So what makes a survival horror game "good"?

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Sarge034

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Feb 24, 2011
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lacktheknack said:
Yeah, you're a paying consumer with opinions... and so is he.
And I would welcome the discussion of those opinions... if (s)he actually stated them. I asked what people thought makes a good SH game. Instead of saying "I like the way they are, and here is why" (s)he decided to simply attack my views.

And some opinions ARE worth less than others in various cases. Imagine if someone who played mostly war shooters had just as much sway on how sim-strategy games work as the sim-strategy enthusiast. Imagine if someone who only played RPGs had significant sway over how a point-and-click adventure game was made.
But they already do... All large games fight over the people who play a bit of everything. As such games are changed slightly to open up the player base. In the current environment no game can live on the hard core niche crowd alone. Even Dark Souls drew in the "casuals" and the "dude-bros" because it became the popular thing to have. Those who don't fight for that slice of money tend to stay small and never really become fully realized.

Similarly, your suggestions:...are directly incompatible with much of survival horror. "Amnesia: The Dark Descent" is celebrated as a paragon of survival horror, it's only compatible with three of your suggestions.

Silent Hill is another classic, and it only conforms to TWO of them.

You're mixing up "survival horror" with "horror shooter". And make no mistake, they're two different things.
You see, I think they are only incompatible with the current dogma. Nothing ever grows when it stagnates into a comfort zone. Perhaps it will take more work, but I think it's do-able. Using only jump scares is just lazy, so to instill real fear the game would need the ambiance, set up, and execution (or not). A first person perspective inherently makes you paranoid. I don't know if you have played it but Splinter Cell Blacklist drives my point home in its' MP. The spies (predators) get 3rd person so they can have better situational awareness and you can't sneak up on them. The mercs (prey) on the other hand are in 1st person so you have to constantly worry about your back. This is where the co-op sections come in. Mercs have a tendency to use heard dynamics. As in one person will be in front to set off any ambushes while the other three are clumped up watching each other's backs and are at the ready to help the point man. These same paranoia driven actions appear in L4D, and you get tons of resources in that game. So yes, I guess my ideas won't work in the "O shit, all I can do is run games", but not all survival horror games have to be that way either.

You say you don't like Silent Hill, old Resident Evil, or Fatal Frame. I'm going to go out on a limb and say that no, you do NOT like survival horror. Next you'll be telling me that you also don't like Slender, Amnesia, Penumbra or Clock Tower. I feel safe in saying this, because they ALSO don't conform to your ideals.

Not every survival horror fan has to like all of these games (Slender is a popular punching bag), but to like NONE of them? Yeah, between that and your assertion that "all enemies should be killable", you're not a fan of the genre, end of. You like horror shooters. Go play those instead.
But you are missing the point of why I couldn't get into them. Personally, I would love to play the old REs, but the camera and controls are so god awful that I physically can't. And, as I stated in my op, when asked about new survival horror games hard core fans will often reply that the tanky controls and old cameras need to come back.





Vladdie93 said:
To start off, your original statements.
See, what I mean is that your statements were "Game can't be X" and "Game can't do Y," which is all fine and good form a personal perspective. However, it doesn't answer the original question you posted, being "what makes a horror game good?" The qualities you represent show what a bad horror game is in your eyes, but we need to focus on a base for all standards to partake so that we know what can truly make a "good" horror game.
Really? What constitutes a good day? Being healthy OR not being sick. Being alive OR not being dead. The airplane lands safely OR the airplane doesn't crash. To say what something CAN'T do is to give it guidelines for what it CAN do. So for me to say a game CAN'T only use jump scares is the same as saying the game must use a variety of ways to scare the player. That is atmosphere, suspense, build up, jump scares, paranoia, ect, ect.

As for your current arguments, I disagree. I think that there are many ways to overwhelm the player (or give them pause) and that don't keep spilling out ridiculous amounts of ammo. in RE4, the lake monster boss has you throwing harpoons you have in the boat.
Infinite harpoons, btw.

At El Gigante, the game gives you ammo in shacks, and before when you're walking around trying to find the lever to get past the arena. It gives you the ample supply to try and overcome the monster, but it doesn't mean it's not scary.
On normal the ammo given is almost enough, on pro you had better been saving for that fight. This is what I was saying about bosses being there to police resource hoarders and punish those who don't. I had quite a bit of ammo up to that point because I was knifing a lot specifically to save ammo on my pro run. Well you can't initially knife that boss, so guess what? All that ammo I had saved because I was skillful and forward thinking enough to do so was taken from me to even the playing field again. I take issue with that type of lazy difficulty reset.

