'Frankensteining' in Horror Games

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Secretarial-Humbug

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Greetings fellow denizens of the Escapist,

with Halloween fast approaching, it seems apt to discuss the topic of survival horror games, and, more specifically, The Evil Within game being developed by Tango Gameworks, with Resident Evil creator Shinji Mikami in the driving seat.

Given that the latest Resident Evil game (RE 6), whilst still (in my opinion) remaining true to the outlandish subject matter of the RE universe, was minimal in regards to making the player react to its presented horror and more towards action, it can be assumed that the spirit of Resident Evil is going to shift into The Evil Within, perhaps leaving the original series in a bit of a slump. Indeed, the trailers for The Evil Within thus far have shown a lot of material which apes the Resident Evil style, as would be expected given the direction input from Mikami. For example, in the extended gameplay video, we see:

a chainsaw wielding maniac named the Butcher, echoing RE4's Dr Salvador

a locker hiding mechanic aping the one used in the recent Outlast game

the traditional RE slow opening door action

the ability to burn fallen enemies if one has the necessary items, which has been around since RE1

a mine trap which can be set beneath windows, similar in design to the trip wire explosives in the first section of RE4, though here they can be used and placed by the player

a sequence strikingly similar to the RE4 Chapter 2 where the player must defend a house from incoming waves of enemies which come through the windows

a briefly seen creature apparently named Re-bone Laura who bears a resemblance to RE4 boss
U-3/It

I want to make clear that I'm not criticizing the similarities here, I am rather bringing the intended question of this thread to bear. For the sake of this argument, let us assume that The Evil Within is nothing apart from the best bits of other horror games, stitched together into a gruesome but appropriately effective monstrosity. If the sum of these parts work well and cohesively, is there anything wrong with the game taking such queues as a means of becoming scary?

I realize that in other videogame genres there are similar examples, of games which take mechanics/ideas from other titles and modify them for their own, but with the horror variant of videogames, there is the looming issue of not only engaging the player, but eliciting a reaction of fear/dread/anxiety/apprehension. If a horror game chooses to borrow ideas from previous ones as a means of making itself more orientated around provoking horror, and doesn't go about inventing more unique content for itself (bear in mind this is an assumption we are making for the sake of this argument, not a statement of how The Evil Within is going to be), does that diminish it in your eyes?

Are there indeed any examples of horror games which have done the same and done well/badly?

And just because it's that time of year again:
 

Johnny Novgorod

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The game looks very, very good but I think Mikami is past the point of being scary.

The beauty and true genius of the first few Resident Evil games comes from the way it masked its technological shortcomings with creativity. Loading times became doors opening into the unknown, pre-rendered 2D backgrounds were chopped into fixed camera angles for heightened cinematographical tension, crap aiming and combat forced the player to go into survival mode, the subpar "bit" music was used sparingly over a few key rooms and scenes, limitations like save points and inventory slots (nowadays we get autosave and black hole inventories) stressed the economic aspect of survival, etc. The crew had to work with few elements, and they arranged them wonderfully so that these flaws and limitations were masked by artistic direction. By contrast, stuff that was supposed to be modern and top notch those days, like live-action cutscenes and fully voiced dialogue, turned out to be the worst part of the games.

Artists (I really think of Mikami as an artist) thrive best under pressure, with few resources and when they have nothing to lose. It was his first game, he was working with very limited resources, nobody knew him and he was exploring uncharted territory (the game coined its own genre, "survival horror" is a term used within the game). Nowadays he's a brand name and does flowery over-the-top stuff like God Hand, Vanquish and Shadows of the Damned - big-budget, big-name AAA stuff. Not a bad thing on its own, but hardly the stuff horror is made of. I appreciate the whole "frankensteining" of horror's best hits, but I doubt this will be half as scary as Outlast, which was terrifying because you couldn't see very well, or Slender, which was scary because you couldn't see what was chasing you, or Amnesia, which was scary because nothing was happening for the most part. Now compare that to blood-drenched spider-woman (who looks more like Scarlett from Homecoming than the U3, in my opinion).
 

Glongpre

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I thought this thread was going to be about how every horror game uses grotesque monsters as the enemy. :(

If it is done well, an amalgamation of all the best parts of horror games would be pretty rad.
 

daveman247

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I think a game can do that certainly. Quite a few good horror games have already done "frankensteining" to some extent such as having surreal horror which can instantly be recognised as "that silent hill style".

Evil within looks enjoyable, but already seems to be leaning on the gore-factor for any of the horror in there to be interesting :L i think many will think its quite scary simply because so few (AAA) "horror" games try to be frightening. Kind of like how X-com arrived when there were barely any games like it.


One last thing: What the hell is that thing in the final picture OP? I feel like i've seen it before and it creeped me out a fair amount when I was a kid :S
 

Secretarial-Humbug

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Johnny- you make a good point about the aspects of limitation and or risk in both the creator and the game, which I agree is itself as a way of helping the horror. Plus you're right, it does look more like Scarlett now that I look at it again

Glongpre- that's a legitimately interesting topic idea, I'm all up for adapting the topic a bit. In regards to that, I guess the Project Zero series uses more human orientated enemies, and they're still able to be frightening because they all were human once. Same with the Clickers from The Last of Us. Physically warped humanity is scary, though I'd be interested to see if there's any games which pull a Lord of the Flies, showing an actual descent of characters into the primitive levels of human psychology.

