<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Shoal of Words]]></provider_name><provider_url><![CDATA[https://michelsabbagh.wordpress.com]]></provider_url><author_name><![CDATA[Michel Sabbagh]]></author_name><author_url><![CDATA[https://michelsabbagh.wordpress.com/author/michformer/]]></author_url><title><![CDATA[The key to designing an effectively tense survival horror&nbsp;experience]]></title><type><![CDATA[link]]></type><html><![CDATA[Video games are special when it comes to depicting horror because the (active) participant himself/herself is the one who has to bear the tension and eeriness that permeates the overall experience, and he/she is the one who has to face his/her fears and keep them in check. As a result, the game designer can take serious advantage of that immersive trait to craft a game that plays with the player's paranoia.]]></html><thumbnail_url><![CDATA[https://michelsabbagh.files.wordpress.com/2015/09/the-evil-within-2.jpg?w=1200&fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[248]]></thumbnail_height><geo_latitude><![CDATA[42.262593]]></geo_latitude><geo_longitude><![CDATA[-71.802293]]></geo_longitude></oembed>