Sarge034 said:
I've been thinking about this a lot and finally decided to poll the community. I heard something rather disturbing in one of the escapist expo clips (I believe it was the one with Jim Sterling, Yahtzee, and TotalBiscuit). They started talking about Dead Space and how they knew a guy in a wheelchair was gonna attack them on the way back because the quest marker had them backtrack past that point. One of them then made the offhand remark to just bring back the tanky move or shoot control scheme.
So before I state my opinions, what do you think makes a "good" survival horror game?
I believe any game that tries to make itself harder by limiting the camera or the control scheme is cheap at best and a failure at worst.
- The game should limit resources so that you can kill all the enemies if you use skill, ie RE4 on pro mode. Shoot them in the leg and knife until you can't knife any more.
- The game should utilize large groups of reasonable enemies in place of unrealistically sturdy opponents. IE 50+ zombies on screen at one headshot a piece as opposed to 10 zombies at 5+ headshots a piece. I'm lookin at you RE6. >.>
- The game should have the proper ambiance, and no. Corridors with no light and just a flashlight don't count because...
- Jump scares should not be the only form of horror utilized.
- The game should be in first person. I'm just not afraid something is sneaking up on me when I can see it without turning around.
- Lastly, if there is a co-op option it should dramatically increase the number of enemies to rebalance the game equation. I do enjoy me some co-op survival horror but the games don't cope with the extra firepower and the teamwork, which is a force multiplier.
I understand some of your reasons, but they don't really delve into what makes a good horror game rather than what happens with modern horror games that aren't scary.
I'd like to look at what makes things scary in particular, and why they are scary. Focusing on that should help everyone understand what needs to be done to keep survival horror alive.
I'm going to use RE4 as a reference to all of my personal thoughts on what makes a good scary game, because I think it's the game that's done the best job at it. (With maybe some leans on Dead Space (guilty pleasure).
1) Lack of predictability: It's important to know that there's not an absolute pattern to what happens. Sometimes you'll get regular people infected with La Plaga, every now and again chainsaw man makes an appearance,the fish in the lake that you have to harpoon. the Gigante you have to shoot and knife the back vine with, Immediately after the good dog helps you you find two that want to rip your throat out, a "never-ending" amount of zombies in a small corridor. In the sewers you fought bugs that could turn invisible for short periods and fly.
See, what RE4 did that was ingenious was it would only give you a small taste of what was to be expected. Letters and notes would mention what these things are, (and in the fish' sake you saw just a blur of what it was), making your mind paranoid as to when you had to overcome. However, it wasn't a predictable pattern. You didn't know when you'd have to face more Gigantes or chainsaw man. It wasn't something you could 100% calculate. The environment also gave you a really good inability to plan and predict, because most of it was completely new things. It wasn't all just jump-scares and "no really I'm dead" situations, because that is too predictable. When you get the pattern, you aren't scared.
The giant fish in the lake was scarier because it didn't immediately come and attack you the second you hit the boat. You had to keep moving in the water without knowing when it would strike. If the game had just done a cutscene of you in the boat or just did a rail shooter part for the boat, it wouldn't have been nearly as entertaining.
2) Anticipation: This might sound surprising, but the build-up to something powerful is more exciting than the powerful act itself. That's because in that build-up your mind has so many ways it can imagine the event. Anticipation for something to happen gives the player the ability to assume the worst in every situation, and (if done well), the actual event they have to face may be even scarier or more powerful than they imagined. However, just having a bunch of monsters isn't scary. It's having a sort of build up to them. However, it's not something you can show by showing what the event is 100%. Imagine if in RE4 the lake monster had a perfect picture in one of the letters and a scale for humans. People would know what to expect, giving them no anticipation. This works with predictability pretty well.
3) Being overwhelmed by something powerful: This really works, and I've seen it done in RE4, Silent Hill 2, and Dead Space. This follows the previous point. This occurs when there's an overlooming presence of something much more powerful: Something you can't just keep head-shotting to beat. This would be the Regenerators in Dead Space that you couldn't kill but you had to avoid in tight spaces, or the scene in Silent Hill 2 where you are in a tight room with Pyramid head until the alarm goes off, or even when you have El Gigante or the numerous zombies that keep coming in the small house. It's that feeling of overwhelming power of the thing you may have to deal with. For big bosses, this can be done by building them up with bigger people than you talking about how strong it is, or having the enemy taunt you with notes until you have to face it. In some cases, this could even be Silent Hill, the town in SH2. It's a very big and overwhelming entity that seems to envelope everyone and leads people to see completely different things.
4) Fight or flight: This is very big, because it can go both ways. Sometimes you want to fight, but because of your inability to do so you have to run away. Other times, being forced to confront those things that terrified you so much (like the lake monster in RE4) and the mind tricks people can play on themselves on what they expect can be more powerful than what they actually face. Typically one way of doing it is by giving the player a typical standard for what they would do (hiding from Pyramid man or trying to fight the Regenerator) and force them to do the opposite. Make them confront Pyramid man in a small space and just barely avoid his attacks and run from Regenerator man because your shots don't do anything to him.
HOWEVER, don't just have them do the opposite. There are some times when you need to give them just running away from something massive, or having them fight something. It sets up that lack of predictability when they eventually do have to confront it or run away. There needs to be an even mix to make sure it doesn't become a pattern of just facing it all or not.
(And also, please make sure the player knows whether or not they have to fight or flight.)
Those are some of the basics in my mind. If you guys think I missed something, please let me know.