Yeah, and it also had that awesome part where you had no weapons and the whole town was trying to kill you. You just had to run and lock doors behind you and such. But it worked well precisely because it was just a part. If the whole game had been like that, it would have got old pretty soon.Fasckira said:The Call of Cthulhu game (Dark Corners one) had the right idea; sure, you can have a gun and we'll even give you a few bullets. Yes, enough bullets will kill that monster over there... but not the other two just behind him.
It gave you the ability to fight your way out if you were truly cornered but encouraged the player to stay stealthy for the most part.
I always felt the opposite. The idea that you can sit there cut an enemies arms and legs off and they're still coming after you and are still capable of killing you is scary. I'm not against games like Outlast but I just don't see how they're inherently scarier than games with weapons. Sure, you can find a way to kill any enemy, but in games like Outlast and Amnesia you're always fast enough to run away from any enemies. Oh shit, crazy guy, good thing I can run like a track star and hide under a bed. They become just as repetitive. I don't see what's wrong with games like Dead Space or RE4 where you're well armed but the enemies are just as strong. Then again, I'm not like most people who quickly stop being afraid the moment the atmosphere is brokenZhukov said:Dead Space was the extreme example. (Yes, all of the Dead Space games.) Turned "horror" into a dismemberment production line. A monster jumps out! Zap, off goes his right leg and he falls flat on his face. Zap, off goes his right arm, and he's dead. Another monster jumped out! Zap, off goes his right leg, and he falls... etc etc.
For me, the line is when it's artificial. In a racing game like that, it wouldn't make sense to sabotage people (Against the rules, sportsmanship, whatever). But in Outlast, where the completely invincible enemy you can't fight back against is just some shit with a bit of wood, it feels forced.JimB said:I wonder how far this complaint against genre contrivances extends. Like, take racing games. Surely your character, if he wanted to win, would be willing to get out before the race and sabotage his opponents' cars, so are racing games being annoyingly restrictive by not including that in the gameplay?
I know that sounded like a pretty smart-ass example, given that winning a car race isn't really all that similar to not being eaten by a monster with a vagina-like banana peel for a face, but no contempt for the complaint against player agency is intended. I just wonder where the line is.
You forgot the scariest thing about Nemesis... His stalker theme. I fucking shit my trousers everytime I hear it.SupahGamuh said:Maybe it's my nostalgia glasses speaking, but at least consider that while I write this.
I've been re-playing Resident Evil 3 lately and it still makes me quite a bit nervous, you see, RE3 was one of the first horror games to introduce an all powerful and persistent enemy, called Nemesis, his only purpose is to see you dead and that's it. This being a Resident Evil game, means you have weapons at your disposal, even a puny knife, some would say that the tension is already gone the moment you're given a gun, well... I'd like to difer.
Nemesis is extremely powerful and it will take you a LOT of shots to put him down, notice I don't say "kill him", because you never truly kill him until the very end of the game, you can only put him down temporarily. What makes his encounters tense as fuck (at least on hard difficulty), is that, you get an extremely limited supply of ammo and healing herbs/sprays, if you don't know exactly where he's going to pop up, you're most likely worn out and with few ammo at your disposal, so your only alternative is run the hell away from him... BUT, he's still chasing you and he hardly gives up, of course he'll eventually give up the chase, but for that moment to come, it's gonna take a good while.
That's a pretty poor example, since it has nothing to do with how you would naturally react in the moment. A better example would be that you play a racing game, but for no reason your character won't exceed past 40 miles an hour, or can't turn the steering wheel more than 20 degrees. Sure, it makes the game more challenging, but it makes zero sense.JimB said:I wonder how far this complaint against genre contrivances extends. Like, take racing games. Surely your character, if he wanted to win, would be willing to get out before the race and sabotage his opponents' cars, so are racing games being annoyingly restrictive by not including that in the gameplay?
I know that sounded like a pretty smart-ass example, given that winning a car race isn't really all that similar to not being eaten by a monster with a vagina-like banana peel for a face, but no contempt for the complaint against player agency is intended. I just wonder where the line is.
Thunderous Cacophony said:If I was designing a horror game, I'd let the player try and hit the monster with something, only to fail and get messily devoured because it turns out that beating someone to death with a rotted 2x4 is actually really hard.
Outlast throws a reporter(?) into an insane asylum with a bunch of super-freaks that often have knives and definitely thirst for blood. I just don't see our intrepid hero coming out on top.
