So I've been playing Metal Gear Solid V a hell of a lot and some of the side missions (Eliminate the Wandering Puppets) have had me itching for a good bit of horror. In my search I inevitably wound up looking at Resident Evil and stumbled across a fan remake for Resident Evil 2.
A lot of people seem to like the idea, but a lot of old school fans have crept in complaining about the over the shoulder perspective versus the origional fixed camera angles. Now whilst I agree that the fixed camera angles increase tension, surely that is just artificial? When I'm at the top of the famous L-shaped corridor in Resident Evil 1, Jill and Chris can see all the way down towards the next door, but the player can only see from the angle of the entrance. The more I think of it, blindsiding the player with zombies and packs of cerberus like that is a little cheap.
But it was never those moments that scared me beyond their intended jump scares. Once you've experienced it, it's just an obstacle. What really instilled me with paranoia was the ambience in Resident Evil 2/3. Walking through Racoon City and hearing the distant moans of zombies and the cries of their victims. Looking in my inventory and seeing a single loaded pistol and no extra ammo, but a basketball court full of zombies that might take 3-4 bullets each to take down and little wiggle room for dodging.
So in that respect, what makes a horror game a horror? Sure horror is subjective, but where is the line between actual fear and artificial fear drawn?
EDIT: For clarification, when I define actual and arificial fear I mean in terms of arbitrary gameplay elements.
A lot of people seem to like the idea, but a lot of old school fans have crept in complaining about the over the shoulder perspective versus the origional fixed camera angles. Now whilst I agree that the fixed camera angles increase tension, surely that is just artificial? When I'm at the top of the famous L-shaped corridor in Resident Evil 1, Jill and Chris can see all the way down towards the next door, but the player can only see from the angle of the entrance. The more I think of it, blindsiding the player with zombies and packs of cerberus like that is a little cheap.
But it was never those moments that scared me beyond their intended jump scares. Once you've experienced it, it's just an obstacle. What really instilled me with paranoia was the ambience in Resident Evil 2/3. Walking through Racoon City and hearing the distant moans of zombies and the cries of their victims. Looking in my inventory and seeing a single loaded pistol and no extra ammo, but a basketball court full of zombies that might take 3-4 bullets each to take down and little wiggle room for dodging.
So in that respect, what makes a horror game a horror? Sure horror is subjective, but where is the line between actual fear and artificial fear drawn?
EDIT: For clarification, when I define actual and arificial fear I mean in terms of arbitrary gameplay elements.