Sarge034 said:
Vladdie93 said:
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.
To me, these things I have stated need to happen for me to consider the game really enjoyable, so I don't see what you mean. And while I agree with most of your points I take issue with parts of #3 and #4. I believe the enemies need to be powerful enough to give you pause. Whether it be a hoard of enemies, or strategically placed "advanced" enemies there has to be something to make the player question if they truly want/need to engage that/those enemies. However, I feel boss enemies are just a cheap way to police resource hoarders and punish those who don't. So you have enough ammo and health stashed to survive all of the lesser enemies? Well, let's just make them use it all on a non-optional boss so the slate is clean. And that is a great segue into my issues with #4. I believe survival horror desperately needs to go open world and with it all encounters need to be optional. The player should choose to fight or run. A less skilled player or a player running low on resources will disengage most enemies and simply try to survive. While more skilled and better equipped players will likely opt to plow through enemies to explore hidden or protected parts of the world. And if there was a sneak mechanic shit would get real. Fucking ghosting monsters one at a time but if you were spotted, fight or run? Up to you, player.
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.
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. 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.
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.
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.
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. 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.
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.
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.
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.