Fall is probably
my favourite time of the year. The days grow shorter, the leaves turn
red and the whole world slows down a little after the heat of the
summer. It's also the time of horror. Not only because of Halloween,
although this plays a large role, but also because of the atmosphere.
Around here it's the time when the mountains are often swallowed in
clouds and sunny days grow sparse, which creates a nice eerie
atmosphere. So naturally October is the month were many horror games
and movies are released to capitalize in this. It's also the month
were every Blogger and Youtuber starts to do spooky toplists and so
forth. And I don't want to miss out on that fun.
So what is on
todays menu? Well I gave it a lot of thought, and today I would like
to talk about the what kills Horror. Because this has been a
prevalent theme in many games of the last couple of years. They lost
sight of what is important to create a truly frightening atmosphere.
But what are the exact corner stones of this lack of Horror in many
modern games? Why do many move away from the classical Horror
Territory and more into something I would call Terror Games?
A good example for
this is the Dead Space series. The first game was stellar. One of my
favourite horror titles of all time. The industrial setting of the
Ishimura combined with this outlandish design of the Necromorphs
created a dense atmosphere. The game did an excellent job of keeping
tension high without putting in constant stress. Dead Space expertly
understood how to create quite and peaceful moments, which made
everything all the worse. This was sadly abandoned in later titles,
with the third becoming nothing more than a cheap Gears of War
knockoff with cool monsters to shoot.
A Terror Game puts
you under constant stress, but hardly makes you fear for your life, while in a Horror Game even the silent moments feel threatful.
So now that we
have distinguished these two types of games, let us focus on the
classic horror games and what kills them. Apart from focus testing
and overbearing publishers of course.
Bigger is not
always better
Our technology is
always improving. Just take a look how far video games have come in
the last 20 years. From the first ground breaking 3D adventure of
Mario to the incredible world of Witcher 3. New and better technology
also allows game designers to create the worlds they've always dreamed
of. It removes the boundaries and shackles that restricted world
building in the past. And while this may sound like a great
development, and for many games it is, for select genres boundaries
are what makes them work.
Grand set pieces
may look impressive, but they are among the worst things you can do
for your Horror game. There is a reason why the classic Horror
locations are Insane Asylums, Hospitals and so forth. Horror needs
small and contained spaces.
Creating a huge
set piece may allow you to flex your graphical muscles, but it also
dampens the threat of your game. If you have a great view distance
and a big, open location, you create the feeling that there is plenty
of space to run. It dampens the urgency.
On the other hand
if you can't really tell where you are running, because the corridors
of the old hospital are full of twists and turns, it creates a much
more threatening and dangerous atmosphere.
To be fair this is
a problem that hasn't been to prevalent, but several games like
Resident Evil 6 or Dead Space 3 still fell victim to it. Of course
these games had other, bigger problems, but this was one of the final
nails in the coffin.
Horror needs tight
and confined spaces. The player needs to have the feeling of being
trapped, not knowing what comes next. That is why P.T. worked so well. It was just one small corridor. Nowhere to run and nowhere to hide.
Still grand
setpieces can work in Horror games. Just take a look at Dead Space
once again. The Ishimura is huge. But she has hardly any large open
spaces. Even though you're in this gigantic space ship, often you
feel like a tuna trapped in the can.
I have the Power!
Often times Video
Games are power fantasies. And why shouldn't they be? Nobody wants to
play a simple farmer during the thirty years war, who is killed of by
invaders. I want to be Batman. I want to be a monster killing Witcher.
But for Horror Games this rule needs to be inverted. Playing a muscle
bound soldier equipped with more weapons than even a horse can carry
is pretty high up there in killing any kind of Horror atmosphere. Yes
I'm looking at you Capcom and Chris Redfield.
But even if you're
not a trained Special Ops soldier many games make it to easy to fight
back. If you can defeat the threats before you, there is hardly any
reason to be scared.
A good example of
this is Resident Evil 4. While it was the game that started the
transition of the series into a more action focused franchise it also
still had it's share of good old Horror. Munition was sparse and
often forced Leon to seek the direct confrontation with his enemies.
And here lies the problem. The kick and knife combo was just to good.
Being able to kick enemies to the ground and then knife them into
oblivion took away the danger from many human enemies in the game.
Horror games need
a basic level of helplessness to function. But it is a thin line to
wander between overpowered and completely inept. A game that does
this well is Amnesia: The Dark Descent. The player has no way of
fighting against the Gatherers. Even looking at them is harmful, as
it decreases your sanity. However there are loads of ways to outsmart
the monsters. This way you still allow the player to feel helpless
without treating them like a drooling idiot. It allows the player to
actively participate in the game and interact with it instead of
relegating him to a kind of spectator, whos only job is to run away.
Allowing the
player to fight back effectively starts a process which slowly kills
Horror. It allows the player to grasp the threatening situation. It
allows him to understand it because it allows him to rationalize it.
And once the player reaches that stage the Horror is over.
The Same Procedure
as every room
And now for the
last and most important point. But first let me start with a quote.
“The
oldest and strongest emotion of mankind is fear, and the oldest and
strongest kind of fear is fear of the unknown.”
H.P. Lovecraft
That is
the reason why a Zombie game won't ever be able to scare anyone
anymore. The constant overexposure to these creatures has made us
indifferent towards them. They have been done to death.
This is
also why so many people feel uneasy when swimming in open waters. The
unknown things that are beneath you. It let's our imagination run
wild.
Now
what wider implications does this quote have for Horror games in
general? Well it's quite easy. The moment something becomes familiar
it loses a lot of its threat. Let's take the Shrine Maidens from
Project Zero (Fatal Frame): Maiden of the Black water as an example.
The first time you encounter this ghosts it's in a dark cavern filled
with waters. They rise from their box shaped coffins, where they
spent the eternity holding back the black water. It's a very
threatening scenario and the water slows you down further. This
creates an atmosphere where you feel helpless and vulnerable, even
though you have means to fight back. Now repeat this. And repeat
this. And repeat this. After the sixth or so encounter with a Shrine
Maiden I started to yawn, whenever they appeared. I knew how the
fought and I knew how to take them down effectively. The unknown
became the familiar and the Horror died.
In that
regards one of the worst things you could do for your horror game is
filling it with standard enemies. Keeping encounters few, but unique
is a better, but also more time consuming way in creating a horror
video game. It is a race, where the creator has to be always one step
ahead of his players. Never let them grow accustomed to their
surroundings.
That is
why shorter Horror Games work so well. They are easier to create and
highly effective. But if you want to create a longer, more in depth,
horror game make sure to keep the players on their toes.
Our
constant exposure to media and all kinds of horror movies, films and
stories makes it harder to create this feeling of the dreaded
unknown. Maybe that is one of the reasons why many creators opt for
the way of Terror. It's easier to create and the high stress
situations create a similar adrenaline rush.
Horror
is a incredible art form. It's they way of playing with your
expectations, making them feel helpless and alone and creating and
atmosphere of pure dread, that I enjoy so greatly. I think the gaming
industry is big enough for both kind of games. The stressful terror
and the dark, silent and eerie Horror that creeps up on you.
In any
way what are your thoughts on this topic? What kills Horror for you?
And what Horror games do you greatly enjoy? Let me know in the
comments below.
And as
always
thanks
for reading
No comments:
Post a Comment