Daveman247- going on what Johnny Novgorod mentioned, there might be a higher likelihood of good horror titles springing from outside the AAA tier of the videogame industry. When you aren't given big bucks and backing, and can only make do with what you are getting given, it forces one to be more thoughtful about how to maximize the horror aspect of the horror game. The picture is from the Moomins 1990 anime, and the followup episode,'The Suitcase' showcases more of this lovely lady known as The Groke. It's a really good example of how a tense buildup and music can turn a misunderstood character into child nightmare fuel.
 

Muspelheim

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If it's done carefully, then it can certainly work. It still have to fit together in the middle, but it's not at all a bad place to start. It won't improve the game by themselves, but with a bit of craftsmanship, it can really add to the experience. Provided there is something functional to bolt them on to.
Of course, bad developers would just throw features and gameplay from other games in their pot based on those games popularity, hoping it will make their produ... Er, game equally good as all of those. It tend to not work very well...

Furthermore:

http://i.imgur.com/8mnMIqZ.png

"Get away from my roses!"

daveman247 said:
One last thing: What the hell is that thing in the final picture OP? I feel like i've seen it before and it creeped me out a fair amount when I was a kid :S
The Groke, from The Moomins. Bane of children's sleep everywhere...
 

daveman247

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Secretarial-Humbug said:
Daveman247- going on what Johnny Novgorod mentioned, there might be a higher likelihood of good horror titles springing from outside the AAA tier of the videogame industry. When you aren't given big bucks and backing, and can only make do with what you are getting given, it forces one to be more thoughtful about how to maximize the horror aspect of the horror game. The picture is from the Moomins 1990 anime, and the followup episode,'The Suitcase' showcases more of this lovely lady known as The Groke. It's a really good example of how a tense buildup and music can turn a misunderstood character into child nightmare fuel.
Damn it, I knew i'd seen this "groke" before XD

Yeah indie seems to be the future of horror games, which is ok in my book. Like others have said - limitations actually seem to help this genre more than in others. Less is more and all that. Also not trying to appeal to a more general market helps too I guess :D

I recently played cry of fear, that free game/ mod creeped me out more than a long list of full priced horror games. Even if it did have a few too many jump scares than i'd like. Got the balance of JUST enough ammo too.

Turns out limited animation works well for horror too!
 

TheUnbeholden

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Action in horror is getting tiring... recently I've been seeing top horror games lists with L4D and Bioshock? Really? Have we really become that starved of Horror games that we've devolved into putting games like that in top horror game lists? Reminds me of a video I saw recently

http://www.youtube.com/watch?v=TxDROzvn5aw


Where are the White Day: A Labyrinth Named School, Eternal Darkness, and Fatal Frame's of this generation..

I think that Amnesia, and further more Outlast has proven that whatever publishers thought back in the day when they decided that horror games wouldn't sell, is ♥♥♥♥♥♥♥♥. Back when the amount of horror games being released slowed down, and the titles we where getting was non-intuitive, repetitive, adding useless features from action games and rather than trying to give us something new, expand the genre, they just decided it was dead.

The Jimquisition recently made a video about this subject that highlighted exactly this:
http://www.escapistmagazine.com/forums/read/6.832362-Jimquisition-The-Survival-of-Horror

he also did a article back in 2012, http://www.gamefront.com/is-survival-horror-dead-or-just-sleeping/

So lets break this logic down:

Step 1; As the HD generation dawned games became more expensive to make therefore the business types were desperately trying to use models to "Maximize profits from each game".

A dangerous and ultimately closed-minded way to think that "Making money" can be put into a formula that can be repeated over and over. Tons and tons of clones of Call of Duty sell abysmally, apart from Battlefield whose developers spend alot more money and still get considerably less sales.

Step 2; They then miss-used their box-factor logic to tack a load of unnecessary features onto horror games. Certain things were seen as popular and a 'guaranteed profit'. Online multiplayer, FPS mechanics, action sequences, flashy graphics and spectacle cut-scenes. All of these are counterproductive to the core mechanics of a good horror game.
ie subtlety.

Step 3; They made a raft of BAD 'horror' games or games that diluted the formula so much they couldn't even be said to have horror elements. These games were bloated and too expensive. Then they didn't sell very well because they were BAD GAMES.

Step 4; The numbers came back and the publishers, instead of realizing their mistake, thought "Whoops horror games must be dead, we can't sell those any more"

We've seen that theres a market for Turn Based Strategy games when publishers thought the genre was dead, with XCOM Enemy Unknown. We saw that theres a market for point and click adventure games with Tell Tale's The Walking Dead, and now we're seeing a market for horror games. What a bloody surprise.


TLDR: A horror game that focuses on sneaking/hiding, subtle use of sounds, survival mechanics and less on combat, can be successful.

Looking forward to The Evil Within.