Effective Attempts at Horror

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ProfessorLayton

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Effective Attempts at Horror: Why BioShock Isn't Actually Scary

After beating BioShock and dubbing it one of the best games of all time, I later began work on my second playthrough. If you've played the game, you'll remember being in a plane crash and swimming into a building, entering a bathysphere, and going down to Rapture. You're trapped in the bathysphere and can only look around. After you watch a short video and enter Rapture, you see a man being murdered by a spider splicer. The splicer then jumps on top of the bathysphere and starts cutting a hole in the top. This is when you are supposed to get nervous and you sit motionless and defenseless as you wait for your demise. The thing is, she doesn't finish cutting the hole. She never does. No matter how many times you play it, she never finishes cutting the hole in the roof, but for some reason, I got nervous. I was sure that she was going to jump in and murder me like she murdered the man before me. But she doesn't ever finish and she never kills you.

A similar instance later on is when you are walking through a tunnel and part of it breaks and it starts flooding with water. I started running faster and was afraid that I was going to drown in there. I've been fooled once again. You can stand in the tunnel and it will never fill up with water. Ever. You could stand there all you want but you won't die. After this, you fight off some splicers and enter a room where the lights shut off and the door is locked. A light turns on and Ryan appears on a screen and talks to you for a bit. When he is finished talking, several splicers run up to the window and start trying to break it down with wrenches. The cracks get bigger and Atlas tells you that he got the door open and to hurry inside. I was afraid that I was going to be killed by the splicers so I ran straight into the room. Until I realized two things. That even if they broke down the window, I could have taken them easily because there were only three or four of them, and also that they weren't ever going to break down that window. Once again, I have been tricked by this evil, evil game! I stood right next to the window and smacked it with my wrench with the splicers but it never broke and it never will.

Scenes like this appear all the time in the video game world, and I was only using BioShock as an example. This isn't real horror. It's a very intense scene, but it's all fake. You're never actually going to get hurt in the game or in real life. BioShock uses the atmosphere to create a creepy environment, but so does another game that does horror a lot better. That game is Dead Space.

Now, say what you want about Dead Space, but this game is the perfect example of a game that takes advantage of the creepy environment and also has actual hazards and threats. In BioShock, it may seem like you're in danger, but it's just the game tricking you. In Dead Space, the creepy spacecraft, flickering lights, and jump scares mesh perfectly together to create an actual horror experience that will always find ways to surprise you. For instance, I was scared the first couple of times a dead body jumped out but then I understood that sometimes it happens and you should always be ready. Well, I came to a scene where there was a dead body in a tight hallway so I aimed at it and slowly walked forward getting ready for it to jump up when all of the sudden a tentacle thing broke through the window and scared the living crap out of me. The game had me so concentrated on something completely innocent that I had not expected a huge tentacle to jump out at me. This is an example of a well excecuted jump scare that caught me completely off guard and just flat out worked.

While jump scares are probably the easiest way to make somthing scary, another way is to do something else that Dead Space did, which is give you absolutely no means of defense and have monsters chase after you. In the beginning of the game, you enter the ship with no weapons or any way to attack. You're placed in a room with nothing but your armor when the lights shut off and you are trapped in a room by yourself in the dark. Then an alien jumps into the room and tries to kill you. This is a lot like the scene where the splicer attacks you in the dark bathysphere from BioShock, but the reason why this is much scarier is because the monsters actually pose a threat. You can be killed by this guy and there's no way you can protect yourself. This is much more intense and scary than a pretend scare like most of BioShock's more frightening scenes. I also know that I'm not the only one who's heart rate went up at the beginning of Half Life 2 where you're running away from the police in the apartments with no weapons. Once again, not being able to defend yourself while things are chasing you is very intense and an easy way to make something scary.

Horror is rarely done well in games but when it's done right, it really works. I want to know what the escapist community thinks of horror in games, what the gaming industry should use more/less of, when horror is done right and examples of such, and your ideas of a perfect horror atmosphere/scenario.

Lastly, sorry for the blatant ripping off of the code from the news room, the wall of text, the silly rant on horror, and my biased opinions.
 

Radeonx

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I liked your rant. I felt the same way on many subjects. But, normally, most scary games are much less scary when you play them a second time. Knowing what is coming turns down the nervousness a lot.
 

pantsoffdanceoff

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This is one of the few walls of text I've read which means you did something right to keep my attention.
But I would Agree, this is very similar to the "you must hurry up and finish this quest" in a lot of RPGs (Oblivion was especially guilty of this), but you could let the controller just sit there, go watch some por- movies and eat some easy mac, come back and finish the mission and they still say "thank you for you expediency" somewhat making the sense of urgency nonexistent.
 

Radeonx

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NoMoreSanity said:
Usually with "Horror" games the only feeling that comes close to terror is suspense and shock. No real terror, no actual fear, the closest I got to that was in Silent Hill 2.
In the Resident Evil for Gamecube, when I started (I was about 14-15), I would always get nervous when zombies would pop out of corners or through doorways. My nervousness was cooled down a lot when I realized that they couldn't get pass most bookshelves, or things directing their straight walking path. Small things like that dampen the horror very much.
 
