Mel Does Horror

Recommended Videos

Melaisis

New member
Dec 9, 2007
1,014
0
0
Right, I figured that since Game Revolution are getting hits from featuring my stuff from 3scapism on their front page, then The Escapist (i.e, the original, intended crowd for my content) should at least have a chance to comment on my work. I do editorials, covering aspects of games, rather than the actual games themselves. Still, its more appropriate in the 'Reviews' forum than anywhere else, so I'll proceed with discretion:


Very few games nowadays do horror effectively. There are modus operandi.

I've named this tactic after Quake 4. No doubt even the most ignorant of viewers will be able to recognise the clear elements it features. The writers of Quake 4, now classed as real pioneers when it comes to being truly bloody, really pushed the proverbial boat out when it came to their legacy in horror. Personally, I don't generally find grotesque semi-aliens attempting to fire at me by using some damn awkward AI to be at all scary. What I do find terrifying, is the most infamous scene in all of Quake history; the one where you turn into a Strogg. It certainly isn't a nice little case of waking up as one of these inhuman, part-mechanical monstrosities. Oh no, the game actually forces you, unable to act, watch the entire process of being 'Stroggified' as part of an efficient production line. To summarise this extremely scripted scene; there's a lot of blood and a lot of screaming. I'm sure if you're the sadist type you can dig a copy of the sequence up on YouTube. My rather long-winded point, is that a lot of games will try to scare their audience through pure, gruesomely sickly moments like the one in Quake. This is a major pitfall that the majority of FPSes fall pray to. Its easy to spray some blood around and hope the player reacts. So what they are so used to that sort of cop-out that they don't care at all!? Just throw in a frame or two of the player character's legs been sawn off and you have a thrill ride of a title, right? Still, many people find this sort of stuff seriously terrifying (just ask my mother when she watches Pulp Fiction!), so it gets the blood (if it hasn't been squirted everywhere first) pumping, definitely go for it, writers!


Most horror games either decide between either one or the other of the techniques above. Some incorporate a mixture of two. Some, on the other hand, simply are scary unintentionally. Let me give you the reason why you started reading this to begin with:

"Wouldn't it be a good enough idea if people stopped making the association that fear = Monster/supernatural being? How about natural fears? Phobias? I often feel scared with games that don't even have that intention. Take for instance FF7. Back in the days I was scared [shitless] when Emerald was inside the ocean and I had to go explore around in the submarine, something so tiny compared to a gigantic beast that could slowly materialize as he was heading towards you. OK, so it goes back to the monster point, but I'm afraid of large depths. Even when Emerald was gone, I felt uneasy during that part."

- The Escapist forum [http://www.escapistmagazine.com/profiles/view/Divinegon]

This is what we need.

Divi's example of Final Fantasy 7 is reasonable; the whole psychological torture of being small in a very large place, underwater. When designing the game, the writers probably didn't think of the sort of reaction their audience would take to the situation. They probably just imagined we would treat that segment of the experience like we did every other of our 20-plus hours of playing. Instead, because of the juxtaposition of the tiny submarine and the mere possibility that, out of the terribly-drawn blue, a gigantic monster could come and swallow you up. Surely that's simply a survival instinct; that if we encounter something enormously bigger than us and we can't fight it, then we naturally get scared: Especially if we're forced into that sort of situation in a videogame, right? Well how come no one experiences that sort of fear when playing Devil May Cry; where we get to go against impossibly huge bosses - at least ten times the size of the main character? Perhaps because that is a more rational situation, and, after all, we've encountered such an enemy a thousand times before in games: A nice, safe, land-based, giant... thing. The greatest feeling we feel against these typical bosses is awe, not fright. But make that experience aquatic and the whole scenario changes.


Another example of the whole 'horror from the depths' thing which may be somewhat unorthodox would be Super Mario 64. Anyone remember the eel, or even Nessy in that underwater cavern? Both reasonably dangerous predators (alright, not so much the latter) who swim around in their respective moist areas, awaiting our beloved Mario, ready to strike. So, both of these creatures are hardly scary in retrospective due to the poor graphical quality which makes up their texture and the crap AI they both contained, but what about more recent examples of this subtle scare? How about the massive sea-snake in Shadow of the Colossus? Fighting that thing in a poorly-lit, huge lake was not a pleasant experience. Why is it, then, do players or humans overall dislike these huge, underwater sections more than a lot of horror games overall? A lot of these so-called monsters can have a greater chance of inducing paranoia, sweat and shock than a lot of the traditional scary moments. Certainly, this does not apply across the board, but enough of these 'rare' cases have been found for it to be certainly taken into consideration for any horror videogame writers. Marine monsters - or simply the mere possibility they are going to be present - are a force to be reckoned with in any player audience. After all, there's a reason why the world is fascinated with sea monsters in real life, and not just because of hopeful biological breakthroughs.

