Melee weapons in horror games, specifically Dead Space, and how they could break fear and tension.

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To add to the plethora of threads about Dead Space, here's another, about game design and mechanics!

I'm trying to finish the first Dead Space before I go and pick up the second one. It's a disgusting and amazing game, I'm thoroughly enjoying the experience, and the story is decent, with some good ideas pertaining to corrupt religions and supernatural forces, and the feeling of horror facing a terrifying and violent organism that will not spare any human, be they child, woman or man.

But after scrounging through hundreds of lockers for that priceless plasma cutter ammunition, and after running out of shots just when I really don't want to, I fervently wished for a good ol' sledgehammer, something I can swing over my head and bring down on top of a Necromorph's face with a sickening crunch and splatter, something that will never run out of ammunition or leave me defenceless. I thought it would also fit in very well with the brutal aesthetic of Dead Space, but then I realised: It would probably ruin the game.

In Dead Space ammuntion is almost a luxury. You have to always pick your shots and conserve when you can, and take EVERY cheap exit you can. Red barrels anyone? It leaves you feeling very vulnerable. There is a massive feeling of fear and dread and wonderous tension as you pump round after round into the Necromorph charging at you, hoping it will collapse into a bleeding heap before it reaches you and rips your head off. It really wouldn't have the same effect if you just waited for it to come near before mashing the fire button until it dies, with no resources lost and no disadvantage to you for doing so.

I also feel quite fearless when I'm using a melee weapon in any game. In Dead Space I would probably charge into combat rather than back away panicking, which would destroy the feel of the game. I call them 'comfort weapons'. Some horror games don't realise this, and will throw a 'comfort weapon', particularly a melee weapon.

The best example of this is the chainsaw in Doom 3, a similar game to Dead Space. Who the hell is scared of the creatures any more if you can charge in, maybe dodging some paltry ranged attacks, and slice them up in seconds? What is the point of any other weapon? You can't even hear the atmosphere over the roar of the two-stroke. The designers of Dead Space seemed to understand this.

Granted, a melee weapon system could be done very well within a horror game, a system that still leaves you feeling vulnerable. Dead Space also did this well with Isaac's wild swings that are often blocked and leave you stumbling, or the brutal stomps that seem like a panic tactic.

So, how would you make a melee weapon system in a horror game and still preserve that tension and feeling of vulnerability? Do you agree with my statements? Could a proper melee weapon have improved Dead Space, or ruined it?

Discuss! :)

EDITED for opinion clarity on story :)
 

Aiden_the-Joker1

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You have the melee weapon degrade with each hit and then make the enemies much more elusive to build tension. Kind of like condemned that final level was absolutely terrifying despite the fact that I had an axe and most of the enemies were unarmed.
 

Jonsbax

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Digi7 said:
...the story is top notch...

...In Dead Space ammuntion is almost a luxury...
What is this I don't even... :S I mean, I like Dead Space, but damn.

But ON TOPIC, melee weapons can be implemented well into a horror game if the enemy is unpredictable enough and melee is made almost a suicide when facing more than one enemy. But considering how powerful the guns already are on Dead Space (yeah, I'm calling bollocks on the first post as a person who started Dead Space on hard on the first go), I don't see how melee would ruin the game.
 

TheSarcasterd

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Okay, I know this wasn't your point but seriously I have to ask.

How the hell is Dead Space's story top notch?

You have the stereotypical mute protagonist who is simply ordered around every where that he goes. And where does he go? It's a space ship that conveniently has certain areas "locked off" that he needs to go to complete his mission. But he can't do that until he's able to fulfill a list (and sub-list) of mundane tasks accompanied by killing things.

It all takes place in outer space where a rag-tag crew of people crash land on a space ship that's been overrun by aliens. The "traitor" in the end could not possibly be more obvious and broadcast as the "last person you'd think", and in reality makes absolutely no sense in the context of the overall story.

I loved this game and its atmosphere as well as the fantastic sound design and creature dismembering. But the story is churned out garbage we've seen a million times before. The story doesn't have an original thought in its head, and while it was cool to have the cutscenes shown via hologram and the voice acting was actually quite good, it doesn't change the fact that it's chock-full of horrendous plot holes and contradictory behavior from its cast.
 

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TheSarcasterd said:
Okay, I know this wasn't your point but seriously I have to ask.

How the hell is Dead Space's story top notch?

You have the stereotypical mute protagonist who is simply ordered around every where that he goes. Where he goes is a space ship that conveniently has the places "locked off" that he needs to go. But he can't do that until he's able to complete a list (and sub-list) of mundane tasks accompanied by killing things.

It all takes place in outer space where a rag-tag crew of people crash land on a space ship that's been overrun by aliens. The "traitor" in the end could not possibly be more obvious and broadcast as the "last person you'd think", and in reality makes absolutely no sense in the context of the overall story.

I loved this game and its atmosphere as well as the fantastic sound design and creature dismembering. But the story is churned out garbage we've seen a million times before. The story doesn't have an original thought in its head, and while it was cool to have the cutscenes shown via hologram and the voice acting was actually quite good, it doesn't change the fact that it's chock-full of horrendous plot holes and contradictory behavior from its cast.
Let me clarify:

I loved the ideas of the Marker and the church of Unitology, and the Necromorphs in general. Writing and execution, however, leaves a little to be desired.

