{"id":140,"date":"2026-03-19T13:06:54","date_gmt":"2026-03-19T13:06:54","guid":{"rendered":"https:\/\/muyano.com\/elcanaldelwason\/?p=140"},"modified":"2026-03-27T17:37:02","modified_gmt":"2026-03-27T17:37:02","slug":"la-verdadera-historia-del-survival-horror","status":"publish","type":"post","link":"https:\/\/muyano.com\/elcanaldelwason\/la-verdadera-historia-del-survival-horror\/","title":{"rendered":"\u00bfQui\u00e9n dio el primer paso en el Survival Horror?"},"content":{"rendered":"\n<div class=\"inherit-container-width wp-block-group alignfull is-style-ext-preset--group--natural-1--section ext-animate--on has-background-background-color has-background is-layout-constrained wp-container-core-group-is-layout-843e5a6d wp-block-group-is-layout-constrained\" style=\"margin-top:0;margin-bottom:0;padding-top:var(--wp--preset--spacing--70);padding-bottom:var(--wp--preset--spacing--70)\">\n<h2 class=\"wp-block-heading has-text-align-center ext-animate--on\">\u00bfPlagio o Justicia Po\u00e9tica? La Verdadera Historia tras el Origen del Survival Horror<\/h2>\n\n\n\n<div id=\"podcast-player\" style=\"background: #000000; padding: 15px 20px; border-radius: 15px; display: flex; align-items: center; justify-content: space-between; gap: 15px; border: 1px solid #333; color: #ffffff; font-family: -apple-system, sans-serif; box-shadow: 0 10px 30px rgba(0,0,0,0.5); margin: 20px 0; flex-wrap: wrap;\">\n  \n  <!-- Bot\u00f3n Espa\u00f1ol (Principal) -->\n  <button id=\"btn-listen-es\" style=\"background: #ffffff; border: none; border-radius: 50%; width: 60px; height: 60px; cursor: pointer; display: flex; align-items: center; justify-content: center; transition: all 0.2s ease; flex-shrink: 0; outline: none !important; box-shadow: none !important; -webkit-tap-highlight-color: transparent; padding: 0;\">\n    <span id=\"btn-text-es\" style=\"color: #000; font-weight: 800; font-size: 0.45rem; text-transform: uppercase; letter-spacing: 0.5px; display: block; line-height: 1;\">Escuchar<\/span>\n  <\/button>\n  \n  <!-- Textos Centrales -->\n  <div style=\"flex-grow: 1; min-width: 120px;\">\n    <span style=\"text-transform: uppercase; font-size: 0.7rem; letter-spacing: 1.5px; color: #007bff; font-weight: bold; display: block; margin-bottom: 4px;\">Audio Post<\/span>\n    <strong id=\"player-title\" style=\"display: block; font-size: 1.1rem; color: #ffffff;\">Escuchar como podcast<\/strong>\n    <small id=\"status-text\" style=\"color: #888; display: block; font-size: 0.85rem; margin-top: 4px;\">Te hacemos compa\u00f1\u00eda<\/small>\n  <\/div>\n\n  <!-- Bot\u00f3n Ingl\u00e9s (Secundario) -->\n  <button id=\"btn-listen-en\" style=\"background: #333333; border: 1px solid #555; border-radius: 30px; padding: 0 15px; height: 45px; cursor: pointer; display: flex; align-items: center; justify-content: center; transition: all 0.2s ease; flex-shrink: 0; outline: none !important; box-shadow: none !important; -webkit-tap-highlight-color: transparent;\">\n    <span id=\"btn-text-en\" style=\"color: #fff; font-weight: 600; font-size: 0.8rem; text-transform: uppercase; letter-spacing: 0.5px; display: block; line-height: 1;\">English Reader<\/span>\n  <\/button>\n\n<\/div>\n\n<script>\n(function() {\n    const synth = window.speechSynthesis;\n    const btnEs = document.getElementById('btn-listen-es');\n    const btnEn = document.getElementById('btn-listen-en');\n    const btnTextEs = document.getElementById('btn-text-es');\n    const btnTextEn = document.getElementById('btn-text-en');\n    const status = document.getElementById('status-text');\n    const title = document.getElementById('player-title');\n    \n    let isSpeaking = false;\n    let currentLang = ''; \n\n    const textPlayEs = \"Escuchar\";\n    const textPlayEn = \"English Reader\";\n    const textLoading = \"...