The ultimate failure of the Survival horror genre

shadow skill

New member
Oct 12, 2007
2,850
0
0
ganpondorodf said:
I think that the first post in this thread raises some interesting points, but I still kinda disagree. As someone's already said, not many of us in real life would be able to accurately fire shotguns while running around.

As for the argument that you're being artifically weakened (fixed camera-angles, inability to move and shoot etc), it's kind of just a style thing. In horror movies, you're constantly screaming at the characters; "DON'T GO INTO THAT ROOM", knowing full-well they will even though in real life you'd never dream of it. It's just a stylistic choice in the genre which I think works... The Gamecube remake of Resident Evil was probably the scariest game I've played.
Not a single one of us would actually survive such an event in real life honestly "We wouldn't be very accurate, therefore we should be stone still at all times with no choice while shooting." is a silly argument. It's also something I never brought up all I said is that you should be able to move and shoot, not you should be able to do it with every weapon, or be very accurate doing it with any weapon you could do it with.

A far as the fixed camera angles thing which I never really touched on, I would argue that if people want to engage in cinematography they should do it in cinematics. Screwing up someone's motion due to an abrupt camera change does not do anything while the player is actually playing the game save annoy them. Now there is no problem in using a specific camera angle to highlight something occassionally but when it's the entire game then it becomes a problem. Switching the camera to show some baddie skittering across the floor is in fact cool, but these sorts of things should not be abused.




Iron Mal said:
snip
Hmmm...I think you have misunderstood what I was saying.

You keep repeating your point of 'player retstricion' (just using a semi-advanced piece of terminology doesn't make your arguement any more valid), what you claim is restricting the player is seen by others as ways of making you more vulnerable (and thus increasing the tension and drama of the situation).

Trying to fire some weapons while running would be next to impossible for even experienced soldiers (never mind ordinary civillians), if you tried to fire a shotgun while moving then the recoil would send you off your feet (in my experience you have to brace yourself before each shot). Since you are normally playing a normal, scared person in the middle of a horrific situation it would be unreasonable to expect them to be on par with the army (most of the combat and survival success is supposed to be down to luck and a large amount of running away).

About your idea of a infection/lure mechanic, these deas would sound alright to some but they could potentially make things too complex (where do we go from there?). If you were infected every time a zombie bit you then the game would become more tedious than horrifying as you make the round trip to cure yourself on a bi-minutely basis. And seeing as most SH's are single player... would you please explain how using yourself as bait would lure zombies away from you?

Being a grizzled, veteran space marine would well and truely undermine the horror aspect of anything for the simple reason of it giving no reason for us to sympathise for the protaganist (FEAR lost me around about the point I took control of a mute, bullet time wielding special forces operative with a crappy flashlight). Granted, if things get chaotic then even a soldier would be sweating but that's the thing, Survival horror's generally don't have masses of enemies anyway. Look at games like Resi and Silent Hill, there weren't too many enemies but they were pretty hard to kill, very dangerous and you didn't always know when they'd pop up (the first Alien movie was easily the scariest even though, and probably because, there was just one monster lurking around somewhere).

Again, I think you're largely expecting Survival horrors to conform to the standards of First Person Shooters (in which case, thank you making the brilliant observation that Silent Hill 2 is not like Red Faction).
The difference between someone with training and without training is A. Irrelevant to a game. B. Not important because anything a trained human being can do, someone who is not traimed can probably figure out naturally given enough time. The ability to move and shoot certain kinds of weapons is physically possible for human beings period full stop. It does not matter if the character is the average joe or the grizzled space marine you keep bringing up even though I never mentioned such a thing or talked about the fps' or tps' that typically feature grizzled space marines.

To finally put this non point to rest, the internet says hello:
http://www.youtube.com/watch?v=DAHDgmWOkCE
http://www.handgunsmag.com/tactics_training/shootmv_070507/

Notice how that is a human being shooting in the video?

Now quick explain to me how a trained police officer part of what could easily be described as a SWAT team in the form of Chris Redfield doesn't know how to move and shoot with a pistol at least? He is afterall effectively a grizzled space marine and always has been..... (This is yet another reason why you should not be using this argument.)


