The Coma's aesthetics are akin to a graphic novel, and the thorough execution of its visual design greatly contributes to the oppressive atmosphere. The design regimen's attention to detail ensures that individual elements conform to the larger whole: for instance, the map looks hastily drawn from memory on a piece of graph paper. Overall the art style leans towards a stylized realism that helps develop an eerie and unwelcoming atmosphere befitting the game.
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 foster a tense, creepy, and ominous atmosphere, and--in conjunction with the visual design--turns exploring Sehwa High School into an uncomfortably tense affair.
The Coma Is Creepy
As a horror game, The Coma forgoes jump-scares entirely and instead concerns itself with being consistently creepy. Devespresso Games achieve this in a couple of different …show more content…
Song's determined footsteps alone are enough to send shivers down your spine. The audio cues associated with the killer alerts you to her presence, but more importantly it directly affects exploration. When the sounds emanate ahead of you, it would be wise to improvise a new route--that in turn reinforces the need to memorize Sehwa High School's layout. When the sounds originate behind you, it severely complicates an eventual retreat--especially if you've stumbled upon a dead end. Because of this, the thought that Ms. Song might discover you is actually scarier than when she does so. That's not to say being discovered isn't frightening, though. The foreboding drone of the soundtrack during exploration instantly transitions into a cacophony of terror kicked off by Ms. Song's maniacal screech, the screen shakes, and your knowledge of the environment is put to the