\";\n\n    \/\/ Extraer texto y t\u00edtulo\n    function getCleanText() {\n        let rawTitle = document.title || \"\";\n        let cleanTitle = rawTitle.split('-')[0].split('|')[0].trim(); \n        const postTitle = cleanTitle ? cleanTitle + \". \" : \"\";\n\n        const article = document.querySelector('.entry-content') || document.querySelector('article') || document.querySelector('.post-content');\n        let postContent = \"\";\n        if (article) {\n            const paragraphs = Array.from(article.querySelectorAll('p')).map(p => p.innerText);\n            postContent = paragraphs.join(' ');\n        }\n        \n        const fullText = postTitle + postContent;\n        return fullText.substring(0, 4000); \n    }\n\n    \/\/ Buscador de voces blindado para los dos idiomas\n    function getUltimateMaleVoice(langTarget) {\n        const voices = synth.getVoices();\n        \n        if (langTarget === 'en') {\n            const maleNames = ['david', 'mark', 'alex', 'fred', 'guy', 'male', 'matthew', 'brian', 'james', 'daniel', 'arthur', 'oliver'];\n            const femaleNames = ['zira', 'samantha', 'victoria', 'karen', 'melina', 'tessa', 'susan', 'female', 'hazel', 'alice'];\n\n            let selectedVoice = voices.find(v => v.lang.startsWith('en') && v.name.includes('Google') && v.name.toLowerCase().includes('male'));\n            if (!selectedVoice) selectedVoice = voices.find(v => v.lang.startsWith('en') && maleNames.some(name => v.name.toLowerCase().includes(name)));\n            if (!selectedVoice) selectedVoice = voices.find(v => v.lang.startsWith('en') && !femaleNames.some(name => v.name.toLowerCase().includes(name)));\n            if (!selectedVoice) selectedVoice = voices.find(v => v.lang.startsWith('en'));\n            return selectedVoice;\n\n        } else {\n            \/\/ Reglas para Espa\u00f1ol Latino\n            const maleNamesEs = ['jorge', 'diego', 'carlos', 'pablo', 'juan', 'male'];\n            const femaleNamesEs = ['sabina', 'monica', 'paulina', 'lucia', 'female', 'helena', 'laura', 'victoria', 'zira'];\n\n            \/\/ 1. Priorizar acentos latinos (MX, US, AR)\n            let selectedVoice = voices.find(v => (v.lang === 'es-MX' || v.lang === 'es-US' || v.lang === 'es-AR') && maleNamesEs.some(name => v.name.toLowerCase().includes(name)));\n            \/\/ 2. Cualquier hombre en espa\u00f1ol\n            if (!selectedVoice) selectedVoice = voices.find(v => v.lang.startsWith('es') && maleNamesEs.some(name => v.name.toLowerCase().includes(name)));\n            \/\/ 3. Cualquier espa\u00f1ol que no est\u00e9 en lista negra\n            if (!selectedVoice) selectedVoice = voices.find(v => v.lang.startsWith('es') && !femaleNamesEs.some(name => v.name.toLowerCase().includes(name)));\n            \/\/ 4. Fallback absoluto espa\u00f1ol\n            if (!selectedVoice) selectedVoice = voices.find(v => v.lang.startsWith('es'));\n            return selectedVoice;\n        }\n    }\n\n    \/\/ Controlador principal de audio\n    function playAudio(lang) {\n        \/\/ Si ya est\u00e1 sonando EL MISMO idioma, lo pausamos\n        if (isSpeaking && currentLang === lang) {\n            synth.cancel();\n            resetUI();\n            return;\n        }\n\n        \/\/ Si estaba sonando el OTRO idioma, lo cortamos para empezar el nuevo\n        if (isSpeaking) {\n            synth.cancel();\n        }\n\n        const textToRead = getCleanText();\n        if (!textToRead || textToRead.length < 5) {\n            status.innerText = \"No se detect\u00f3 texto en el post.