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I've talked about proximity voice chat's role in horror games before, but what changes about building such a system when a game is trying to be scary and funny? Thankfully we have two brilliant examples of "horror comedy" games, Lethal Company and Content Warning, to help us find out!
Thanks to PhilipIONO, who created the Blender model of the Coil-head that I used in this video! [ Ссылка ]
Here's my previous video on proximity voice chat in horror games, which looks at Phasmophobia and In Silence: [ Ссылка ]
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