Author Topic: Horror Games On Steam Are Now Over-Overused  (Read 4240 times)

That's not bad, actually. What if there was also a day/night-cycle, with the night obviously being far more dangerous?
That'd be great. I gotta write this down.

That's not bad, actually. What if there was also a day/night-cycle, with the night obviously being far more dangerous?
yeah but in Antarctica day is like six months or something.

yeah but in Antarctica day is like six months or something.
It's actually only a month and is during a certain part of the year.

I've wanted to post here about what I think makes a good horror game, but I didn't have the time and patience to. Now I do, so here I go :v

Firstly, I don't mean to talk like I'm experienced on this subject, but I've been doing a bunch of research in my spare time on the horror genre, and I'm trying to pinpoint what elements make a truly great horror game, and I still have much to learn.

Some of the first games I've ever played were survival horror games, such as resident evil, silent hill, system shock, the doom series and so on. Silent hill and resident evil are such great examples of horror just because they're what helped expose the better side of the genre to the general audience. A few things I've become familiar with is how to create a good atmosphere, what important aspects of the gameplay should be focused on, and how effective character design in horror is.

Firstly, atmosphere is important. One of the things I picked up from I Have No Mouth And I Must Scream is that the best atmosphere is the one that makes the player feel uncomfortable. Things like foreign settings, awkward angles and even trivial things like low draw distance help create a pretty unsettling atmosphere. The game goes so far as to utilize a plot element into the scenery to give it a sort of personality. (Highlight for spoiler)The scenery in question is Ellen's part of the story, where her personal hell is a yellow pyramid decorated entirely in the color yellow because of a traumatic incident where she was raped by a janitor in a yellow jumpsuit.(Highlight for spoiler). It may seem kind of dumb, but the implications made really strike a nerve and it works really well. With silent hill, which I take a lot of pointers from, there was a huge issue with the HD edition removing the low draw distance. A lot of people claimed that the fog added to the atmosphere, playing on the fear of the unknown. These people were pretty right, as the game seemed less tense without the fog covering up the scenery.

Second, gameplay in a horror game is really different from gameplay in any other genre. As the channel Extra Credits stated, good horror makes the player feel unconfident and sometimes powerless. Instead of putting you in the position of a hero saving lives or being triumphant, a lot of horror games are more about survival in a dire situation which the player is unfamiliar with. Take resident evil 1 for example, you're a seemingly normal person, albeit with paramilitary experience, and the odds are against you. You start with no supplies, a little bit of ammo, a weak gun and no sustainability. You rely less on your offense and more on your defense, and your survival relies on your wit and how well you do by the few supplies you manage to find. I believe scarcity of items plays a large role in deigning horror.

A strange trend I've noticed is that bad game design in a few games actually made the game scarier and more effective. Taking silent hill for example, some of the bad design is poor camera angles, clunky inventory management, terrible controls and even the early graphics. The outlandish camera angles made keeping track of everything a little more hectic, putting the player on edge without being frustrating. The clunky inventory management also adds to the gameplay because it adds to that hectic-ness. Without a heads-up display, you had to rely on memory alone to manage your ammunition and health. Extra Credits said something about the bad controls making it feel like the character Harry Mason was an untrained normal person, complimenting the gameplay even further. And finally, the graphics...

There's a guy that I like to follow his content, and his name is Jim Sterling. During his playthrough of 7 Days To Die, he talks about how bad or early graphic compliments the gameplay, and that a lot of modern games fail at creating a horror atmosphere because the graphics are just too pretty. Jim Sterling put it as "Horror is ugly", which I totally believe. The earlier horror games the scariest because the graphics are ugly. The monsters are horrible, ugly masses of polygons and the scenery is ugly and ambiguous. Modern games can recreate the ugliness by having good graphics, but having an 'ugly' art style. As far as art style goes, I've discussed a bit of that already in this thread.

And finally, character design. I'll keep this one short and sweet because I've been typing and clicking through tabs a bunch. I believe the most effective character archetypes in horror are your normal, everyday joes. But like Silent Hill 2's protagonist James Sunderland, they're seemingly normal, but deep down the game brings out their "Inner monster". A lot of the enemies in Silent Hill 2 are physical manifestations of James' loveual frustration and self hatred. Pyramid head is a manifestation of James' guiltiness. This works partly because it makes the character richer and sometimes even more relatable. Most of what I've come to understand what a good horror character is comes from this video.

And that's some of my thoughts on that.

silent hill's ost is also qt as fuq

silent hill's ost is also qt as fuq

Oh forget, I completely forgot about sound design! One of the most important things in a horror game is sound design!

That's what makes 7 days to die so scary, it's because the sounds are just pants-stufftingly horrifying. The zombies have blood-curdling screams off in the distance, their frantic footsteps approach you as they draw closer, knowing that zombies know your instant location the moment they spawn.

Or like the ghouls in fallout 3 that sneak up on you and then you hear their shrieks and their gasping as they sprint to you. This is what partly makes five nights at freddy's such an experience. It's sound design that adds life to the game, and without it, you'll never get your shekels spooked
« Last Edit: August 18, 2014, 05:09:04 PM by IkeTheGeneric »

I'm just waiting to see what comes from the result of the new SH.

I'm just waiting to see what comes from the result of the new SH.

Guillermo Del Toro and Kojima working on a silent hill game, what's not to love?

Guillermo Del Toro and Kojima working on a silent hill game, what's not to love?
Pessimism.

Well, if PT Interactive is something to represent the end product, then I'm all for the hype train

Atleast that apartment had more goddamn detail than what we got in the past 5 stuffty games.

Further ironing out the Antarctica setting:
Due to isolation at a research outpost, several scientists have gone insane and begun butchering their fellow staff. You are one of the last scientists left, whose goal is to round up the remaining survivors (2 are killed every night, and there are about 10 in total) and escape alive without succumbing to the harsh environment. There are several ways to signal help (flare, radio transmission, etc.) but some make you more known to the killers than others. I haven't fleshed it out much further.

There are some good upcoming horror games though. Routine and SOMA both look really promising.

It's actually only a month and is during a certain part of the year.
still too damn long for a day/night cycle

still too damn long for a day/night cycle
The game obviously wouldn't take place during that time of the year, and in most games the day night cycle is compacted to actually happen during typical play. I think my idea is a pretty solid one for a horror game though.