The Unconscious as a Source of Horror
[p]That was one of the first questions we asked ourselves when we began developing Parasomnia: No REM.[/p][p]We decided to explore a theme never before seen in horror video games: sleepwalking.[/p][p]The game is a first-person psychological horror experience in which the protagonist suffers episodes of sleepwalking that drag him into a world twisted by the traumas of his childhood.[/p][p][/p][h3]The unconscious as a source of terror[/h3][p]The terror in Parasomnia: No REM is built around the No REM state, a scientifically real state where the real world and the world of dreams become fused.[/p][p]During development, we understood this state as an opportunity to work with the unconscious: incomplete perceptions, fragmented memories, and shifting rules governed by dreams.[/p][p]Instead of confronting the player with constant jumpscares, fear emerges from inhabiting a world that stops responding to clear logic and becomes a reflection of a damaged mind, where repressed memories inevitably seep through.[/p][p][/p][h3]Gameplay based on sleepwalking[/h3][p]The experience revolves around:[/p]
- [p]Switching between being awake and sleepwalking[/p]
- [p]Connecting with your sleepwalking body in the real world[/p]
- [p]Solving puzzles by combining both planes[/p]