I feel like this is completely untrue. The only way that you can find this to be the thing that stops a game from being horrifying is if you are looking at the game AS A GAME and if you are doing that it obviously failed to immerse you in the experience completely. For a game to be a good survival horror there are a few core points that have to be done.Kopikatsu said:I wrote a post for another thread, and after reflecting on it for a bit, I found that it's a very accurate statement.
No matter how powerful an enemy or obstacle seems, it is not insurmountable. You can overcome it. You are inherently better than it, simply because you can defeat it without exception.Kopikatsu said:[Horror] simply doesn't translate to video games. You can't accurately capture what makes Xenomorphs scary if the protagonist cannot fail. But if the protagonist was capable of dying permanently (whether through a scripted event or just persistence like ZombiU), then you would be right back here complaining that it's Call of Duty all over again.
Pure horror just isn't something that video games do well, because the aforementioned fact that you absolutely cannot fail. For example, Dead Space 2. They put a lot of effort into trying to make you feel unsafe in the vents...but the vents were where I felt safest, specifically because you were completely defenseless inside of them. If a Necromorph were to legitimately attack you there, then you would have no chance to stave off your death. A video game can't allow that, and so vents = safe.
I could even use Amnesia as an example. Amnesia wasn't scary because you were never backed into a corner. There was always a way to proceed, you just needed to find it. No matter how powerful the monsters were or how weak you are, as long as success is inevitable, it's not horror. There's just nothing to fear.
Now, I want to know if anyone agrees with this viewpoint. That if you absolutely cannot fail given the mechanics of a game, then true horror cannot exist. If not, why not?
1: The story or protagonist is someone you can relate to: This is important because if we cannot relate to the person in some way or another you feel detached. The story is just that, a story, that the protagonist (not you) is following. This is why they are often portrayed as the average joe, the engineer, someone who has little to no experience that would help him in the current situation that he is in. Which leads on to the next point.
2: Feeling of being helpless: In order for a game to represent true horror there has to be situations where you feel completely helpless, or at the very least completely overwhelmed by the enemy even with the tools that you have. While the protagonist is allowed some form of defense against the all powerful dark force that haunts him, in the end it should be difficult or at least limited in some form (being in a fading light in some games, guns being restricted by low ammo, etc). In truth this does not even have to be limited to terms of combat, but also dementia. In dead space for example something that was completely unavoidable was Isaac slow fall into insanity, it was unavoidable and the player as did not have a way of defending themselves against it in any way.
3: The enemy has to be scary: This part is obvious but also one of the core things that is often messed up in the genre. The enemy you are fighting has to be horrifying, this can either be done by the more common method of making them visually disgusting (Dead space, Silent hill, Resident evil) but the far more immersive form is to make the enemy powerful and unseen. Something that the player is forced to avoid and only glimpse from time to time, it has to be some kind of towering, all powerful being, that you as the player should feel is impossible to fight. This is the best kind of antagonist, the one who hides and waits for your every mistake to punish you, whose force is so powerful that the player has to avoid them just to survive, where no matter how strong your weapons are or how skilled you are as a player this is the one thing you just need to straight up avoid. This is why games like slender and amnesia work, because the protagonist is forced to avoid confrontation. It is the same sort of element that we commonly find in most horror films (big scary monster or serial killer, completely helpless victims etc)m and it works even more so in videogames because it forces us, the gamer into the shoes of the completely helpless victim rather than that of the all mighty hero.
4: Enviroment: This one isn't so much of an issue today as it is commonly the priority focus in most games claiming to be survival horror. A player needs needs environment that force confrontation with evil, that force them into the helpless situation or make them scared at simply the thought of continuing in whatever twisted world they have arrived in. More often than not this is done by taking a normal scene (say a hospital) and forcing it into a an asylum of horror. The twist from normal everyday elements into something scary is mentally disturbing and keeps us on edge. At the very least the environment needs to have heavy implications either like the twisted world of silent hill or the abandoned living quarters in dead space, something that would just give players the inclination that this place used to be normal, and that people used to live here and go one with their everyday lives just like the player does. Once again it is all about relating the player to the protagonist and setting that makes a horror game.
I have to be heading to work now, perhaps I will add on to this later if I can think of some more essentials in survival horror, but for now I think we have the basics down at least.