Jonsbax said:
Digi7 said:
...the story is top notch...

...In Dead Space ammuntion is almost a luxury...
What is this I don't even... :S I mean, I like Dead Space, but damn.

But ON TOPIC, melee weapons can be implemented well into a horror game if the enemy is unpredictable enough and melee is made almost a suicide when facing more than one enemy. But considering how powerful the guns already are on Dead Space (yeah, I'm calling bollocks on the first post as a person who started Dead Space on hard on the first go), I don't see how melee would ruin the game.
Hey, who knows?! I may be just a sprayer and I never realised it :) But you do have to admit you can't go rambo if you want to have a decent amount of ammo for the rest of the level.
 

Dark2003

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In dead space i hardly think about hitting an enemy unless their in stasis, but the melee in dead space seems fair since they can block your swings, the story was good not great becuz i didnt like the main characters inability to say, "Why dont you go get those damn Nav Cards?", he was too much of a wuss
 

Andy of Comix Inc

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I look to games like Condemned whenever someone mentions melee weapons done right in a horror situation, BioShock almost had it right with the wrench, but I still think melee weapons in shooters tend to be rather crap; either similar to the infamous example of the Half-Life crowbar, which acts like a paperweight razorblade, or a very Call of Duty-esque backstab/instakill. Third-person survival-horror does melee well - think Silent Hill 2 - but shooter's melee extensions tend to end up fake-y or hackneyed.
 

squid5580

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Andy of Comix Inc said:
I look to games like Condemned whenever someone mentions melee weapons done right in a horror situation, BioShock almost had it right with the wrench, but I still think melee weapons in shooters tend to be rather crap; either similar to the infamous example of the Half-Life crowbar, which acts like a paperweight razorblade, or a very Call of Duty-esque backstab/instakill. Third-person survival-horror does melee well - think Silent Hill 2 - but shooter's melee extensions tend to end up fake-y or hackneyed.
The wrench became Thor's freakin hammer. I found myself relying on it more than guns. Especially once you got that freeze upgrade. And I don't know maybe RE taught me a few lessons because in DS I rarely if ever ran out of plasma cutter ammo. And if I did it was because I stored to much in the bank.
 

1nsignia

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The melee weapons in Penumbra were implemented well, they're clunky to use sure, and are very underpowered, But happen to think that in a horror game being able to kill enemies with fearless ease is just shit, When it comes to games and melee weapons i think that an underpowered melee is whats important. Too powerful, No fear.

For example when you ran out of ammo in dead space i bet that was an "Oh-shit" moment, survival horror like dead space needs that (If you're immersed) not just run gunning and not getting drawn in then you shouldn't be playing horror or survival horror anyway.
 

Simili

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My first play through of dead space I had some ammo worries, mainly because I'm quite jumpy and would pump rounds into anything far too fast. Second play through was much calmer, more precise with my shots and thus ammo ceased to be an issue.
I also take my time in dead space more than other games which I may charge through. Partly because I really don't like being startled, which I made worse by playing in pitch dark with headphones on and the sound up.

Personally melee would have ruined this for me. The challenge was in not panicking, and this test of my own control is one of my favourite parts of the game.
 

rabidmidget

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To do melee weapons right, you would have to base the game's gameplay mechanics around them so that fights are designed to be hectic and skill based, so that hurredly mashing buttons when a creature pops out will only lead to your own gory death. An easy way to do this would be by making a system that is focused on one v one combat, which makes groups of enemies a challenge that requires planning and strategy.

Blocks would have to be fairly weak, unlike in games like assassins creed (for example), so that getting surrounded = death.
 

darth.pixie

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I'm a lot less worried with ranged weapons since most monsters don't even get close. I never had ammo issues in Dead Space or at least not major ones.

In melee I actually stare at the things. Proper weapon or not, I don't like letting enemies close. It's probably why I usually play sniper in most games where it's possible. So for me, melee is actually more fear-inducing.
 

The Wykydtron

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I agree on the Dead Space 1 melee front, but Dead Space 2's melee could own a standard Slasher up to Zealot difficulty then it becomes as useless as it was in DS1, also has anyone noticed that the Necros stopped blocking in DS2? It seems like they upgraded the melee up to slightly useful rather than shit that may have affected the horror somewhat...

Also the character development was way better in DS2, sure the overarching story was still "destroy the Marker" basically the same as in DS1 but making Issac into a character i actually cared about was pretty well done.
 

MiracleOfSound

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But... you can melee in Dead Space with your gun.

I'm confused.

The melee is much improved in DS2 -you can actually kill tings by punching them now. You'll usually take a bit of damage doing it though.
 

Smooth Operator

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They could have easily added a persistent melee weapon, just needs the right tweaks.
You could have a sledgehammer lets say with two attacks, fast weak one and slow powerful swing, making it a high risk job when using your melee, also make it less damaging then other weapons so it's only a last resort thing.