\";\n            return;\n        }\n\n        isSpeaking = true;\n        currentLang = lang;\n        \n        \/\/ Actualizar UI de los botones seg\u00fan el idioma seleccionado\n        if (lang === 'es') {\n            title.innerText = \"Iniciando audio...\";\n            btnTextEs.innerText = textLoading;\n            btnTextEs.style.fontSize = \"0.8rem\"; \/\/ Puntos suspensivos un poco m\u00e1s grandes para que se vean\n            btnTextEn.innerText = textPlayEn; \n        } else {\n            title.innerText = \"Starting audio...\";\n            btnTextEn.innerText = textLoading;\n            btnTextEs.innerText = textPlayEs;\n            btnTextEs.style.fontSize = \"0.45rem\";\n        }\n\n        synth.cancel();\n        synth.resume();\n\n        const utterance = new SpeechSynthesisUtterance(textToRead);\n        \n        \/\/ Seleccionar voz y FORZAR idioma (Vital para m\u00f3viles)\n        const selectedVoice = getUltimateMaleVoice(lang);\n        if (selectedVoice) {\n            utterance.voice = selectedVoice;\n            utterance.lang = selectedVoice.lang; \n        } else {\n            \/\/ Si el m\u00f3vil no devuelve lista, forzamos la etiqueta base\n            utterance.lang = lang === 'en' ? 'en-US' : 'es-MX';\n        }\n\n        utterance.rate = 0.95; \n        utterance.pitch = lang === 'en' ? 0.95 : 0.8; \n\n        utterance.onstart = () => {\n            if (lang === 'es') {\n                btnTextEs.innerText = \"Detener\"; \n                btnTextEs.style.fontSize = \"0.45rem\"; \n                title.innerText = \"Leyendo ahora...\";\n                status.innerText = \"Te hacemos compa\u00f1\u00eda\";\n            } else {\n                btnTextEn.innerText = \"Stop\";\n                title.innerText = \"Reading now...\";\n                status.innerText = \"We keep you company\";\n            }\n        };\n\n        utterance.onend = () => resetUI();\n        utterance.onerror = () => resetUI();\n\n        setTimeout(() => {\n            synth.speak(utterance);\n            \n            let checkSpeaking = setInterval(() => {\n                if (isSpeaking && !synth.speaking) {\n                    synth.resume();\n                    synth.speak(utterance);\n                } else {\n                    clearInterval(checkSpeaking);\n                }\n            }, 1000);\n        }, 300);\n    }\n\n    \/\/ Eventos de click\n    btnEs.addEventListener('click', () => playAudio('es'));\n    btnEn.addEventListener('click', () => playAudio('en'));\n\n    function resetUI() {\n        isSpeaking = false;\n        currentLang = '';\n        synth.cancel();\n        \n        btnTextEs.innerText = textPlayEs; \n        btnTextEs.style.fontSize = \"0.45rem\"; \n        \n        btnTextEn.innerText = textPlayEn;\n\n        title.innerText = \"Escuchar como podcast\";\n        status.innerText = \"Te hacemos compa\u00f1\u00eda\";\n    }\n\n    if (speechSynthesis.onvoiceschanged !== undefined) {\n        speechSynthesis.onvoiceschanged = () => synth.getVoices();\n    }\n})();\n<\/script>\n\n\n\n<p class=\"has-text-align-center ext-animate--on\" style=\"margin-top:1.5rem\">El mito fundacional: \u00bfPlagio o justicia po\u00e9tica?<\/p>\n\n\n\n<p class=\"has-text-align-center ext-animate--on\" style=\"margin-top:1.5rem\">En el mundo del gaming, las leyendas urbanas a veces pesan m\u00e1s que los hechos documentados. Si te das una vuelta por cualquier foro de retrogaming o lo mencionamos en un stream del canal, la respuesta suele ser un\u00e1nime: <em>\u00abResident Evil populariz\u00f3 el terror, pero Capcom le rob\u00f3 todo a Alone in the Dark\u00bb<\/em>. Esta narrativa nos dice que en 1996, Shinji Mikami simplemente copi\u00f3 la f\u00f3rmula francesa de 1992 para hacerse de oro en la primera PlayStation.