Apr 28, 2008
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I never really did find Bioshock scary, the only time I was nervous was when I turned a corner and bumped into a Big Daddy. I had barely any ammo for any gun, and had no plasmid power left. That scared me.

I was also not really scared during Dead Space, while the beginning scene was indeed really scary as you described, it was probably the scariest part for me. Jump scares are scary, but that just led to me shooting every dead body to see if they would move, or stomp them if I got close enough.

The last game that really scared me was F.E.A.R. more specifically the ladder scene. The whole game itself is creepy, mainly because you have no defence against the paranormal. You are Alma's and Fettel's plaything, and they do play with you, oh how they play...
 

Disaster Button

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This was good. But I can't help feel you isolated certain points from both games (Namely, Dead Space) to prove your point. I remember many times in Dead Space when Jump Scares were used to no effect. And whilst Bioshock doesn't use many scare tactics, where it succeeds is the feeling of an intense environment and atmosphere which I think is a lot harder to create in a game, and was used a lot more effectively in Bioshock than in Dead Space.
 

Kuchinawa212

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I still find myself wheeling around when I hear a weird noise incase it's a zombie.

So
many
zombies
only...one...crowbar.
 

New Troll

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If you're scared you're going to die, then it's doing it's job. It doesn't matter if it can or will actualy kill you, putting you in that frame of mind is all it needed.

And now, would you like to be killed before a game actualy starts? Lets say you got a little distracted during all the cut-scene (like little sister not leaving the room so you can play scary game) and you miss your "opportunity" to continue, making you have to watch the entire intro again. Or maybe you'll just say forget about it and put in Ratchet and Clank instead.

In HL2, you get ample opportunity to save your progress before the chasing begins, so even if you do get killed, you only have to back-track to the beginning of the run. Not nearly as scary as Bioshock's elevator in my opinion.
 

Citrus

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I agree with everything you said, but you forgot one thing that also makes Bioshock fail at horror: Vita-Chambers. Not only are an instant and never-ending supply of do-overs, but they actually keep what you did before you died when you are revived. This means that you can go beat on a Big Daddy with your wrench, die, respawn, go hit him some more, die, respawn, and repeat until he his dead. It basically makes you an unkillable death machine, and makes it so even terrifying enemies like the Big Daddy become unthreatening.

There are no real repercussions when you die and that, in my opinion, is the biggest reason why Bioshock fails at the horror aspect of the game.
 

Hazy

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Very nice read!
But I personally dislike jump scares when they are the only source of scares in a game. They are, atleast from where I stand, A completely cheap and unfair tactic used to get a cheap jolt out of you.
Now don't get me wrong, I love to get frightened, and I don't see anything wrong with Jump scares, in fact, I encourage it on occasion. But when a game is JUST jump scares, the Developers need to sit down and think about what fear really is.

Silent Hill 2 was a tremendously scary game. Not one jump scare. It was all atmospheric.
And I would go the extra mile as to say: SH2 is easily my favorite horror game ever made.
Not because of the scares, but because the atmosphere sets you up just so perfectly.
Dead Space, despite how much people knock it, used atmosphere to get the upper hand on you.
If developers can learn to mesh creepy environments, and Scares that don't seem cheap, I think the horror genre as a whole can evolve greatly.
 

jaeger138

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Well written I'd say, it's a familiar format so it seems friendly.

I've never actually played any of the games you described in this article, but I do like horror. One thinkg I'm sick of in games and movies for that matter is jump scares. It's that second of terror where you think your life is over, but once you've played a few horror games, watched a few films, you either stop jumping or just do it because you're supposed to. It stops becoming scary. What I like about the Dead Space scenes you described above is the fact that the fear transcends that moment of impact to become a real horror scene, not a horror frame.

One series I've always thought did well in this respect was Silent Hill. Walking around those darkened streets woth nought but a flickery flashlight and a board with a nail in it was truly terrifying. I heard the distant rustling of what could have been a monster, but if I wanted to check that would mean putting away my light to listen to the radio. I heard that static grow louder and knew I was closer to the evil beast, but it had heard the radio and rushed to wards me! I scramble for the flashlight and the weapon just in time to beat the beastie down. It's fear that permeates through every dark scene in the game, I know what to expect and yet I'm still scared of what's around the corner, or even right in front of me.

Also, the fourth game in the series was interesting, as it always came back to the player character's apartmrnt building. That place would become more and more haunted if you didn't do something about it, and it was kind of scary not being able to run over to the phone without being accosted by a ghost. The fact that strange rooms would open up and a hole would keep growing and lead me to a different area was also an intriguing and scary experience; what's through the hole this time? I don't want to go!

But I think what we need is new settings for horrors. We've done ghost towns, mansions, space, science labs, villages and forests. I want a game to really surprise me by using the scenery and setting to effectively scare my pants brown. Ambience is improtant, but shock me with something new, make me uncomfortable with the unfamiliarity and I'll gladly empty my bowels. The Dead Space reference is excellent here because the game fooled you into thinking one thing, making you think you were on top of everyhting and the next minute you were fish food, that's what I want, I want to be so comfortable and confident and then be shocked.

