One of the things a horror game must excel at is immersion, drawing in the player and rendering them powerless as they embark on whatever journey the game has in store, but there has been a long-running trend that might be hindering this process.
Silent Hill: Shattered Memories gave me the idea, it played like most Silent Hill games up to that point, but you coundn't fight back in that game, at all, so you can only run and hide, much like most horror games these days. That seems great on paper, not fighting leaves the player powerless and horror games are supposed to make the player feel that way. However, I can't help but shake this feeling something is lost in this process.
I don't know how to explain, but not being able to fight gives me some form of comfort in knowing whatever threat comes by I don't have to face it, thus diminishing the horror. Not being able to fight seems more like a way to circumvent the problem rather than solving it, RE and other Silent Hill games the combat may not be the most mechanically perfect, but it enhances the horror knowing that you can fight and the game can force you to. And recently, Outlast II showed that frustration of that kind of trial-and-error can and will completely shatter the atmosphere the games was going for. Or maybe that's just me.
Silent Hill: Shattered Memories gave me the idea, it played like most Silent Hill games up to that point, but you coundn't fight back in that game, at all, so you can only run and hide, much like most horror games these days. That seems great on paper, not fighting leaves the player powerless and horror games are supposed to make the player feel that way. However, I can't help but shake this feeling something is lost in this process.
I don't know how to explain, but not being able to fight gives me some form of comfort in knowing whatever threat comes by I don't have to face it, thus diminishing the horror. Not being able to fight seems more like a way to circumvent the problem rather than solving it, RE and other Silent Hill games the combat may not be the most mechanically perfect, but it enhances the horror knowing that you can fight and the game can force you to. And recently, Outlast II showed that frustration of that kind of trial-and-error can and will completely shatter the atmosphere the games was going for. Or maybe that's just me.