."


The Curse of the Rat King - Scenario #1

We took the liberty of giving you out our first Scenario this way.
But what will you be at the end? The shady man who turns out to be a wererat? Or the fellow companions who must battle their way through the maze of Rats?

Most of all... Who do you think emerged victorious?

Friday, February 21, 2014

Blackthorn Manor Interior : Volume 2

Blackthorn Manor has sure been busy this week. Characters started entering the mansion, exploring the first rooms of the house, they've been having a spooky time, facing ghosts or spectral monsters!

This week, we will keep throwing you more furniture from the Blackthorn Manor:

The Librarian's favored. Once said to be filled with books, now the library
of the Manor holds only the creepiest secrets one can ever know. Only
the fearless may attempt to reach out for the forbidden knowledge the
Manor holds. But what can someone do with such knowledge other than
being a lonelybeing, on the verge of insanity and complete mental breakdown?

Sinners, Rejoice! For the saintly chimes of the Church Organ can
calm your inner self, and aid in purifying your corrupted soul. Let the 
melody calm your spirits and be reborn from sin itself, to a new being.
You are now chosen for a purpose, either it is life or death.

Only the most peculiar and weird objects can be found inside the Manor's
treasure chests. Sometimes it can be a stuffed animal from the child
that used to live there, or you may even find a Rusty Spear to use in
your... adventage if the spirits agree with you that is...!

Books. Holders of secrets known to few. Every page holds a feeling,
every word holds dreaded pain and eternal sorrow. That's because
no ordinary books can be found in the Manor. No sweet fairytales
or steamy romance novels. Only vile tomes of blood and cruelty.
Only hideous chapters on headhunting or Voodoo.
Even grimoires of black magic, undeath and corruption.

In many rooms, you may find a heater that was once used to keep the former
owners of the Manor warm in the cold winter nights. Even if they still work though
they have completely no effect on explorers when the house itself is creepy as hell
and cold blood runs through everyone's veins. Especially when bone-chilling
apparitions wander around the house, seeking to avenge their death.

They may look comfy but noone can guarantee that they won't animate,
hurl themselves at you, or even grow a blade among the comfy pillows underneath.
This is the house of a murdered family after all. Yes they were harmless once.
But times have changed... And so have the armchairs...


You can find plants around the house. Whilist the house is full of evil
entities, these plants somehow give you the idea that there may still
be hope after all, when life is still blooming inside a deathtrap.
What would you do if you were actualy given a second chance?
You know it could be false deep inside you, yet you want to believe.



Angel Statues to greet Explorers in the Blackthorn Manor and
guide them to the upper sections of the house. Some of them can be
found broken, as they are ruined by unknown abominations, others
are still intact and await their demise... or resurrection by greater beings.
Far greater than one can even conceive.


That's all for now, from the Blackthorn Manor. 
We'll catch up next week!!

Stay tuned, and of course... 
Experience the curse...

(  ;...;)

Friday, February 14, 2014

Blackthorn Manor : Interior - Volume 1


Heya folks, how's it been? It's been an exciting week over here, since we had a blast at Infocom this Wednesday, thus the first HexCraft Wednesday without a HexCraft blog post! BUT, we won't let this week go without one, so expect a post about our impressions and personal experiences this weekend.

So let's continue with bringing you the latest information about Dementia : Tales of Blackthorn Manor.

Since we've already "Met the Cast" , we will now move on to giving you more concrete things, other than plain concept art, so you can see where phase 2 of asset creation is getting to. 

This week, we will present you some of the furniture of the Blackthorn Manor, that reside inside it, waiting for you to tinker with them, explore them, search them for clues, and interact with them. Here comes a burst of 3D models created just for the Manor, by our 3D Environment Artist , Menos.


A spooky chair to greet the explorers near the entrance hall.
Sit on it, and your fate shall be sealed. For eternity.

A bed, with unknown history of events occured over and... under the sheets.
I am talking about demonic rituals and sacrifice.

A wooden bench, which can be found at the Altar, for
those misguided souls to pray when there is no hope of atonement.

Wall candles attached on those bloody walls, to bring warmth and light.
Merely an essence of Hope, in this Dark Manor.

A Grandfather Clock, to remind us of time, aging and our life cycle.
All sort of weird stuff can happen at Midnight... Besides Chimes.

What's in the closet? Is it some bloody casualwear? Or maybe a hidden weapon?
Maybe it's the corpse of the owner, in pieces, or maybe it's Boogeyman.
It could, of course, be empty.... Right?

