With aesthetics akin to a graphic novel, the thoroughness of The Coma's visual design greatly contributes to the game's sinister atmosphere. The attention to detail in the design regime is all-encompassing; for instance, the map looks hastily drawn from memory on a piece of graph paper and Youngho's body language consistently convey concern. Overall the art style leans towards a stylized realism that helps develop an eerie and unwelcoming atmosphere.
The true star of the show, however, is the incredible audio design--with a soundtrack reminiscent of Akira Yamaoka's work on the Silent Hill franchise. The ambient industrial tracks create a tense, creepy, and ominous atmosphere, and--in conjunction with the visual design--turns exploring the school into an unfriendly and nerve-wracking affair.
The Coma Is Creepy
As a horror game, The Coma doesn't rely on jump-scares, in-fact, Devespresso Games' have forgone them all together. Instead, The Coma concerns itself with being consistently creepy. Devespresso Games' achieves this in a couple of different ways. For one, the implementation and design of Youngho's flashlight work …show more content…
Song's slow paced search for you alone is enough to send shivers down your spine. The audio cues associated with the killer alerts you of her presence, but also complicates exploration. When ahead of you, Ms. Song forces you to improvise your route--reinforcing the need to memorize Sehwa's layout. When behind you, she greatly complicates the eventual retreat--especially if a wrong turn wound you up a dead end. Because of this, that Ms. Song might find you is actually scarier than when she does. However, that's not to say being discovered isn't frightening. The foreboding drone of the soundtrack during exploration instantly shifts into a cacophony of terror, the screen shakes, and your knowledge of the environment is put to the