Resident Evil: Outbreak on the PS2 used an infection mechanic it was actually kind of neat in that you had a limited amount of time to find healing items before you turned. Furthermore this game even had an online mode and was predicated on the idea of a small group of people helping each other to survive. It's a shame no one seems to remember this game.

The idea of using sound to attract enemies is to discourage shooting, and perhaps encourage some creative use of loud sounds to cause enemies to move to a desired location clearing the way for you while (hopefully) saving some precious handgun/shotgun ammunition. I also fail to see why a survival horror game could not be open world? (Which incidentally would lend itself to many of my ideas.)

This quote from an article speaks volumes I think:

2) Running With Scissors

Or knives, as the case may be. Really, why can't we walk with this thing? Why do I have to run up to within striking distance of an enemy, then stop, put away my weapon, and pull out my knife, just to get an attack in? As mentioned before, it makes sense not to allow the player to shoot and move at the same time, heightening tension, yadda yadda yadda, but the whole melee system just feels clunky. Why not just really restrict movement speed when you're wielding a knife? If you can only edge forward slowly it wouldn't ruin the balance of the game, but it would level the playing field. It's pretty frustrating how much of a disadvantage you can be at trying to get within knifing distance of an enemy. Not only is there the whole delay that's caused by having to stop then switch over to the knife – thus giving enemies the chance to get the jump on you, but if you judge the distance wrong and you're not close enough, you can still get hit by enemies while they're outside the range of your knife swipe. It all feels a little punitive – restrictions are fine, but decisions should be made in the service of gameplay, first and foremost.
I really don't know how brain dead you have to be to defend not being able move and shoot at least a pistol and then fail to realize that the same (moronic) argument can readily be made for not being able to move and knife people.

See the full article here. [http://au.xbox360.ign.com/articles/948/948761p1.html]
 

Sixties Spidey

Elite Member
Jan 24, 2008
3,299
0
41
survival horror is pretty much dead. Yahtzee said it perfectly. Just a bunch of acion games with monsters that have arms going out of their tits.
 

shadow skill

New member
Oct 12, 2007
2,850
0
0
buy teh haloz said:
survival horror is pretty much dead. Yahtzee said it perfectly. Just a bunch of acion games with monsters that have arms going out of their tits.
That is kind of sad if it turns out to be true don't you think?
 

shadow skill

New member
Oct 12, 2007
2,850
0
0
harhol said:
How can survival horror be dead when Siren Blood Curse was one of the best games that came out last year?
I thought it was neat but the film grain filter obfuscated just about everything so I never pursued it beyond the demo.
 

shadow skill

New member
Oct 12, 2007
2,850
0
0
harhol said:
Well it'd be no fun if it took place at three o'clock in the afternoon and the shibito all wore fluorescent jackets.
What does that have to do with a film grain filter that makes everything look like mud?
 

Random Argument Man

New member
May 21, 2008
6,011
0
0
Eclectic Dreck said:
Doom 3 and Dead Space demonstrate this concept well. In Doom 3, so long as you had a good supply of health, armor and chaingun ammo you never fear a trip down the darkest and spookiest of corridors because you are secure in your safety. Once that chaingun runs dry and you're reduced to your shotgun and assault rifle suddenly places where you once walked with confidence you creep along. Once that health starts to erode, your progress becomes a crawl as you constantly switch between weapon and flashlight and leave nothing up to chance.
Really? Even with the pistol, I wasn't scared...
 

Ravenseeker

New member
Jan 11, 2009
218
0
0
i would look at the game's replayability: most horror games you play through once and you know where all the scares are, which takes all the horror out of the game. Change the place of the scares or the experience and you fix that problem
 

The Wooster

King Snap
Jul 15, 2008
15,305
0
0
Let me end the topic for you. In system shock 2 you play a gun toting, computer hacking psychic space marine. You can run while shooting, the controls are responsive and the camera gives you a clear view of what you're shooting at. It's also one of the scariest games ever made.

You do not need to cripple an ingame avatar to make a game scary.
 