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full is-resized is-style-ext-preset-image-natural-1-image-1--content-any is-style-ext-preset--image--natural-1--image-1--content-any ext-animate--on extendify-image-import\"><img loading=\"lazy\" decoding=\"async\" width=\"500\" height=\"334\" src=\"https:\/\/muyano.com\/elcanaldelwason\/wp-content\/uploads\/2026\/03\/resident-evil.webp\" alt=\"\" class=\"wp-image-141\" style=\"aspect-ratio:1.7777777777777777;object-fit:cover;width:760px;height:auto\" srcset=\"https:\/\/muyano.com\/elcanaldelwason\/wp-content\/uploads\/2026\/03\/resident-evil.webp 500w, https:\/\/muyano.com\/elcanaldelwason\/wp-content\/uploads\/2026\/03\/resident-evil-300x200.webp 300w\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" \/><\/figure>\n<\/div>\n\n\n\n<p class=\"ext-animate--on\">Sin embargo, la realidad es mucho m\u00e1s compleja y fascinante. No estamos ante un caso de plagio corporativo, sino ante lo que me gusta llamar <strong>\u00abel efecto boomerang\u00bb<\/strong>. Es la historia de una empresa que plant\u00f3 una semilla, vio c\u00f3mo otros la hac\u00edan florecer con tecnolog\u00eda punta y luego regres\u00f3 para reclamar su jard\u00edn. En este post, vamos a desglosar por qu\u00e9 Capcom no le rob\u00f3 a nadie, sino que simplemente volvi\u00f3 para sentarse en un trono que ellos mismos hab\u00edan dise\u00f1ado a\u00f1os atr\u00e1s.<\/p>\n\n\n\n<h3 class=\"wp-block-heading ext-animate--on\">1989: Sweet Home y el Verdadero G\u00e9nesis del Terror<\/h3>\n\n\n\n<p class=\"ext-animate--on\">Siete a\u00f1os antes de que conoci\u00e9ramos la Mansi\u00f3n Spencer, Capcom lanz\u00f3 en Jap\u00f3n un t\u00edtulo para la Famicom (NES) que hoy es objeto de culto: <strong>Sweet Home<\/strong>. Basado en una pel\u00edcula de terror de Kiyoshi Kurosawa, este juego no era un simple RPG de 8 bits; era el borrador perfecto de lo que hoy llamamos <em>Survival Horror<\/em>.<\/p>\n\n\n\n<ul class=\"wp-block-list ext-animate--on\">\n<li class=\"ext-animate--on\"><strong>Innovaciones Mec\u00e1nicas:<\/strong> <em>Sweet Home<\/em> ya inclu\u00eda la gesti\u00f3n limitada de inventario, acertijos ambientales complejos y la m\u00edtica animaci\u00f3n de las puertas abri\u00e9ndose para ocultar los tiempos de carga (o generar tensi\u00f3n).<\/li>\n\n\n\n<li class=\"ext-animate--on\"><strong>La Narrativa Ambiental:<\/strong> Fue de los primeros en usar notas y diarios esparcidos por el escenario para contar la macabra historia de la mansi\u00f3n, una t\u00e9cnica que hoy es est\u00e1ndar en la industria.<\/li>\n\n\n\n<li class=\"ext-animate--on\"><strong>El Factor Wason:<\/strong> Lo m\u00e1s brutal de este juego era la muerte permanente. Si un personaje mor\u00eda, no hab\u00eda \u00abPhoenix Down\u00bb que valiera; perd\u00edas sus habilidades \u00fanicas y ten\u00edas que arregl\u00e1rtelas con lo que quedaba. Eso es terror puro, incluso en 8 bits.<\/li>\n<\/ul>\n\n\n\n<p class=\"ext-animate--on\">Capcom ten\u00eda la receta, pero le faltaba la tecnolog\u00eda para que el jugador sintiera la claustrofobia y el asco que la historia exig\u00eda.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity ext-animate--on\"\/>\n\n\n<div class=\"monsterinsights-inline-popular-posts monsterinsights-inline-popular-posts-alpha monsterinsights-popular-posts-styled ext-animate--on\" ><div class=\"monsterinsights-inline-popular-posts-text\"><span class=\"monsterinsights-inline-popular-posts-label\" >Tendencia<\/span><div class=\"monsterinsights-inline-popular-posts-post\"><a class=\"monsterinsights-inline-popular-posts-title\"  href=\"https:\/\/muyano.com\/elcanaldelwason\/memotest-juego-de-memoria\/\">MemoTest &#8211; Juego de memoria<\/a><\/div><\/div><\/div><p><\/p>\n\n\n<h2 class=\"wp-block-heading ext-animate--on\">La Revoluci\u00f3n Francesa: Alone in the Dark (1992)<\/h2>\n\n\n\n<p class=\"ext-animate--on\">Aqu\u00ed entra en escena Fr\u00e9d\u00e9rick Raynal y el equipo de Infogrames. Mientras Capcom buscaba c\u00f3mo evolucionar sus ideas, en Francia se gestaba una proeza t\u00e9cnica que cambiar\u00eda las reglas del juego. <strong>Alone in the Dark<\/strong> introdujo los personajes poligonales en 3D sobre fondos prerrenderizados en 2D.