Horror films can often employ a deliberately slow pace in order to build tension. This stylized choice has so incredibly popular that it's now a prominent feature of modern horror content in general, including games.
As a part of a recent internal hackathon project, one of our Software Engineers Kelly Chang built a game for the Looking Glass that leveraged the long-standing & slow-moving tradition of tension building that shook me to the core.
Her holographic horror game takes place in a setting that I find especially frightening in real life— a long, dark, and lonesome hallway littered with flickering lights and pretty much every other type of daunting accoutrement you're probably already thinking of. The mission in the game is simple: make it to the end of the hallway and try not to scream (because we were playing it at work).
To make a long story short, I screamed. However, I'm not sure this was entirely my fault.
As we've seen, content in the Looking Glass can be naturally captivating. This effect is amplified when you've got people around you to share the experience with because they can see the same thing you do. Although clearly playing from our office in Greenpoint, I felt as if I was really in that hallway. That's immersion for you.
The Looking Glass is constantly redefining what immersive content can be. Feeling transported to another place without having to isolate yourself inside a headset confirms what we've known for quite some time: there's no better way to experience 3D content than with friends gathered around a holographic display.
*this is part of our “100 Days of Holograms” series, where we from Looking Glass Factory post one new wonderful or weird (or both!) use for the Looking Glass holographic display each day.