Eclectic Dreck

New member
Sep 3, 2008
6,662
0
0
Random argument man said:
Eclectic Dreck said:
Doom 3 and Dead Space demonstrate this concept well. In Doom 3, so long as you had a good supply of health, armor and chaingun ammo you never fear a trip down the darkest and spookiest of corridors because you are secure in your safety. Once that chaingun runs dry and you're reduced to your shotgun and assault rifle suddenly places where you once walked with confidence you creep along. Once that health starts to erode, your progress becomes a crawl as you constantly switch between weapon and flashlight and leave nothing up to chance.
Really? Even with the pistol, I wasn't scared...
Good for you, I suppose then. I never found resident evil to be scary, yet Doom certainly made me wary of a great many situations. Until I played it for a few hours and started to notice the pattern that any time something spawns in front of you, something spawns behind and/or to the sides shortly thereafter and thus the best approach is to rush the first spawn with shotgun in hand and then face the foes to the rear.
 

JokerGrin

New member
Jan 11, 2009
722
0
0
inu-kun said:
If I understand the problem today is giving player something to defend themselved, killing the suspension.

A good example is clock tower, your'e a 13 year old girl, fuck you if you can do something about it, just hide in the box and hope for the best.
Agreed entirely. I've always been a fan of horror in all it's forms, and this is the most terrifying game I've ever played. Even then I would only play it in a small emulation window, with the sound down very quiet. Not a bad accomplishment for a SNES game with 2D graphics!

It becomes a hell of a lot more survival-related when you're entirely helpless.
 

Count_de_Monet

New member
Nov 21, 2007
438
0
0
There are a lot of problems with survival horror games but the one I have the most trouble with is immersion. The key to horror isn't blood and gore, we've all been far too desensitized to extreme violence for body parts to really do it to us, it's establishing a feeling of uncertainty, that what you are seeing around you could potentially happen to you and getting into the mind of your character or becoming the character if you play one of the faceless mutes.

I can't put myself in the place of a space engineer who runs around an infected space ship filled with goofy looking undead monstery things. I can't put myself in the place of a space marine who is running around a destroyed lab on Mars being attacked by zombies and demons. Sure, there are ways around that disconnect such as setting up audio so you hear the shambling beasts outside of your sight, making your character semi-helpless, establishing a sense of urgency and so on but even System Shock 2 didn't hold my attention for more than two hours even though it had me a little hopped up on adrenaline.

The most visceral experience I've ever had with a horror video game was with the original Resident Evil which I played in the pitch black at 1 in the morning with a friend of mine who lived in the middle of the woods. It was dark, it was quiet, the windows were open so we heard things going on that we couldn't see and we were sneaking around a zombie infested mansion. That one experience established zombies as a frightening thing for me and even today I get spooked watching zombie movies but that was mostly things we did to set up the game not things the game did (because let's be honest, Resident Evil is no masterpiece, especially the translation...).
 

Briainer

New member
Jan 4, 2009
20
0
0
Sensenmann said:
I agree with this post.

Dead Space was quite a good Survival Horror, but there was no ground between shooting and running at the SAME TIME. Would have been nice to not be just walking. Also I have yet to see a non restrictive Survival horror FPS not set in radioactive environments.
i recommend condemned its genuinely scary and its first person and it has a killer story(pun intended)
 

Erana

New member
Feb 28, 2008
8,010
0
0
They need to stop thinking about how human the character is-
They just need to make them still be voulnerable.

What I want to see is a zombie game where the zombies are hindered. IE, blind.
The Zeds would be able to detect you through touch, loud noises, and the smell of fresh blood- including freshly-spilled zombie blood.
You would have to figure out how you could dispatch and maneuver around hordes of zombies without detection. If they detect anything from someone other than another zed, they would go beserk, flailing around, wildly searching for wherever the source came from, and then they'd promptly bite into it.
You could get the Zeds to be attracted to a bottle of bleach and poison them, for example.
 

Count_de_Monet

New member
Nov 21, 2007
438
0
0
It's easier to think of the elements you enjoyed from other games and try to make a coherent image using that.

Story and surreal setting of Silent Hill games
Sound of unseen enemies in System Shock 2
Melee combat in System Shock 2
Large numbers of scattered mindless infected in Left 4 Dead
Limited ammo and healing in Left 4 Dead and System Shock
Settings in various Resident Evil games had potential which was unrealized
Enemies which need to be killed in a specific way in Dead Space
Setting in Bioshock was only ruined by the addition of bad guys