A lot of this makes sense. I'd actually say that zombie survial-horror like RE4 and L4D are the exceptions to the rules, where you're going for thrilling scares instead of creepy scares, but other than that, you're spot on.
I noticed an extra word in the description. What's up with that?Yahtzee is a British-born, currently Australian-based
Damn did you hit the bullseye with your last comment. Silence is treated as a disease by major Hollywood producers, they feel that since the drama and the plot itself is not captivating enough, to grab (and keep) their audience's attention they have to constantly punctuate the scene with music. To be fair though, sometimes the composition is warranted, as it was in Star Wars and TLotR---but I don't think I would want any musical score distracting me from Faustess' monologue,Falseprophet said:I'm going to note the Army of Darkness maxim: if you have a horror movie where your protagonist is a badass, it is now an action movie. Goes double for games.
How about including an option to turn that time-wasting stuff off for the rest of us? Then you make everyone happy.Brainst0rm said:With regards to slow-motion headshots - it's silly, but a lot of people like it. There's a whole honkin' demographic of people that play games just to shoot stuff, and they get a thrill when said shooting gets highlighted. It's like a sticker on an A+ quiz. The sticker isn't good for anything, and might even be said to be a waste of perfectly good paper and adhesive. But we like it anyway.
For the record, I like spectacular kill-shots in games, but not when they break the game's flow a la anime stock-footage. For a boss fight, maybe. Bit-Part Demon #39 doesn't need an Oscar-worthy performance. His head crumpling like a smashed pumpkin in real-time is just fine.
It pains me to say this, as a musician and as a lover of film scores and video-game music since the original NES Castlevania and Mega Man games, but maybe horror games shouldn't have music then. Hollywood movies of the last 30 years or so have become allergic to silence: every scene needs to be awash in either: a) dialogue, b) some pop/rap/rock song, c) an oppressive Hollywood-sounding score, or d) explosions. Sometimes silence, or just background sound, is more effective.DVSAurion 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.
Loosely, isn't that what the radio static in Silent Hill does? With Silent Hill, you argued that being told there's a monster without knowing where it is heightens the tension. In principle, there doesn't seem to be any reason why scary music couldn't accomplish the same thing. It'd be a bit less novel, admittedly. And of course it's a metagame reason, so it's less immersive, but the criticism appears to be more about how it warns you than anything else.Yahtzee said:Music that gets more exciting when enemies are around and calms down when they're all dead.
Christ, I can't even begin to speculate when games started doing this. The first time I remember noticing it was in the original Serious Sam, which was a hectic kill-em-all arena shooter where the music thing admittedly served the useful purpose of indicating when you'd cleared up the last few stragglers. But in horror games like Alan Wake, when the experience is ostensibly based around tension, all it does is undermine that tension by signposting it.
What's kind of funny is that I feel like Dead Space did pretty much exactly this. I remember one time when the build up culminates in some spray machinery coming on to water the plants in hydroponics. I remember another scene where you're walking down a hallway, the fans all loudly overload and blow out, signaling something big.... and then nothing at all happens.man-man said:For the music, take your cue from some of the good horror films - establish a "scary" track, that plays when danger is approaching. You'll signal a few scares, but it's setup. After a few repetitions to train scary music = danger and other music = safety, start fucking with the player's expectations - play the scare music when they're safe, have them attacked when the safety music is playing.
Have the scary music play when they're just walking along, keep playing it, build it up and up, then nothing. Cut to silence. Nothing attacks. They walk further and the safety music starts. So hopefully they're on edge, but heartrate is returning to normal, then spring the monster, preferably from behind and completely without warning. Make it loud, make it get up in their face, make them need a fresh pair of pants after the encounter.
Music is potentially very powerful at yanking around our emotional state, if all you do with it is confirm what they already know from what they see (or warn them of what they're about to see) then you're not going to scare anyone. The scare comes when the music says one thing and the rest says something else. And as said, it can also be used to induce panic if you've already got them on edge.
The important part, don't let them feel safe too often, and then every so often make them feel safe right before you spring something, then they'll never feel safe again.
You sir, have obviously never danced on a table in your underwear, kicking food around, while NPCs talk about how the high elves are getting uppity.Yahtzee Croshaw said:Extra Punctuation: The Common Mistakes of Horror Games
We don't always want to be silent protagonists jumping around on the furniture while an NPC explains what needs bullets being put in next.
Perhaps it's just the relative quality of the material or how it speaks to you. I see no particular reason why a game *can't* capture the imagination in that way. Perhaps most just don't measure up for you.The Cake Is Annoying said:When I was reading "Let The Right One In", most of the horror came from when I wasn't turning pages, but when I was thinking about what I'd read. The characterisation in print might require more effort than gaming's "This is Twattycake, he's just like you!" solution, but its in my head, on my mind and is potent.
Whenever I turn on or turn off my console or computer, the experience just flatlines. It is data to return to, whenever, if ever. It can be replayed and despite many games reduced linearity, it all feels predictable.
Few games.... and no books. Personally, I'm not a fan of this sort of thing. When a game scares me, the fear doesn't come from the threat of having to replay a lot of content to get back to where I was. Even lose/lose is more akin to a game of Russian Roulette than proper horror. Sure, there's fear and excitement in such a game, but it's not horror. It's gambling. Might as well call a blackjack table at a casino a horror game.Few games toy with how we think of the game (The Game) creatively - MGS3 had "The End" and the possiblity of killing him by simply not paying attention (playing attentively?), and Lose/Lose had the (blasphemous!) idea of turning fictious entertainment horror into potentially deleting-a-system-file-and-now-my-hardware-needs-reformating. And the original Tamagotchis had mortality (arguably an all time high point for video game horror, if they weren't so cheap and ultimately a fad).
So, if you were to add a real sense of consequence, like the flight sim game would corrupt itself and require a lengthy reinstall, that would make it a horror game? Crashing your plane would cause you to scream in terror rather than frustration? Surely that isn't the key to horror.Without a real sense of consequence or loss, all horror games are just simulations. Who screams in terror instead of frustration when playing a flight sim game and you blow the landing?