<\/p>\n\n\n\n<h3 class=\"wp-block-heading ext-animate--on\">La \u00abTrampa\u00bb de la C\u00e1mara Fija<\/h3>\n\n\n\n<p class=\"ext-animate--on\">El uso de c\u00e1maras est\u00e1ticas no fue una decisi\u00f3n puramente art\u00edstica en su origen, sino una <strong>necesidad t\u00e9cnica<\/strong>. Las computadoras de 1992 no pod\u00edan procesar entornos 3D completos con ese nivel de detalle. Al fijar la c\u00e1mara, liberaban potencia para los modelos de los personajes.<\/p>\n\n\n\n<ul class=\"wp-block-list ext-animate--on\">\n<li class=\"ext-animate--on\"><strong>El Legado del Control de Tanque:<\/strong> Aqu\u00ed naci\u00f3 ese esquema de control que tantos odian hoy, pero que en su momento era la \u00fanica forma de navegar coherentemente entre \u00e1ngulos de c\u00e1mara que cambiaban constantemente.<\/li>\n\n\n\n<li class=\"ext-animate--on\"><strong>Atm\u00f3sfera Lovecraftiana:<\/strong> A diferencia del terror japon\u00e9s, <em>Alone in the Dark<\/em> beb\u00eda de los mitos de Cthulhu, creando una sensaci\u00f3n de indefensi\u00f3n ante lo c\u00f3smico.<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity ext-animate--on\"\/>\n\n\n\n<h2 class=\"wp-block-heading ext-animate--on\">El Laboratorio de Pesadillas (1994-1995)<\/h2>\n\n\n\n<p class=\"ext-animate--on\">Antes del gran estallido de 1996, el g\u00e9nero vivi\u00f3 una etapa de experimentaci\u00f3n fascinante que pocos recuerdan, pero que en el canal siempre reivindicamos.<\/p>\n\n\n\n<h3 class=\"wp-block-heading ext-animate--on\">Ecstatica (1994)<\/h3>\n\n\n\n<p class=\"ext-animate--on\">Este juego es una rareza t\u00e9cnica. En lugar de pol\u00edgonos, usaba <strong>elipsoides<\/strong> (esferas estiradas) para crear personajes con formas redondeadas y org\u00e1nicas que daban un aspecto grotesco y perturbador. Manten\u00eda las c\u00e1maras fijas y una dificultad endiablada, demostrando que el terror no depend\u00eda de la potencia gr\u00e1fica, sino de la direcci\u00f3n de arte.<\/p>\n\n\n\n<h3 class=\"wp-block-heading ext-animate--on\">Clock Tower y D (1995)<\/h3>\n\n\n\n<p class=\"ext-animate--on\">Mientras unos disparaban, otros nos ense\u00f1aban a huir. <em>Clock Tower<\/em> trajo la vulnerabilidad absoluta: no ten\u00edas armas, solo tu ingenio para esconderte del \u00abScissorman\u00bb. Por otro lado, <em>D<\/em> de Kenji Eno, exploraba el terror psicol\u00f3gico y el \u00abFMV\u00bb (Full Motion Video), borrando la l\u00ednea entre el cine y el videojuego.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity ext-animate--on\"\/>\n\n\n\n<h2 class=\"wp-block-heading ext-animate--on\">1996: El Regreso del Rey y la Consagraci\u00f3n de Mikami<\/h2>\n\n\n\n<p class=\"ext-animate--on\">Cuando Shinji Mikami recibi\u00f3 el encargo de hacer un nuevo juego de terror, su primera orden fue clara: <strong>quer\u00eda hacer un remake de Sweet Home<\/strong>. Sin embargo, al ver lo que <em>Alone in the Dark<\/em> y <em>Ecstatica<\/em> hab\u00edan logrado con la perspectiva tridimensional, Mikami entendi\u00f3 que ya no necesitaba la vista cenital de los 8 bits.