Terminate421 said:
uncanny474 said:
Jack and Calumon said:
removing the horror from Dead Space for action
Wait, Dead Space is a HORROR game?
No, I call bullshit. There's no way that someone could fail that bad at making a horror game. It's quite clearly an action game, albiet one with an interesting ammo-management system that does seem to be taken from the horror genre.
Any game where the primary weapon severs limbs cannot be a horror game. Hell, if you have a weapon at ALL, you're drifting from that spot.
.
Its a horror game.
I'm guessing that Alien, Dracula, Friday the 13th, Aliens and every other horror movie ever made are not horror movies or don't have horror in them because a gun/weapon exists?
Dead Space ain't terrifyingly scary but it certainly is horror whether you like it or not.
OT: EA making bold statements and fucking up what made Dead Space great.....*sigh*
Your both right and wrong. The best definition between Fantasy and Horror I've ever read is that in Fantasy the heroes are generally equal to the challenges they face, in Horror they are not. The inclusion of suspense and doubt (dramatic tension) does not actually make something horror, nor does a lack of definition in of itself. Ideally horror has to come from an understanding and definition of something to be afraid of, if only a phenomena.
Of the works you mention, "Friday The 13th" probably comes closest to being horror in general, because it has a known, terrifying quality, and the protaganists are never a match for Jason Vorhees/The Curse Of Crystal Lake, though admittedly some installments were fantasy as they included elements that were a match for him even if he wound up with an edge (such as fighting a psionic, or being in space where he battled a robot). In "Alien" Ripley and the other crew members are strong/talented enough where the threat they were facing could have gone either way, indeed it could be argued that they only reason they had such a problem was the X-factor of their android having another agenda. In "Aliens" the Marines were more than a match for the aliens, the real tension coming from them not being able to use their weapons properly to begin with due to feat of damaging the reactor ... which set the stage for putting them on the defensive after losing a good part of the unit. Had it not been for the corperate "X factor" and had they gone in properly to begin with, that entire scenario would have played out differantly... again it's more "dark fantasy" than horror by this definition.
In "Dead Space" I really never have much doubt as to whether Issac can deal with the situation, while the Necromorphs are ugly and can kill him, so can a lot of things, and with his arsenal most of the time he's more exterminating them when they get in his way than anything. Sure it has an atmosphere where a lot of people died, but so does a war movie.
Another important area to consider is that horror also has to take people out of their comfort area and scare the person seeing it. Something few creators are willing to do because they fear contreversy. This is one of the big problems with these properties. In Dead Space for example nothing about "OMG, there are space monsters" is outside of the comfort area of a player of a video game because we've seen it all before. Heck, when you get down to it "Dead Space" isn't all that differant from the game "Xenophobia" from way back in the day, it's just stylized differantly (ie less cartoony and without the Star Trek theme).
For a video game to really be horror it has to get into things people are not comfortable with. Rape, torture, ultraviolence beyond what we see, and of course most importantly putting the protaganists in a position where they seem constantly vulnerable and are themselves probably victimized. Pretty much a lot of the things you see people freaking out about now are what a horror game needs to include, and push the envelope with, which the industry is generally unwilling to do because of the uncontrolled contreversy and how upset genuinely scared people who aren't horror fans (and enjoy it, at least retroactively) are going to be.
Even if a story involves turning the tables and "winning" in the final act, the entire situation should seem like a torment filled non-win scenario before that, wheter you can fight and win to againstg some of the threat or not (and being able to do so makes sense in many cases, the point is that in horror being able to take out a monster shouldn't nessicarly feel like it matters that much. Unlike Dead Space where you have clear objectives, so despite the numbers, clearing them out before you do whatever is a clear victory and brings you closer to dealing with the entire problem).
I'll also say that in many horror stories there isn't a video-game like "victory" involved. The protaganists merely manage to escape, OR wait for some kind of timer to wear down, such as a scenario where a bunch of people at a halloween party in some stupid location unleash a horror that is allowed to kill at will for that specific night, and in the end the survivors keep breathing because they manage to barely stay alive until the next day. Likewise, while being able to "kill" a monster that is physical makes sense, in a lot of horror that is at best a temporary solution as it just reforms, or gets back up after a period of time. At least to begin with "Nightmare On Elm Street" was horror, especially when it was new as an idea. Freddy gets his arse kicked multiple times in a lot of the movies, but the thing is that he ALWAYS comes back and once he knows what to expect he's going to adapt to you better than you can adapt what you have to him, clobbering Freddy is a temporary solution that tends to work exactly once if you can pull it off (and not everyone can, several people who try wind up losing during the initial confrontation) the notable exception of course being the so called "Dream Master" which is about the time it stopped being horror and turning into fantasy as you wound up with more of a hero/villain dynamic with people dying in the crossfire. Once they defined that relationship/opposition fully it kind of became a situation where you'd wait for an inevitable hero/villain confrontation more than anything.