Don't look in the mirror, you may not like what you see.
It may be your reflection, but then again, it may be someone else's reflection.
Sometimes you may even the owner standing right behind you.
LOOK BEHIND YOU NOW!

Some events may occur that depend on these objects, because everything counts, everything can happen inside the Blackthorn Manor. You never know what rooms you'll explore or who will betray the rest. And of course, WHAT he will turn into. These objects add up to the total experience of the curse.

Are you still bold enough to explore the manor?

Till next time.... 

*buwahawhahahwahahahahahahah* 
*flies away*

Friday, February 7, 2014

The Roster of Blackthorn Manor for Imagine Cup!

Revealling two more characters for Dementia : Tales of Blackthorn Manor, to enter the house, and join the roster of explorers!


Metal Guitarist Jake

Jake is a musician with an affinity to heavy metal ! Huge and heavy woofers, a stage, lights, cameras and hundreds of people attending his metal concerts with his band "BROTHERS OF DESTRUCTION" is a typical of Jake. He has adopted punk style, just to be different. Unique appearance, piercings and a lot of spikes could merely describe his looks. He may be taunting everyone around, he may be the bully at school, but Blake holds a secret in his heart : He is sensitive as hell. No matter how intimitating his face might be, even the evil-looking ghost is enough to startle him up. Many visits to the local psychologist suggest that he faces his fears, and he seeks to do just that, by getting in Blackthorn Manor. But everything has to be done his way, thus, his favorite electric guitar will join him in this trip. He intends to rock the whole place up, and bring the house down with his skill. Can he conquer his fears and infuse the whole Manor and make even the darkest demons bang their heads to an endless headbanging sequence or get engulfed by the darkness?


"Everybody, put your hands up in the air! LET'S ROCK YOUR WORLD!"




Scientist Max

The endless pursue of knowledge. Research papers scattered around his lab. The seeker of Scientific Knowledge and pure Intellect. That's Scientist Max, for you. This man conducts every little experiment you can possibly imagine, ranging from powerful biochemical injection to dead bodies, deadly gases to a room with virus-infested, man-eating plants, and object transmutation from any type of matter. Why? Because he wants to know it all. Some say he is dangerous, some say he is a genious, but Max sure is a strange fellow. He purely seeks to find out about the world, merely as a pilgrimage towards Ultimate Intelligence. He is a detail-freak. A true perfectionist. But noone can understand a word he says. He lives in a world of his own, neglecting the real joys of life, such as friendship, love or family. Hearing about the Blackthorn Manor, Max is intrigued to get in the house for pure research. He heard one of the dead masters of the house was once a scientist himself and he seeks to take a peek from the Laboratory of the house, should he find it, but will he quench his thirst of knowledge or will ghostly abominations feast upon his huge brain?


"I would like to see if the house is full of ghostly apparitions or not.
 Is the legend true? Could a spirit be captured in mirrors?
I MUST KNOW!
"

With these two additions, the roster of our Imagine Cup Project is complete!

A Bold Policeman, a Faithful Bishop, a Tinkering Mechanic, a Mysterious Doll-Addict, a Rocking Metal Guitarist and a Curious Scientist!

All of those will enter the house together. One question remains : Who will betray the rest? Who will transform in a monstrocity? Anyone could be possibly dangerous to others. Muscles or Brains don't matter. You never know the outcome when you venture in Blackthorn Manor. Some may do escape from the house, others may meet their demise, and sometimes nobody ever survives.

Which Character would YOU chose and WHY....???



Friday, January 31, 2014

The First Female Characters Revealled and Project Blueprint Honourable Mention!

Before getting into the post specifics, we would like to announce you that Genesis Game Studios has won an honourable mention at Imagine Cup's Project Blueprint Challenge!

Project Blueprint Challenge is all about creating a stunning business model, analyzing stuff such as competition, user personas, concept of the game as well as market segments. We are very happy for being in the top teams of the world submitting our business model and we hope to get this even further..!

We thank you for your support, your likes, comments and views are giving us the strength to carry on and deliver much more stuff and content to you!

You can see us here: http://bit.ly/1jFgJUI

And now, on to the fancy part:
The other two following Policeman Sanders and Bishop Eric :


Mechanic Emma

"All those years fixing cars and mechanical contraptions has given her enough muscle to wield heavy tools and carry them around with ease. A classical mechanic. Never afraid to get her hands dirty and fix everything, even if they are completely broken, Mechanic Emma has a favorite quote : "As long as I can get my hands on it, I can fix it." - She never lets people down. From the broken watch to the most peculiar machinery in every house, any generator, any cogwheel contraption, she can do it all. She loves her tools and can easily fight with any tool on her hand. But what if she can fiddle with any machine to use it against others? Will she use her powers for the sake of good or to aid the evil forces? Blackthorn Manor is a place where noone gets forgiven, and that's why she decides to venture in the house, to find new challenges, to fix any broken stuff, and to see the machinery residing in the house..."

