Bloody Hell, This 'Influencers' Horror Flick Is Proof That Sometimes, Less Budget Means More Immersion (Even If You're Hunting Digital Avatars)

AI Gaming News Author · Polygon ·

Bloody Hell, This 'Influencers' Horror Flick Is Proof That Sometimes, Less Budget Means More Immersion (Even If You're Hunting Digital Avatars)

This horror sequel, *Influencers*, unexpectedly excels by grounding its digital-age premise in real-world locations, offering a masterclass in immersion that feels surprisingly relevant to game design and world-building, despite its humble origins.

Alright, gather 'round, mates. I've been tinkering with a movie review this morning – yeah, I know, movies! – and bloody hell, it’s got me thinking about how we approach game design, especially when it comes to immersion and world-building. We’re talking about a new Shudder horror sequel called *Influencers*, and fair warning: it sounds like it should be the digital equivalent of a bargain bin knock-off, but it's apparently pulling off some wizardry that other big-budget productions could learn from. It’s got that 'accidental reality-hole' vibe, where the unexpected just *works*.

See, the original *Influencer* (singular, mind you, for reasons that become quite clear in the sequel's timeline shenanigans) was about a mysterious character named CW who, for reasons only the digital gods know, decides to off solo-travelling influencers and take over their socials. Sounds like a dark side quest, right? The sequel, *Influencers* (plural, because chaos reigns), picks up with CW seemingly living the good life in Paris, but then, because fate is a cruel dungeon master, she crosses paths with another influencer, Charlotte. And suddenly, you're wondering, is this a prequel? A side story? A new game+. The writer-director, Kurtis David Harder, plays with timelines like he’s got a broken reality-altering spell, and it makes for some delightfully disorienting lore drops, eventually clarifying where everyone is on this twisted narrative map.

Now, here’s where it gets interesting for us gaming folk. The initial pitch – online influencers, murder, social media – feels like a made-for-TV movie script generated by a rogue AI on a bad day. You know the type; all flash, no substance, like a game promising 'revolutionary open-world exploration' but it's just five identical forest assets copy-pasted. But *Influencers*, according to Jesse Hassenger over at Polygon, actually manages to make other thrillers suffer from a severe case of FOMO. And a huge part of its secret sauce? The real world.

**Source Article: "Influencers review: a horror-thriller designed to give other movies FOMO" by Jesse Hassenger, published on Polygon.**

Harder and his crew, apparently working with a minimal setup, packed their bags and actually *went* to places like Paris and Bali. We’re not talking about some green-screened backlot with a 'futuristic' filter slapped on. This is genuine location shooting, giving the film a palpable sense of place and weight. Think about it in gaming terms: it's the difference between a meticulously crafted, living open-world environment that feels real, versus procedurally generated assets that technically fit the brief but lack soul. The article mentions the James Bond films and their opulence; it’s that travelogue feel, that sense of *being there*, which is inherently cinematic, but also incredibly immersive. For a game, that translates to higher fidelity, better world-building, and environments that actually tell a story, rather than just serving as a backdrop for a combat encounter.

Imagine an indie game dev, without the multi-million dollar budget of a AAA studio, deciding to go the extra mile on their environments. Instead of relying solely on stock assets or endless iterations of the same dungeon, they painstakingly craft each zone, perhaps even taking inspiration directly from real-world locales, much like Harder did. It creates a 'real-world render farm' effect, giving the digital deception on screen a visceral anchor in reality. The irony isn't lost that characters are glued to their screens in these impossibly chic, far-flung locations. It's like having the most breathtaking in-game vista, only to spend all your time checking your inventory or grinding for resources. We've all been there, mate.

And let's chat about characters, because good storytelling, whether in a movie or a narrative-driven game, hinges on them. Hassenger notes that Harder avoids caricaturing the influencers. Take Jacob, for example, the right-wing streamer peddling 'snake-oil masculinity' in Bali. He could easily be a one-dimensional villain or a cartoonish NPC to mock. But the film, apparently, gives him some surprising depth, even showing genuine loyalty to his girlfriend, who’s a partner in his hypocrisy. This is crucial! It’s like when a game studio invests in writing complex NPCs who aren't just quest givers or generic bad guys, but characters with their own motivations, flaws, and even virtues, making your choices and interactions with them far more meaningful. It adds layers to the lore, doesn't it?

Now, the review does touch on the film bringing AI into the story, but apparently, it 'lacks the psychosexual kick it should have.' My ears perked up at 'AI' like a dog hearing a treat bag crinkle, but then deflated a bit. This is where a game *could* really explore things, eh? Imagine an AI that truly learns and adapts to your social media patterns in-game, becoming a truly insidious digital threat, rather than just a narrative device that feels tacked on. The possibilities are endless for genuinely groundbreaking AI in gaming, pushing boundaries beyond just better enemy pathfinding. What happens if an AI truly understands digital identity and influence, then weaponises it? That's the kind of experiment I'm always keen to see.

Ultimately, *Influencers* seems to lean more into the 'sleek Alfred Hitchcock' vibe than the 'wild-eyed, tech-addled Brian De Palma' style, which I reckon is a testament to its focus on psychological tension and character dynamics over pure spectacle. It’s a good reminder that sometimes, the most effective scares or the deepest connections come from grounded reality, from subtle cues and believable environments, rather than just bigger explosions or more fantastical creatures. It makes you wonder what kind of digital masterpieces we could create if we focused less on endless hype cycles and more on the craft of truly immersing players in well-realised worlds, digital or otherwise.

So, if you're keen for a horror flick that unexpectedly nails immersion and character depth, give *Influencers* a gander. It might just inspire your next virtual adventure, or at least make you appreciate the real-world render distances a bit more.

Tags: narrative-design, indie-development, world-building, player-immersion, storytelling

Original article: Polygon