As Divi also suggests, our shared experience of irrigated environments and having appropriate creatures to occupy them, is only a single example of the possibilities when it comes to psychologically terrorising the player. I'm not just talking about picking on the more common phobias. I mean, we've all seen the 'OMFG LUK A GIANT SPIDER!' scene a thousand times before. From the Legend of Zelda to Battle for Middle Earth; arachnids really have a strong presence on the gaming scene. What about other fears, though? How about - as mentioned - claustrophobia? Small spaces is a very common issue for people worldwide, so why do they get so little attention in games? The infamous Flash 'Crab Battle [http://www.newgrounds.com/portal/view/239227]' based off Snake Eater has gained tremendous popularity. Now, we can't prove that this directly correlates with peoples' fears of small spaces, but certainly crawling through the tunnels, being hit by the occasional crab or whatever ended up being quite a memorable scene. Strange, especially considering the other great moments the title offers up. Certainly, creating new and interesting moments which tap directly into the human psyche, either through extremism or unspoken fears, is a sure fine way to get your game remembered.



Melaisis [http://www.escapistmagazine.com/profiles/view/Melaisis]

Original post. [http://www.escapistmagazine.com/forums/read/9.56298?page=2#428564]

Subscribe to posts? [http://3scapism.blogspot.com/feeds/posts/default]

Donate? [http://www.pledgie.com/campaigns/482]
 

Fire Daemon

Quoth the Daemon
Dec 18, 2007
3,204
0
0
I think what causes fear is games is a constant threat of death. This is usually caused by powerful enemies. A powerful enemy by itself is not enough to cause fear bu7t couple with darkness and maybe making that threat fucking huge and players might start to be scared by it. Make that threat one step ahead of you then your going to start freaking out. Make it suprise you constantly then you'll find yourself really getting scared.

Games with hordes of zombies that die like flies are never as scary as games with a single zombie that is a step below god.
 

hunterm16a2

New member
Oct 22, 2007
8
0
0
Have either of you played the original Aliens Vs. Predator Game. What always had me freaked was the perfect coupling of the darkness, a natural fear, with the little movement indicator that you carried. It was genuinely scary. Bioshock gave me a fair share of jumps too, simply because of the lack of a flashlight. I absolutely loved (and hated) knowing very well that enemies were honing in on my location (speaking of AVP) but I couldn't see them and even then my weapons weren't terribly good against them.
 

Logan Westbrook

Transform, Roll Out, Etc
Feb 21, 2008
17,672
0
0
AVP did something that is very difficult, very well. Just look at your description of gameplay:

hunterm16a2 said:
I absolutely loved (and hated) knowing very well that enemies were honing in on my location (speaking of AVP) but I couldn't see them and even then my weapons weren't terribly good against them.
That could have been a terrible game made out of frustration, but it isn't. That's the essence of horror games I suppose, getting that fear right and not making it aggravating.
 
Feb 13, 2008
19,429
0
0
Rule 1: of the Horror Genre is basically take the rug away from under your feet. Once the normal rules no longer apply (bullets/lights etc.), then you're scared.

Rule 2: Never show the attacker in full. Alien is so much scarier when you can't actually see all of it, just the glistening. Show it in full and it's "Whoop! Let's round me some dawgies!"

Rule 3: There is nothing as scary as an intelligent opponent.

Rule 4: Always leave a glimmer of hope. Without hope there's only frustration.

Rule 5: Assault the senses. Nothing says fear like a child's musicbox playing in a deserted room. Because something put it in there...for you...and they're still nearby...listening to your harried breaths...NO!...don't look round...don't ever look round...that weight on your shoulder is only a spider...Isn't it?

AVP did this brilliantly.
 

stompy

New member
Jan 21, 2008
2,951
0
0
I'm quite easy to scare me. Bioshock constantly had me in a state of apprehension, and I refused to play the thing without someone else being in the house with me.

As to the reason for why people are scared, I actually would like to place my own hypothesis: Humans are scared of unknown. Whether it be death, the dark, the thing casting the shadow behind the door, if humans can't explain it, it is feared. If you disagree (or agree), I reckon it would be worthwhile discussing.

Oh, and Melaisis, great work. To be expected of an editor.

- A procrastinator
 

sammyfreak

New member
Dec 5, 2007
1,221
0
0
I really get scared of twisted minds and twisted humans. Mowing down some kind of alien is just gorey fun. But when there is a shred of humanity in it things lighten up.