Survival horror is too much action, not enough terror

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Wednesday, December 21, 2011
EDITOR'S NOTEfrom Rob Savillo

Triple-A survival horror may have lost its way, argues Kory. But he also points to a few smaller titles that may hold the answer to his burning question.

We have two big releases in the survival-horror genre on the horizon: Resident Evil: Revelations and Silent Hill: Downpour. To put it bluntly, I'm worried about the state of these games.

Survival horror has been slowly devolving into a sub-genre rather than being the defining aspect of the game put under that umbrella. Sure, these titles tout their horror aspects proudly, but how much of that really showcases in the experience itself? Is it simply dark environments, vile monsters, and things jumping through windows that combine to make a horror game, or is there something that is missing from the formula?

When you think about it, Resident Evil has reluctantly been a survival-horror franchise since its inception. The first few games really nailed some of the aspects down: limited ammo; obscured views; the occasional jump scare; and, later on, the concept of being hunted (Mr. X or Nemesis).

Even Resident Evil 4 created a great feeling of helplessness with the iconic village encounter. The problem with every Resident Evil title, though, has been when you get to about the halfway point. The developers then decide that it needs to become an action game with shoddy controls.


I don't care who you are, that dog scared the pants off of you the first time it happened.
 

 

It's locations like the Spencer Mansion and the Raccoon City Police Department that players fondly remember, not the labs where you're blasting away monsters with a shotgun or grenade launcher. It was the fact that a simple zombie could kill you and that you only had 15 rounds to ration that put you on the edge of your seat, not the big monster with some kind of enormous claw on its arm who would be killed by the conveniently placed rocket launcher every time.

Silent Hill was, and often still is, compared to Resident Evil as one of the biggest survival-horror franchises of all time. Silent Hill really carried the torch for the genre as Capcom's series walked the path toward action over horror.

Team Silent used some really clever tools like the static from the radio, the fact that your character wasn't trained with firearms to justify missing targets, and the fear of the unknown to really get under the player's skin. Some of the scariest moments of a Silent Hill game are the ones where you go into a room with nothing in it. You don't know there is nothing there, but the very fact that you know something could be there is what drives the fear home.


Unique and tormented characters, such as Silent hill 2's protagonist James, are harder to come by in horror games now.
 

Silent Hill began to lean toward the action side of the fence with Homecoming. I was glad they used a character who could feasibly perform better in combat to justify it, but it really took away some of the charm (if you could call Silent Hill charming) from the series.

Shattered Memories took a chance with making clearly defined exploration and survival portions, and in some ways it worked. Eventually the tension from exploring would wear off as you knew without a doubt that you were safe. The newest entry, Downpour, looks to follow the trend of Homecoming, deviating from the subtle aspects that made the series so compelling in favor of bigger set pieces and more action.

So where does that leave the genre as a whole? Its fate, funnily enough, is defined now by its own characteristics. It is largely shadowed by a fear of the unknown from fans where we don't know where the path will lead at this point. We've had games such as Alan Wake, with their well-crafted atmosphere that doesn't rely on blood and gore, and Dead Space, with unique set pieces such as the vacuum of space, that have made some memorable experiences, but they still rely on the action portion just a little too much.

One developer who really seems to have a grasp on the horror game is Frictional Games, creators of the excellent Penumbra and, more recently, Amnesia games. While these titles are not without flaws, big-name developers can look at these games to see how making the player feel helpless and having a constant looming of the unknown can be just as, if not more, engaging than empowering the player with a big gun. Combat has a place in the world of survival horror but that place is not as the star of the show.


There was nothing dangerous in this room at all, actually. I still wanted to run and turn the game off. That is a sign of a good horror experience.
 

I haven't lost hope completely with the genre as I know that there are many games within it that are still excellent despite the direction they lean toward. I can't help but worry, though, when the titles that are often considered the crown of survival horror have been deviating so much from what made them so compelling in the first place.

Following the genre has become a survival-horror game in-and-of itself -- I don't know what will be coming next, I feel helpless watching it grow, and I'm cautiously moving forward in hopes that there will eventually be some light at the end of the tunnel.

 
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Comments (6)
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December 19, 2011

You're on point with this article. I find myself fondly remembering all these things that the originals gave to me: the sense of accomplishment for navigating through a horde of enemies unscathed without a single shot fired (ala RE2's 4th Survivor scenario), the ear-piercing screams of the Hunters as they chased you down a hall, the creepy demon children that roamed the halls of Midwich Elementary and the twitchy nurses. Despite the graphical enhancements and better cut scenes (lest we forget classic lines as: "Jill. Dont...open...that...door!", "I've got THIS!", and "What? what is this? Blood...I hope it's not...Chris's blood.") I avidly replay the original games and still have the same sense of fear and excitement. Whether it's replaying just to jump at the right moments, laugh at the terrible voice acting or when I totally annihilated you by getting to the Dormitories while you're still falling over yourself trying to find the Wind Crest (blue jewel in the tiger's eye!!!!), games like original Silent Hill and Resident Evil, especially, will always be my favorite games of all time.

Scott_pilgrim_avatar
December 21, 2011

You not wrong about the slow demise of the survival horror. But I'm not sure it becoming a facet of other genres is such a bad thing. I'm a big fan of From Software's Demon's and Dark Souls more because of their survival horror aspects than their RPG ones--it doesn't matter how many times its happened before, getting an invaded message is still terrifying.

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December 21, 2011

I'd have to agree with Ben. Dark Souls had an unsettling atmosphere, because you were never warned about the kinds of enemies that lurked. The scares were less about "Boo!" and more "That guy has a REALLY big hammer... oh god here he comes."

The fact that you had something to lose (souls and humanity) made it even worse.

Robsavillo
December 21, 2011

Ha! I was just going to mention the Souls games. I think the true essence of survival horror is making the player feel a sense of tepidation that is underscored by the realization that you have to risk something important in order to proceed forward. We're seeing a decline because developers are stumbling over themselves to remove any chance of failure.

As Danny mentions, in Dark souls the risk was souls and humanity. In Demon's Souls, the risk was souls and your human body form. And as Ben mentioned, the concept of player invasion (and NPC invasion in Dark Souls) further illustrates this point.

The Souls games are two of the few that can make my heart race while I'm playing. Again and again.

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December 21, 2011

I never got around to Dark Souls, but Demon's Souls was a different kind of horror, for sure. I was discussing elsewhere that it's the feeling we got from classic horror tropes that we yearn for, not necessarily the tropes themselves.

While I would love to see a return to form for the genre, I am certainly not opposed to crafting survival-horror experiences from different angles that we may not expect. I Am Alive was a game I looked at that could use the dust clouds in it as a kind of "dark", and the interactions with people as the substitute for monsters. Situations like that have the potential to force the player to make their own horror, giving them full control but still making them feel helpless.

I do have to get around to Dark Souls though, because I keep hearing great things and I loved Demon's Souls!

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December 21, 2011
Ah, memories...or nightmares, right? I'm with you on this one, man. It ain't surviva- horror any more, it's survival-action, with a couple scripted horror scenes now-a-days.

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