<\/p>\n\n\n\n<p class=\"ext-animate--on\"><strong>Resident Evil<\/strong> fue el matrimonio perfecto. Tom\u00f3 el \u00abenvoltorio\u00bb visual que los europeos hab\u00edan perfeccionado (fondos prerrenderizados y c\u00e1maras fijas) y le inyect\u00f3 el \u00abalma\u00bb de Capcom:<\/p>\n\n\n\n<ol start=\"1\" class=\"wp-block-list ext-animate--on\">\n<li class=\"ext-animate--on\"><strong>Dise\u00f1o de Niveles:<\/strong> Un rompecabezas gigante donde cada llave y cada manivela importaban.<\/li>\n\n\n\n<li class=\"ext-animate--on\"><strong>Combate Estrat\u00e9gico:<\/strong> No se trataba solo de disparar, sino de decidir <em>cu\u00e1ndo<\/em> gastar esa \u00faltima bala de escopeta.<\/li>\n\n\n\n<li class=\"ext-animate--on\"><strong>Impacto Cultural:<\/strong> El primer zombi d\u00e1ndose la vuelta en la cinem\u00e1tica de PS1 se convirti\u00f3 en el trauma colectivo de toda una generaci\u00f3n.<\/li>\n<\/ol>\n\n\n\n<p class=\"ext-animate--on\">Capcom no rob\u00f3 la idea; simplemente esper\u00f3 a que la tecnolog\u00eda estuviera a la altura de su visi\u00f3n de 1989. Fue una reclamaci\u00f3n de propiedad intelectual en toda regla.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity ext-animate--on\"\/>\n\n\n\n<h2 class=\"wp-block-heading ext-animate--on\">C\u00f3mo revivir estas joyas hoy (Fuentes Seguras)<\/h2>\n\n\n\n<p class=\"ext-animate--on\">Si te pica la curiosidad y quer\u00e9s experimentar estos hitos del terror por tu cuenta, record\u00e1 siempre evitar sitios de dudosa procedencia que pueden comprometer tu PC con malware. Aqu\u00ed ten\u00e9s las v\u00edas oficiales y seguras:<\/p>\n\n\n\n<ul class=\"wp-block-list ext-animate--on\">\n<li class=\"ext-animate--on\"><strong>Alone in the Dark (Cl\u00e1sicos):<\/strong> Est\u00e1n disponibles de forma legal y optimizada para sistemas modernos en plataformas como <strong>GOG (Good Old Games)<\/strong> o <strong>Steam<\/strong>.<\/li>\n\n\n\n<li class=\"ext-animate--on\"><strong>Resident Evil (Remasters):<\/strong> Capcom ha hecho un trabajo excelente relanzando el <em>RE HD Remaster<\/em>, que mantiene las c\u00e1maras fijas pero con gr\u00e1ficos de alta fidelidad.<\/li>\n\n\n\n<li class=\"ext-animate--on\"><strong>Sweet Home:<\/strong> Al ser un juego que nunca sali\u00f3 de Jap\u00f3n oficialmente, la mejor forma de conocerlo es a trav\u00e9s de museos digitales de preservaci\u00f3n de software o comunidades de traducci\u00f3n de fans en sitios como <strong>ROMhacking.net<\/strong> (donde solo se descargan parches de traducci\u00f3n, no el juego base).<\/li>\n\n\n\n<li class=\"ext-animate--on\"><strong>Proyectos Comunitarios:<\/strong> Para juegos como <em>Clock Tower<\/em>, te recomiendo revisar los foros de <strong>NightDive Studios<\/strong>, quienes suelen encargarse de traer estas joyas a la vida moderna.<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity ext-animate--on\"\/>\n\n\n\n<h2 class=\"wp-block-heading ext-animate--on\">Conclusi\u00f3n: Un G\u00e9nero Construido entre Todos<\/h2>\n\n\n\n<p class=\"ext-animate--on\">La historia del <em>Survival Horror<\/em> no es un caso de robo, sino una <strong>conversaci\u00f3n global<\/strong>. Capcom puso la base te\u00f3rica con <em>Sweet Home<\/em>, Infogrames aport\u00f3 el lenguaje visual con <em>Alone in the Dark<\/em>, y finalmente Capcom cerr\u00f3 el c\u00edrculo con <em>Resident Evil<\/em> creando un fen\u00f3meno de masas.<\/p>\n\n\n\n<p class=\"ext-animate--on\">Sin esa retroalimentaci\u00f3n entre estudios japoneses y occidentales, hoy no tendr\u00edamos obras maestras como <em>Silent Hill<\/em>, <em>Dead Space<\/em> o <em>Alan Wake<\/em>. El terror evoluciona gracias a que los desarrolladores se atreven a \u00abtomar prestado\u00bb y mejorar lo que vino antes.<\/p>\n\n\n\n<p class=\"ext-animate--on\"><strong>\u00bfY para vos? \u00bfQui\u00e9n es el verdadero padre del g\u00e9nero?