As for games with overwhelming monsters that you can't beat, note that your inability to beat them is perpendicular to what you are typically given. Pyramid man can kill you in one shot if he does it right. Regenerators are ridiculously strong, and in the original game you would only face one at a time and be forced to avoid it with no way of slowing it down. Even Stasis had little effect on it. The point is that the player needs to feel overwhelmed by enemies.
And you can do that without it feeling cheap. I liken those types of enemies to the boulders in RE4. They are no longer enemies. They are an unstoppable force to drive you from point A to point B until you get to where the devs wanted you to be. Then the enemy decides you are not worth the time or, more insultingly, you are forced to fight it and you can suddenly hurt it. Just like Salizare's right hand in RE4. All you can do if you don't have special unlock weapons is run and then you're trapped in the room and suddenly you are doing damage to him. To make an enemy like that completely negates the player's skill.

As for your #4.... NO. Just a flat out NO.
I understand some of the idea behind open world horror games, but with that open world limits control. If people are given the option to do whatever they want, they'll merely do something that leads them back into their comfort zone, turning a survival horror game into just another sandbox.
For this, I'll use Dead Island.
I have to stop you here. Dead Island was neither open world or survival horror. It was just... a thing. A thing that had a good base idea but shat itself in execution.

Dead Island tried to be an open world horror game, and had many of the elements for it. Breaking weapons were a nice touch, powerful enemies were aplenty, and the forced exploration in a world with monsters ready to kill you was a good idea.
I don't know if you ever played DI, but I need to set you strait on some stuff. The weapon system was unbelievably broken due to the attempted RPG elements. Weapons broke far too quickly in the beginning to compensate for the skills that prolonged weapon life. All power enemies become more dangerous the closer you get to them. Normally this would be a good thing, but in a game mostly about melee weapons it is bad. Some even hurt you when they died if you were too close, like say in melee range. The power enemies were either by themselves, or surrounded by every zombie on the map (those were the ones by quest shit, whoda thunk?)

However, that really limited their ability to try and scare people because of a few reasons.
A) They had time to think about what to do. Instead of forcing them to think on their feet and be distracted by fear, it gives them too much ability to just calm themselves down, turning it into an action game.
I had the opposite experience. Due to the lack of open world elements if a hoard decided it wanted me I very rarely got away. Now, this was in the city where you could go into a total of 10 building I think it was.

B) No ability to plan out the scares. Sometimes you'd run into a few zombies, sometimes it'd be just one big one, or a few small ones, or a few big ones. They couldn't plan it out as well and give something that really scares you because they have no way to figure out where you're headed or what you're going to do. In fact, at one point in the game I just drove around the jungle and found only 2 zombies because the game wanted me to be back near base completing other missions.
That was just poor execution. Halo ODST got the shit right. In the Semi-open world segment the enemies were programed to dynamically patrol the city. If you had killed everything in a sector they would send a strike team to secure that point and double the patrols in the surrounding area. If you engaged a patrol for a bit other patrols would avert their route to assist. It was dynamic and functional but most importantly, it felt right.

C) If they're like me, they'll just use to Overpowered cars and crash through all the zombies, making any possibility for horror completely impossible.
Because all open world games have cars...?

Overall, survival horror and open world aren't nearly as good (To be fair though, Dying Light looks interesting enough to give it a chance. However, horror is best done when you can plan it out and control all the situations because it doesn't allow the player that chance to think. They need to be forced to do things or not do things that get them out of their comfort zone. Otherwise, they'll just stay in their comfort and avoid all the scares.
I have to disagree on a fundamental level. What stories (beside the glitch stories) do you hear people tell about Oblivion, Skyrim, Fallout 3, and Fallout NV? Because I hear stories like how someone was fighting a dragon and a giant got involved. But it was actually the dragon that hit the mammoth and agroed the giant, so the pc got a giant ally for that fight. But after the dragon was dead the inevitable betrayal occurred and the pc was forced to slay his once cohort giant. There was a moment of silence after the fight. Shit like that just can't be scripted. I tell you just put dynamic patrol AI in and see what kind of shit will happen. If you don't expect the scare it is even scarier when it does happen. IE cazadores chasing nightstalkers into an ongoing fight between me and Legion elite assassins. I cried as I reloaded my save when they all got involved.





