Get to Know Everything About A Chair in a Room: Greenwater

When it comes to VR horror games, A Chair in a Room: Greenwater is definitely one of the best in the market today. The Wolf & Wood Interactive Ltd. The game, which is available on HTC Vive is an excellent example of how horror is one of the most suitable genres for rooms-scale technology when done right.

Most horror games in VR are filled with cheap jump scares that are meant to scare the player, and rarely do they focus on character and story development. The result is a game with a poor narrative and lacking in atmosphere, filled with fleeting moments of sudden fright, but never quite truly engaging enough. However, with A Chair In a Room: Greenwater, the game has changed.

Setting and plot

Set in a bleak and dark imagining of the Deep South of America, most of the game takes place in the imaginary Greenwater Institute, where you, the player, wake up in the eerie facility as Patient No, 6079, with no recollection of who you are or how you ended up there.
The game then takes you through settings of run-down, spooky towns filled with creepy, old motels and murky swamps, while you investigate pieces of your past, put them together and try to figure out what happened that you ended up in The Greenwater Institute.

As the game progresses, you uncover the past piece by piece, unraveling stories of institutional corruption, mental instability, familial abuse, religious immorality, drug addiction, and murder. To dig up these truths, you have to get deep into the mind of the character, pay close attention to every detail, looking for clues so you can put together the pieces.

A Chair in a Room: Greenwater has six chapters, each of which lasts about 20 to 30 minutes. This means that you can take breaks in between the chapters, allowing you time to enjoy the narrative of the game.

Gameplay

The game is a horror VR game that utilizes the room-scale technology to its full potential. What makes A Chair in a Room: Greenville the game it is – a thrilling, bone-chilling and eerie, immersive experience – is because of the splendid use of room scale technology.

For example, if your physical environment is not large enough and you have difficulty navigating, you can teleport to other rooms using the Blink moving system. If you have more than enough physical space, then the game can adapt to your space so you can physically move around. You can also use a mixture of teleportation and bodily movements as required.

Certain elements and objects in the game are timed so perfectly that they kick off right when you set your eyes on them, which makes for great and sophisticated jump-scares. This speaks volumes on how intricately designed the game is since the developer doesn’t know where you stand while gazing at the objects.

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