[sub]... and you thought the quotes in the game were brilliant. [/sub]Shinji Mikami said:"We also recorded Japanese voices (for the game), not just English ones. They were discarded because they were really lame."
"Survival Horror" was a truly niche genre at one point. Retroactively describing titles such as Sweet Home and Alone in the Dark, the genre really didn't get some tank treads (heh) under it until Resident Evil (a.k.a. Biohazard) landed on the Sony PlayStation nearly fifteen years ago. Taking the inspiration from Sweet Home of a "horror game that takes place in a mansion," director Shinji Mikami became known for making one of the first "scary" games to ever become popular around the world and the series has gone on to make millions and millions yadda yadda yadda etc. etc.
Okay. Let's talk for a second. Resident Evil has just seen its special edition of its fifth game in the series (spin-off's, remakes not withstanding)... this is hardly a "Princess Worth Saving..." right? Sure, fair enough. The series is hugely popular and critically acclaimed and all that. There's one thing it isn't however anymore:
[HEADING=2]
SCARY!
[/HEADING]Do you know when it stopped being scary? When the plot-twist about where the zombies were coming from got revealed. Thankfully the incredibly smart marketing department at the American branch of CAPCOM decided to change the name of the game from Biohazard to Resident Evil or else the games biggest spoiler would have been given away in the title! Seriously; the most intriguing thing about playing through the game the first time was figuring out WHY these people were eating each other. Was it some sort of demonic curse because the mansion was on some sort of Native American burial ground or did the owner of the house's music collection consist entirely of Menudo and Abba records and everyone that was staying there slowly went insane? It was the mystery that made it special. Even the (US) title, Resident Evil, implied that the "resident" of the house was "evil" itself... it wasn't until you were far into the game that you learned anything of the "T-Virus" and the Umbrella corporation.
So what's the answer? They've already remade the first game in the series in quite a fantastic way on the Nintendo GameCube (which ranks at the top of my "Best Remakes Ever" list). The current plotline has become something akin to a grotesque offshoot of a Tom Clancy-esque world-wide conspiracy of irreversible ramifications. So what now? Where does the series go from here? No where, that's where. It needs to die.
Then it needs to be born again in the exact same way, but; the S.T.A.R.S. Bravo team need to head back into the mansion, Chris or Jill need to go upstairs, and when that first zombie turns its head over its shoulder to notice your presence, it needs to be for a completely different reason. That zombie then needs to run at you angrily, as in you just interrupted its dinner. You need to be underpowered; your bullets need to be completely ineffective... you need to use some kind of gameplay mechanic to wrestle the zombie away and you need to run. Maybe it's an enhanced quick-time-event control mechanism (a la Heavy Rain) that you need to perform to escape harm at the hands of the rabid zombie, or maybe motion control of some type. Maybe punching and kicking your way out of the situation through controls with the Natal or bashing and pushing yourself out of harms way with the WiiMote or Sony Move. Beyond that, everything needs to change.
The game needs to instill fear in the player. Not fear that you're going to run out of ammo, but fear that your ammo seems to be completely ineffective. Who says even traditional game mechanics need to apply? Give a player a gun to start with, give them a few 24 round clips to start with, just like any good Special Forces team... but have that weapon be completely useless and let them run down to their last bullet to figure that out. Instill a sense of realism in the player of what it would actually be like to have those resources available to them, be able to use them, but have them be completely worthless (how many bullets/clips would YOU personally unload into an oncoming zombie before you just stop firing because it's just not effective?). Have them learn on their own that a butcher knife from the kitchen drawer or a fire-poker in the living room of the mansion are far more effective weapons against the zombies than their sidearm. Have them find medical supplies in the bathroom where they would be kept, or in an actual First-Aid kit in the nightstand next to the bed in a bedroom. Have them find real supplies like bandages, alcohol, peroxide or iodine; then have them realize that any cuts or bites left by the zombies react negatively to one of those substances... then give them the option to keep using it and hurting themselves. Break all the rules! Have the player find a shotgun in the hall closet, but keep the shells locked in a safe that they'll never find the combination or key for (something not even the Master of Unlocking can crack), just like if they were actually IN someone's mansion! Let them carry the shotgun with them for a while until they realize it's completely useless, unless the player happens to flip it around and use it as a club... give them that option too. Locked door in the house? Forget finding keys with weird shapes on them; make the player find something to bash the door down with if it's too heavy to kick down on their own. No Sub-Machine Guns... no Rocket Launchers... but let the player figure out that the chemicals in a nearby fire-extinguisher are actually corrosive and harmful to the zombies, so that becomes a useful weapon... then when it runs out, they can swing it around to fight off the baddies.
The point is, make it feel like you're actually surviving horror, using your instincts and not pre-planned nonsensical game mechanics. Make the game an actual detective story, like it was set up to be. Silent Hill did a fun job to a certain extent of letting the way you played through the game dictate the origin of the chaos (aliens anyone?), I don't see why a similar setup in that mansion isn't possible. A game like Heavy Rain showed us that "losing" doesn't have to end the game, it can merely shift the story. Maneuver one of the S.T.A.R.S. members into a room with no escape? Radio for help and let one of the other members come to your rescue, or, by doing that, inadvertently lead them to their death providing a distraction that allows your character to escape. There are so many amazing possibilities in just the game's setup alone. Give players the option to get the hell out of dodge right away and leave the mansion as soon as they encounter their first horror, then let them deal with the horrors of the forest around them, then make it so they realize that maybe it IS safer in the mansion. Also, no good Special Forces team would split up, so don't force them if they aren't forced to by game events.
The idea of playing as a Special Tactics And Recon Squad member is great, as it means your character should be above average physical and mental condition, but that doesn't negate the fact that they feel fear. Let the player feel that. Convey to them that even though they're battle hardened soldiers/officers, that what they are involved in truly scares them. Bring the survival AND the horror back to Survival Horror. It can be done, it can be done well, and it should be. The setup is sound, and one of the best in video game history. Let's give Resident Evil to a new generation, and like she did to us nearly fifteen years ago, let this Princess scare the sh*t out of them.