alphamalet said:
It just seems to me that to comment on what a genre of games is doing wrong, you should have at least played the notable games of the genre.
Do I have to try to breath under water to know it is bad to do so? The reason I have not played these games (and I would very much like to play all of the early RE) substantially enough to have been considered "delved into" is because of what the genre is doing wrong from my perspective. I just don't like the current dogma. And if it is not clear enough, I have tried on several occasions.

Now OT:

I see that you keep saying that survival horror should be based on skill, and the way you seem to define skill is how proficient you are with knee jerk reactions on a controller
Quite the opposite in fact. If I were advocating "knee jerk reactions on a controller" I would say the game could have nothing but QTE. I am not. I am saying the player should be able to determine the outcome of a situation by their skill. Not their perceived skill, not the devs skill, but their actual skill. And skill is not just being able to manipulate the controller. Skill is finding resources, setting up the situation to favor them, planning, and swift execution among other things.

This is NOT survival horror, and shows a fundamental misunderstanding of the genre.
No, this is just not the current dogma of the genre. There is no reason the genre should stagnate. Especially when there are so much cooler places it can go.

You shouldn't be "scoring 50+ headshot" or at any point in time feel like "a boss." You are supposed to feel vulnerable, and you are supposed to have a limited means of fighting.
Why not? If you have the skill, found the resources, and manipulated the situation to your favor why should you not be able to engage a group that large? And if you are supposed to be so powerless, so vulnerable, how is the story supposed to progress? I know for a fact that in the old RE you have to shoot some barrels, kill some zombies, and fuck up some bosses. That is not simply surviving the situation. That is not running away. Yet the old RE are heralded as examples of old school survival horror...

This is often done by making movement and attacking feel cumbersome (as it would be if you actually tried to navigate or defend yourself the way video game protagonists does in real life).
Ok, fact check. Have you ever tried to move while aiming a firearm? Depending on the type of firearm, optics, distance to target, and terrain you can actually move rather quickly while still delivering accurate and consistent fire. At the very least my feet don't become stuck to the floor when I pull up my firearms...


It is meant to be the antithesis of the action hero "boss" control schemes and the tone of action games. I don't think anyone is arguing that terrible camera angles should be preserved, but there have been games that utilize fixed camera angels brilliantly (see Fatal Frame). Again, it seems to me that you don't like survival horror. What you seem to like is action games with horrific atmospheres, and that's fine.
And my main point of the control schemes was that it seems these games need to have a poor control scheme to sandbag themselves and seem harder than they really are in order to make the player fearful. This is not good game design. This is not the game being scary. This is the player worrying that if they run into a monster the controls will prevent them from getting away. It is lazy and a crutch these games have relied on far too much. And if it is a staple of "true survivor horror" then no, I don't like survival horror. So I'll continue to want something that I perceive as "less shitty" than the current dogma of survival horror.
 

CannibalCorpses

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The whole concept of horror in any form seems to have died a death in recent years with perhaps the exception of in books. I haven't seen a 'horror' movie that scared me, i haven't played a 'horror' game that was anything more than a few jumpy bits waiting for the inevitable boss to jump out but i have read 'horror' books that were really horrible and disgusting.

I think the problem is that you can't show many of the things that makes a book scary in a computer game form. Psychological horror is impossible because you aren't the character on the screen, you are a person watching events in the comfort of your own home with a beer and some chips. You can't have babies getting raped and eaten in games because that would be straight censored. You can only elude to sexual violence for the same reason. The horror comes from your own imagination, not from what is visually displayed. When you can see everything in glorious colour, there isn't anything scary about it at all.

So on that basis i would argue that there isn't really any game you can call survival horror. Survival yes. Horror no.

Maybe we need some text based games to invent the genre...i'm pretty sure i could disgust anyone with my imagination but only if you, the player/reader, are left to fill in the blanks yourself. Tell someone your going to break their kneecaps with a screw driver and they are going to be pretty scared. Tell them your going to use this screw driver to hurt them and they will be shitting bricks wondering what you might do.