The Common Mistakes of Horror Games

mastiffchild

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May 27, 2010
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Thing with Alan Wake is that I was unable to get out of my head just how good it SHOULD have been long enough to give what we actually got much of a chance. As a result it was just very average, slightly stilted and unconvincing story and character wise and though there were decently bright storytelling ideas they were stifled by dodgy game play design choices and those daft chapter recap efforts. The slips into slo-mo never upset me nearly as much as thinking "God, I wish this had the full open exploration/investigation we were promised all that time ago" or "I think this would be miles better on my PC contrary to the condescending bollox they told me about why it wasn't"-to be honest. The Steie King thing wemnt way too far as well but over all of this the big problem was that it was jst damn samey. The actual action wasn't just predictable and Yahtzee conplains but downright repetitive at times and there were just way too few variations in there to support a full game to my mind.

Some elements of the found story were really clever and in another situation with better writing could really have shone but the slightly over light tone, imo, for a game of this kind just left it feeling a shell of what we were once asked to get excited for(my mind goes back to promises of individually designed interiors to ever house which we were free to explore-every last one in Bright Falls and beyond!)and while his assertion about DS's monster arrival sounds is bang on that game is still head and shoulders above AW in terms of visceral thrills, narrative pacing and as an action AND survival horror game and also had much more variety and for a game largely set in similar confined spaces that's a bit of a sad thing for AW to have as it's fate.

not that AW was bad, it was fine, it just wasn't what it should have been and a wasted chance is worse than a game which never had one to start with as potential is rare than most of us think. AW had miles more of it than DS but DS trumped it on the basics of gaming and as a result AW's biggest advantage, atmosphere, was frittered away on a raft of altogether too dam similar encounters with the shadows. It didn't even have as clever a mechanic as the dismemberment in DS let alone carrying off it's light kills nasties mech. A shame but not indicative of any other game's failings as you suspect that MS had a hand in it's downfall by limiting it to the point making it 360 exclusive was a last option rather than a nice, system selling choice.
 

padrino

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Sep 19, 2010
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I agree that mistakes are often made when trying to make a game "cinematic" but I strongly agree that developers should simply avoid the techniques you discuss.

For example, I like when a game offers multiple levels of tension. If the tense music played all the time, it would not be a factor in the tension level at all and it would be annoying as crying babies. Thats no fun. I agree that the music should not predict or ruin the initial tension of an enemy encounter but why can't it add to it? In some games (Oblivion) it often starts before you even see the enemy (which is crap) but what if it was more intelligently queued after you realized you are in trouble. That could be done well and would still allow the music to play a role in the tension. As for having it die down, why not have it die down more gradually and sometime play on for a while even when there is no danger so you are guessing. And also, break the rules but not all the time. For example, have the music die down and then have another attak!

Even though the word cinematic refers to the cinema, I think dramatic is really what we are looking for in games. So, instead of just removing these cinematic elements, make them better and make them work better in games. Then maybe, someday, there will be a word that describes dramatic impact in gaming the way that the the word cinematic does.
 

fudgemonkey118

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Apr 2, 2010
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I know its in no way a horror game, and people hate it, but one of the things I did like about MW2 was the 'Juggernaut music' in Spec Ops, which really helped. I don't know how useful it is in horror games, as I'm not really into that genre.
 
Oct 11, 2010
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I agree, I noticed this when playing Splinter cell conviction, that whenever you have eliminated all of the enemies in an area he says some gruff one liner, and i realise now that if they spawned in enemies after this then i would have shit my pants if you know... it wasn't so easy
 

TheUnbeholden

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Dec 13, 2007
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L4hlborg said:
As a scientific fact, you can't keep the same music on without the player becoming so used to it that he/she doesn't notice it at all. The scary music would become normal music.
Actually there is a way around that, you can have a new music piece when you start a new level. Or change the music half way in if its a long level. This is why some older horror games that do horror well, come with their own soundtrack because the game really needed it and made good use of it.
But yeah silence or using ambiance is a excellent option (sounds of nature itself can become creepy especially in old buildings.)
 

Arppis

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May 28, 2011
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Video games should ALMOST never take the control from the player. I really hate these things. Because when the game takes the time to show me something like monster, I could be already shooting that thing!

I also have died few times in games because the camera control has been wrestled from me to show something "cool" and the game just goes on in the background. Last game this happened in was Batman Arkham Origins. SPOILERS: in the Firefly fight EVERY time you toss a gluebomb at him, the camera zooms in and films the villain in sticky goo for 5 seconds. The problem is, that once you have hit him few times he starts tossing these bombs around, and if you toss a glue-shot at him AND he happens to toss a bomb: You can't avoid the bomb because you can't move and the bomb goes off in your feet and you lose hp!

This is propably one of the worst examples of this, but still. Keeping "LOOK AT THIS!" to minimum would be great. :p