I think you've got a good point there about everything from combat balance to persistent injuries over magic recovery. The problem would be to have injuries that didn't hamper gameplay, but still makes the player feel threatened. I mean Ash takes some a lot of punishment, but he's still able to find new ways to fight back.Therumancer said:As a general rule I agree with what this article is saying as I pointed out above. In a more general sense I've been saying for a while that I think the current trend towards combat-free horror games was BS, and felt incredibly immersion breaking to me. This is one of the big reasons I never really got into the "Amnesia" games which started this as I pointed out, because the whole thing felt kind of contrived and silly, as did the defenses for it. While some people argued the lack of combat raised the tension and increased the horror, in my mind it just made the games increasingly absurd, being pretty much forced stealth mechanics/sections tossed into a horror atmosphere.
I do tend to agree that some games pretending to be horror did wind up becoming brawlers or shooters by doing things wrong, but I felt that was simply a matter of bad design going in the other direction. I however do not personally think that the developers of a lot of the current crop of horror games chose to omit combat from the games simply to raise tension, and make them scarier, but more as a way of making it easier to design the games since they don't have to worry about a combat engine, and of course going wrong with the hardest part of the game.
This is not to say that monsters that can't be killed do not have a place in horror, because they do, however that needs to be done the right way. Basically if your dealing with a ghost, demon (as in the intangible field of evil kind), or the manifestation of a curse, it makes a degree of sense that your not going to be able to beat it to death with a club, shoot it with a gun, or whatever else and are going to have to run away. Building forced stealth/evasion sections around that kind of thing makes sense when your dealing with a relatively normal guy who otherwise doesn't have any special powers and is using ordinary stuff to survive. On the other hand when your enemies are just normal dudes (even if crazy), zombies, or otherwise have a physical form (even if large and hulking) some degree of physical resistance is expected. Sure going hand to hand with an 8' mutant with a survival knife or club is not something an ordinary person can do, but at the same time that same 8' mutant doesn't need to be fought head on, I mean if you get him in a position where he should logically be totally at your mercy, it's unrealistic and immersion breaking to not be able to do anything. I mean heck, if I'm hiding under something and slice thuggo's hamstrings, sure I might not kill him, but he sure as heck isn't going to be running around chasing me anymore either, and even if he is normally 8' tall while he's going "argggh my legs" that's the point where I might say bash his head in with a sledgehammer or something.
In short intangible monsters, like say a bunch of ghosts in an Asylum, works better for this kind of thing, than "a bunch of crazy dudes with their junk hanging out" or one big ugly dude that lumbers around in the dark periodically.
I personally consider the gold standards of "horror combat" to actually be games like "Manhunt" and "Condemned" which actually needed some polish. Condemned with it's melee mechanics was brutal, and did a pretty good job of convincing me of what it would be like to get into brawls with crazy dudes using improvised weapons (well at least as far as a video game could). The "Manhunt" games likewise did a nice horror stealth/kill combination and helped popularize it, albeit Manhunt played up how ruthless and brutal your character was, in a game where your supposed to be more normal the same basic thing would work, but it should be stylized a bit better. Both of those series died I believe because they decided to change what worked as opposed to refining the existing mechanics, both Manhunt and Condemned ended with sequels that were heavy on gunplay, especially towards the resolution.
I'll also say that guns are not entirely a deal breaker for horror games either, providing they are handled well, which means making it so they neither solve all problems, and also have a fairly realistic placement of ammo. Half of what ruined things like later "Silent Hill" games was that they began to pretty much walk the hero through mandatory action set pieces, and placed ammo and such around based on difficulty level and when the developers figured the player would need it. Sometimes the placement was creepy and unexpected and worked, but other times it was very immersion breaking and video-game like. Basically the game wasn't thinking about where ammo would likely be (or would be the most disturbing) but handing it out specifically to encourage me to blow monsters away, while frequently positioning re-spawning monsters in ways that made evasion unlikely specifically so I'd approach things as an action game, and meet most challenges through the sight of a gun, or by gleefully running up to fight things hand to hand that I'd agree the protagonist shouldn't be able to handle with a knife.. at least not in a straight fight. Okay fine, one of those creepy nurses with a syringe or a scalpel, I'll buy that (they move slow except for bursts of occasional speed, and their weapons are crappy) but say charging a metal spider-demon thing with a combat knife? (Silent Hill, Homecoming... I'm looking at you) no, just no... not even for an army vet. Maybe if your some kind of heroic fantasy character, but
that's the wrong genera.
The point of the rambling here is that for horror to really return, they need to work on balancing combat into these games and having it fit the conventions, not remove it entirely.