"Want me to tinker with anything broken?"



Doll Addict Molly

"What a beatiful collection of dolls you have there Molly!" - Yet Molly goes sits in her corner silently, playing with her dolls in ways that only she can understand. She never laughs... Or speaks in general. You never see her feeling any emotions. She has no fear. No remorse. No happiness. No anger... What kind of girl is she? She only talks to her dolls with her mind. And we don't know if the dolls respond back to her. She loves toys in general, any kind of beautiful dolls or teddy bears are bound to be her best friends. And maybe even fight by her side? But that happens only in her dreams... Who really is Molly? And why is she addicted to her dolls so much? She overheard from the grown-ups that Blackthorn Manor is a dangerous place of a murdered family, that many people around town go to visit it, and she heard that there is a room with old toys. She is destined to find that room, and inspect the toys, no matter what....

"Come Out and Play with me......"

Stay tuned. More stuff coming next week....!!!  

Friday, January 24, 2014

The first two behind the curtain...!

It's Friday. Creepy Friday to be precise.
And we have even more to share.

Today I will reveal to you the first 2 characters that you will be able to pick and explore the blackthorn manor.


Policeman Sanders

"The guy with the guns. The badge. The honor. Justice. Sworn to bring all thieves in jail, Sanders just receives a new mission : To reveal the secret of Blackthorn Manor and investigate a possible hostage situation right inside the house. But noone seems to be living in the house. Is it a local legend? What resides in Blackthorn Manor? The Police should know, and the boldest of them should go, one who has no fear of ghosts, spectres or haunted beings, one who should be able to bring justice even in the darkest hour. That's... MR Policeman Sanders to ya... But will he manage to return? Noone ever has actually..."

"We got a situation here, call for reinforcements...!"



Bishop Eric

"The believer. The one whose only might can come from his faith. The Devout. Bishop Eric is an old man, respected by many, in the land of Dementia, and he is one of the very few people that know everyone's little dirty secrets, through confessions. Eric seeks divine knowledge and a spot in heaven even for the sinned. The Parish sends Eric to the Blackthorn Manor to exorcise every room of it from the evil spirits that inhabit it. This way, the Manor will be just an old peaceful abandoned house, ready to accept a new family, a new beggining. But will Eric succeed in his duty as a Bishop, or will darkness engulf him and take him to the other side?"

"Have faith, my child. Let's purify this Manor, together."

The Question of the week is this:
Which character do you think would fit your playstyle?

Stay tuned for more characters will be revealed next week!

Experience the curse...!


Friday, January 17, 2014

The Setting of Dementia : Tales of Blackthorn Manor

It's #CreepyFriday! Time to get you the latest of our dark project.

The Blackthorn Manor is an old house, aging back to the 1920s, the environment sure is telling us a lot about the house itself, you can see broken objects on the ground, debris, junk. The house is creepy, dark and noone knows what happened inside. With the fear of breaking evil seals and triggering a horrific curse, we tread lightly as we explore the rooms of the manor. Dark, Dusty rooms which are now infested with hordes of insects and bats, are some of the places with cracky floors that we will be exploring.

You never know what horrors can occur in the Blackthorn Manor...
The house has internal and external sections. For example, you may find yourself picking up objects at the Junk Room, or you may witness the impossible, while being out in the graveyard of the house. Some rooms also can be outside facing, which gives you a greater grasp of where you are standing right now. But then again, being right next to a window is not a safe option when exploring Blackthorn Manor, is it?

Some Rooms may hold a secret, while others may be keepers of cursed items..
The rooms seem so natural, and the furniture seems so cosy, but noone has ever been to Blackthorn Manor without seeing his friends taken over by a horrible monstrocity trying to backstab them at some very crucial point of the night where everyone's flashlights go out and there is no escape from the manor.

Sometimes you may end up witnessing a vision of the dead owners of the house as a mere warning, other times you may find a lockbox with items inside, and sometimes, nasty ghosts or the evil undead may be tempted to attack you based on your will not to freak out when you see them.

...But can you NOT freak out, when you see a burning man running straight at you, or when an animated table is hurled at you? That's up to YOU. 

See you next week, where we will be showcasing some of the characters who have the guts exploring Blackthorn Manor.

...Experience the Curse!