I'm looking forward to the upcoming Saw game based on the film series, but I have a feeling that fear will be garnered from the occasional jump scare than anything else. Maybe the setting will prove me wrong and scare the hell out of me, I'll reserve judgement for now.
 

masterjiji

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If you're looking for more than "jump" scares, try a game called Penumbra. There are three parts: Overture, Black Plague, and Requiem. I have only watched a "let's play" version of it on YouTube, and I already know it is scary as hell, though Helloween4545 is quite cheerful and upbeat about the whole ordeal as he gets massacred. I don't know where the game is sold region-wise, as i have never seen it.

I quite agree with your idea of a scary game not relying on momentary shocks. I have actually began compiling ideas for a survival-horror game myself recently, but I very well may never get it made because I know nothing about graphic programming nor do I know anyone who could help me. If anyone knows someone, references are great. The only things I would be useful for would be story- and situation-writing and music. In fact, I have already written a lot of music at masterjiji.newgrounds.com/audio and encourage anyone reading this to go there pronto. It's not all horror-themed (only one song is), but it shows what I can do if I put my mind to it.

I think the perfect horror game would be not only one that genuinely activates your primal instinct of fear, like F.E.A.R. did so well the hour that i played it at 1 in the morning, but also one tha takes the expected and turns it on you over and over again. The tentacle thing in Dead Space is one example of that style of horror, but to make a game full of it would be incredible.
 

Sigel

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I always thought the Fatal Frame series did a good job in the horror genre with story, music, equipment, and surrounding.
I do hate jump tactics in games and movies.
 

Worgen

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Whatever, just wash your hands.
silent hill 1 and 3, thoes are the only games that have actualy scared me
 

Chrissyluky

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bioshock wasnt supposed to be a horror... it was an action first person shooter. and dead space is a bit redundent and uncreative in its scares(ie when all of the monsters pretend to be dead just to *scare* me it got a bit old).
 

ProfessorLayton

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Chrissyluky said:
bioshock wasnt supposed to be a horror... it was an action first person shooter. and dead space is a bit redundent and uncreative in its scares(ie when all of the monsters pretend to be dead just to *scare* me it got a bit old).

It is also described as action/horror on the Gamestop website.
 

Carbonic Penguin

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The only time i was really actually afraid was in RE4, where you just get into the castle, and those religious guys were coming after me with their creepy chanting. i killed them all and was in a room, with two doors leading outside. However, the chanting was still going, and no one was coming through the doors. I was actually afraid to go through the doors, despite the fact that i had a strong weapon with ammo. When i finally built up the courage to step outside, he was up on a skybridge or something with a crossbow. Then i felt silly for being afraid. I was 15...
 

ProfessorLayton

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Carbonic Penguin said:
The only time i was really actually afraid was in RE4, where you just get into the castle, and those religious guys were coming after me with their creepy chanting. i killed them all and was in a room, with two doors leading outside. However, the chanting was still going, and no one was coming through the doors. I was actually afraid to go through the doors, despite the fact that i had a strong weapon with ammo. When i finally built up the courage to step outside, he was up on a skybridge or something with a crossbow. Then i felt silly for being afraid. I was 15...
The only part of Resident Evil 4 that scared me was the beginning. Once again, it's a good example of horror done right. You're surrounded by villagers with a crappy pistol with barely any ammo. I was freaked out, but that's really the only part of Resident Evil 4 that scared me. Also, I was 12...
 

PrototypeC

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I never really had a problem with being "tricked". I like to be absorbed in what is going on, and I want to be scared if I'm playing a horror game, even if the horror is secondary like in Bioshock. You seem to have been offended by your naivety. I would say that these "tricks" are a sign of a good game, that even when you know what happens your pulse still quickens and your breathing still stops for just a second. In Doom 3, for instance, the scariest parts are not the giant monsters that chop you up in seconds but the Red Rooms where you can't move and something slowly makes it's way closer and closer. The first time this happens is a panic moment, where the player starts slamming on the keys saying, "Move, dammit, MOVE! Movemovemove!"

Resident Evil 4 is a fun game that I highly recommend, and would like to play again, but I was never afraid. There are some moments that for a horror veteran were kind of quaint, like a body bag suddenly hopping, or a zombie bursting out of a firey cabinet. These didn't even succeed in making me jump, but my heart did start going a lot faster. To be fair, though, I knew about the cabinet beforehand.

If you take a look at a couple of Experienced Points here on the Escapist, Shamus Young has some interesting opinions on what makes a good horror game. I can only imagine how he'd slay Dead Space if you mentioned it to him.

(Oh yeah, if you're wondering about my favourite horror game, it's right there as my avatar)
 

z121231211

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The best way to do horror IMO is through randomness. Developers should try making every playthrough different. So that when you die you won't get bored seeing the same scares twice and even playing the game through again and still be scared.

Of course there are many other things needed to make it a good horror game but I havn't played a game that did that. Though I havn't really played much horror games.