One odd thing I'd also point out, as silly as it might sound, is that I feel regenerating health bars actually work better in a horror setting than they do in an action one. I say this because it's an odd genera trope that the main characters in horror movies get horrendously mauled, and carry on between that. Oftentimes getting ravaged, taking a breather, and then getting ravaged again, as they run the gauntlet from bad to worse, until the final credits. Indeed the whole idea of stopping to use first aid and such struck me as being a bigger issue in terms of immersion. I've often felt that if your going to do a horror game a better way to handle it is to have the character die if they take too much damage at once, but more or less carry on with increasingly visible wear and injuries as they progress. Perhaps getting things like a limp, or a battered arm (slowing reactions) at times they come close to death, with those things taking a long time to recover, or being what takes the use of medical supplies. On some levels this might make things "easier" from a gameplay perspective, but it better fits the tropes (and fear can be conveyed through the increasingly disheveled appearance of the character and their injuries even if the behind the scenes numbers aren't much different) than say some dude stopping in the middle of Demonville to down a health drink to recover their hit points. Look at say Ash from "Evil Dead" (even if that had comedic elements, it was also billed as "Grueling Horror") the whole point was he kept coming despite being beat every which way from sunday, and in doing so was getting crazier than the monsters. He didn't sit there and go "hold on Demonites, I need to down some 5 hour energy to get my hit bar back".![]()
Doom972 said:Being able to kill monsters ruins the horror element. You can't fear the monsters if you know you can kill them.
That's the difference between horror and horror-themed games.
A race game is simulating an event with rules. The player wouldn't sabotage his opponents car because a: if he gets caught, he'll be disqualified, b: it'll violate his/her innate sense of fair play. A more apt description would be, "man, a racing game where the player can't use his brakes would be so scary."JimB said:I wonder how far this complaint against genre contrivances extends. Like, take racing games. Surely your character, if he wanted to win, would be willing to get out before the race and sabotage his opponents' cars, so are racing games being annoyingly restrictive by not including that in the gameplay?
I know that sounded like a pretty smart-ass example, given that winning a car race isn't really all that similar to not being eaten by a monster with a vagina-like banana peel for a face, but no contempt for the complaint against player agency is intended. I just wonder where the line is.
Ripley and her crew built a fucking flame thrower and chased that fucker into the Vents. They were proactive.Renegade-pizza said:Firstly, this seems appropriate: https://www.youtube.com/watch?v=olEbwhWDYwM
Secondly, while I am not a fan of games that ruin my underwear, pants and seat, I think it's to help create atmosphere. Extra-credits had an episode on horror games and mentioned that being unable to fight the monster makes you more frigthened, ala Ripley vs. Xenomorph(I like to call him Charles)
Hence why I commented on "Manhunt" being one of the gold examples of horror-game combat done right, while they kind of ruined it with some gunplay, the protagonist in the second game in particular is kind of a dweeb. A big part of my annoyance is when you have something that is mortal (if scary) totally at your mercy in one of these games and you can't do anything about it when realistically even a normal person would probably deal with the issue right then and there.Tradjus said:One of the things I thought of was a system whereby a player character who is obviously not a combat specialist, like a reporter or whatever, can't possibly stand up to a big beefy insane guy in a straight up fight..
But instead, similarly too the comic, if you hide somewhere, sneak around, and get the drop on a mob, you can stun it temporarily by whacking it in the back of the head. You can't actually damage it and if you keep whacking away it'll shake it off and strangle you, but the stun time is substantial enough too feel rewarding.
See? This satisfies the need to feel like you can fight back, but doesn't make the character a combat powerhouse.
You're still just a scared, weak little bunny rabbit hopping away from rampaging lions, but if you plan it right you can give yourself a fighting chance.
Well, I'd say the big difference is that a racing game is a competition, and happens in real life. Race Car drivers might be very driven to win, but they aren't sociopathic murderers. As a general rule you don't see these guys all sabotaging each other's cars and stuff, given that races happen in real life.Benpasko said:For me, the line is when it's artificial. In a racing game like that, it wouldn't make sense to sabotage people (Against the rules, sportsmanship, whatever). But in Outlast, where the completely invincible enemy you can't fight back against is just some shit with a bit of wood, it feels forced.JimB said:I wonder how far this complaint against genre contrivances extends. Like, take racing games. Surely your character, if he wanted to win, would be willing to get out before the race and sabotage his opponents' cars, so are racing games being annoyingly restrictive by not including that in the gameplay?
I know that sounded like a pretty smart-ass example, given that winning a car race isn't really all that similar to not being eaten by a monster with a vagina-like banana peel for a face, but no contempt for the complaint against player agency is intended. I just wonder where the line is.