<\/strong> \u00bfSos de los que sufrieron con la Mansi\u00f3n Derceto o de los que no durmieron por culpa de los perros de la Mansi\u00f3n Spencer? Dejamelo saber en los comentarios o pasate por el pr\u00f3ximo stream para debatir. \u00a1Nos vemos en las sombras!<\/p>\n\n\n<ul class=\"wp-block-latest-posts__list ext-animate--on wp-block-latest-posts\"><li><a class=\"wp-block-latest-posts__post-title\" href=\"https:\/\/muyano.com\/elcanaldelwason\/el-error-de-las-cartas-cromy-super-amigos\/\">El Error de las Cartas Cromy Super Amigos.<\/a><\/li>\n<li><a class=\"wp-block-latest-posts__post-title\" href=\"https:\/\/muyano.com\/elcanaldelwason\/las-cartas-de-los-super-amigos\/\">Las cartas de los Super Amigos: \u00a1Juego y nostalgia Online!.<\/a><\/li>\n<li><a class=\"wp-block-latest-posts__post-title\" href=\"https:\/\/muyano.com\/elcanaldelwason\/memotest-juego-de-memoria\/\">MemoTest &#8211; Juego de memoria<\/a><\/li>\n<li><a class=\"wp-block-latest-posts__post-title\" href=\"https:\/\/muyano.com\/elcanaldelwason\/el-gran-engano-de-las-licencias-de-cine\/\">El Gran Enga\u00f1o de las Licencias de Cine<\/a><\/li>\n<li><a class=\"wp-block-latest-posts__post-title\" href=\"https:\/\/muyano.com\/elcanaldelwason\/todo-sobre-el-xbox-partner-preview-de-marzo\/\">Todo sobre el Xbox Partner Preview de marzo<\/a><\/li>\n<\/ul>","protected":false},"excerpt":{"rendered":"<p>\u00bfPlagio o Justicia Po\u00e9tica? La Verdadera Historia tras el Origen del Survival Horror Escuchar Audio Post Escuchar como podcast Te hacemos compa\u00f1\u00eda English Reader El mito fundacional: \u00bfPlagio o justicia po\u00e9tica? En el mundo del gaming, las leyendas urbanas a veces pesan m\u00e1s que los hechos documentados. Si te das una vuelta por cualquier foro [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":142,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"site-sidebar-layout":"default","site-content-layout":"","ast-site-content-layout":"default","site-content-style":"default","site-sidebar-style":"default","ast-global-header-display":"","ast-banner-title-visibility":"","ast-main-header-display":"","ast-hfb-above-header-display":"","ast-hfb-below-header-display":"","ast-hfb-mobile-header-display":"","site-post-title":"","ast-breadcrumbs-content":"","ast-featured-img":"","footer-sml-layout":"","ast-disable-related-posts":"","theme-transparent-header-meta":"","adv-header-id-meta":"","stick-header-meta":"","header-above-stick-meta":"","header-main-stick-meta":"","header-below-stick-meta":"","astra-migrate-meta-layouts":"default","ast-page-background-enabled":"default","ast-page-background-meta":{"desktop":{"background-color":"var(--ast-global-color-5)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"tablet":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"mobile":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""}},"ast-content-background-meta":{"desktop":{"background-color":"var(--ast-global-color-4)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"tablet":{"background-color":"var(--ast-global-color-4)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"mobile":{"background-color":"var(--ast-global-color-4)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""}},"footnotes":""},"categories":[14],"tags":[88,103,102,104],"class_list":["post-140","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-wasonadas","tag-estrategia","tag-plagio","tag-survival-horror","tag-terror"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>\u00bfQui\u00e9n dio el primer paso en el Survival Horror? -<\/title>\n<meta name=\"description\" content=\"\u00bfCapcom plagi\u00f3 a Alone in the Dark para crear Resident Evil? 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