Amnesia's ending sequence was really well, right before the final confrontation with the villain and the actual ending. Then the ending just sucked.
This. Specifically the moment when you are down to 1 Metroid left, rolling through some increasingly dark tunnels... and suddenly a sped-up version of the 'Metroid Alarm' jingle plays and the Metroid Counter jumps back up to 10! You're then faced with 9 Metroid Larvae in the Metroid Queen's lair, reminiscent of the NES game's end before facing the source.Jfswift said:Metroid 2, though technically an action game is creepy as hell, right up to the end, never knowing what grotesque creature lurks around the next corner. I don't think the end boss matters really - they could have dropped a watermelon there and it wouldn't change anything.
Speaking of light sources that reminds me of a point in Half Life 2: ep. 1 (?) where your flashlight keeps running out of juice so it only works for a few seconds at a time. The darn thing went dead on me at the end of the tunnel, so I had to wait a horrifying 4 seconds before the elevator doors cracked open, listening to headcrabs slithering ever closer.WhiteFangofWar said:This. Specifically the moment when you are down to 1 Metroid left, rolling through some increasingly dark tunnels... and suddenly a sped-up version of the 'Metroid Alarm' jingle plays and the Metroid Counter jumps back up to 10! You're then faced with 9 Metroid Larvae in the Metroid Queen's lair, reminiscent of the NES game's end before facing the source.Jfswift said:Metroid 2, though technically an action game is creepy as hell, right up to the end, never knowing what grotesque creature lurks around the next corner. I don't think the end boss matters really - they could have dropped a watermelon there and it wouldn't change anything.
As for more conventional horror, it's telling that virtually every Resident Evil game seems to end with you blasting the biggest baddie with a rocket launcher. One theme I've seen that works pretty well beyond introducing something new at the end ('Metroids can reproduce?!') is to knock away a 'crutch' the player has relied on for the majority of the game, such as their light source slowly fading out or something happening to their main weapon.
Metroid has always been incredible at establishing a very dark and frightening atmosphere. I remember when I first played Metroid Fusion being absolutely terrified that the SAX would make it's appearance in the next zone. When I finally was given the chance to kill it, and escape the space station, yet another surprise lay in store for me.Jfswift said:Speaking of light sources that reminds me of a point in Half Life 2: ep. 1 (?) where your flashlight keeps running out of juice so it only works for a few seconds at a time. The darn thing went dead on me at the end of the tunnel, so I had to wait a horrifying 4 seconds before the elevator doors cracked open, listening to headcrabs slithering ever closer.WhiteFangofWar said:This. Specifically the moment when you are down to 1 Metroid left, rolling through some increasingly dark tunnels... and suddenly a sped-up version of the 'Metroid Alarm' jingle plays and the Metroid Counter jumps back up to 10! You're then faced with 9 Metroid Larvae in the Metroid Queen's lair, reminiscent of the NES game's end before facing the source.Jfswift said:Metroid 2, though technically an action game is creepy as hell, right up to the end, never knowing what grotesque creature lurks around the next corner. I don't think the end boss matters really - they could have dropped a watermelon there and it wouldn't change anything.
As for more conventional horror, it's telling that virtually every Resident Evil game seems to end with you blasting the biggest baddie with a rocket launcher. One theme I've seen that works pretty well beyond introducing something new at the end ('Metroids can reproduce?!') is to knock away a 'crutch' the player has relied on for the majority of the game, such as their light source slowly fading out or something happening to their main weapon.
Also, that's the exact moment that was creepy in Metroid 2, when the music sped up like that.
No.aegix drakan said:Make a totally hopeless fight to the death that the player must play through?
I agree with this. But to make it interesting you have to figure out a way to reward players that REALLY put up a good fight. Dunno maybe a different ending that reveals more of the plot. Else people that go for the ending again are just going to put the controller down.aegix drakan said:Make a totally hopeless fight to the death that the player must play through?
Not sold on this idea. I like the idea of a tragic, hopeless ending to a horror game, but I'm not sure this would be the exact way to do it.aegix drakan said:Make a totally hopeless fight to the death that the player must play through?
Not sure exactly what I should glean from that...ReservoirAngel said:Refer to the opening gameplay section of Dead Space 2. Running defenseless as enemies swarm around you. Your only goal is to escape, as any attempt at resistance will be met with your immediate dismemberment or similarly gruesome death.
I dunno if this could destroy atmosphere but for me...this made my heart go fucking nuts for the disappointingly short duration of it.
I don't exactly mean the literal ending (as in ending cinematic or what have you), but the gameplay finale.lacktheknack said:I think that Silent Hill 3 is a prime example of how NOT to do it. If it had ended with Heather walking out of the room crying and not gone back to the amusement park, it would have been fantastic.
Silent Hill 2 - some endings get it. Although the breaking of the atmosphere of the Leave ending also worked to show that the protagonist was completely successful in his goal.
In that case, Silent Hill 3 totally won.AnonymousTipster said:I don't exactly mean the literal ending (as in ending cinematic or what have you), but the gameplay finale.lacktheknack said:I think that Silent Hill 3 is a prime example of how NOT to do it. If it had ended with Heather walking out of the room crying and not gone back to the amusement park, it would have been fantastic.
Silent Hill 2 - some endings get it. Although the breaking of the atmosphere of the Leave ending also worked to show that the protagonist was completely successful in his goal.
AnonymousTipster said:I haven't played too many horror games that get this right. Most mainstream horror games tend to devolve into action games, more or less, in their endgames/finale.
The older RE games did this. Hard to keep the tension up when you've got a grenade launcher, magnum, etc and plenty of ammo by the end of the game. And fleeing a secret lab or city or what have you while a self-destruct sequence or a bomb's timer counts down doesn't belong in a horror game, it belongs in a Michael Bay flick.
It doesn't turn into an action game, but even Silent Hill 2 falls flat on its face in its final battle.
I had high hopes for the first Condemned, especially when you get to the farmhouse and you spend the first maybe fifteen or twenty minutes there without even a weapon. But nope, not too long until it craps the bed. And the endgame of Condemned 2 is even worse.
Anyway, don't really have time to go through all the horror games I've played one by one, but the general trend seems to be that developers try to ramp up the action to deliver an exciting finale, but they just end up crapping on what the game had going for it.
No, victory is not one of the defining elements of the genre. Traditional 'horror' almost always left a lingering dread, or downright defeat of our protagonist. This 'victorious' trend primarily came during the World War/Cold War eras, where the monsters become allegories.If you follow the horror genere, which I do to a crazy degree, you'll notice that that's how things are. See in most horror stories it's done in such a way so as to explain how someone would know what happened, and oftentimes to explain why we aren't all dead as a result of whatever was going on. In the writings of most horror novelists, as well as in horror movies, the stories usually end with things being tied up, and the surviving victim(s) turning the tables on whatever the horrific threat is. It's one of the defining elements of the genere.