I love the intro, I've been there myself many times. On point, I mostly agree with you. The one thing I would say is that co-op may eliminate the fear of a game, but not the panic. Panic can be a very strong emotion in a co-op game. I wouldn't call Resident Evil 5 scary, but I remember many moments of panic. Being trapped in the corner, hoping your friend can hold off the horde long enough for you to reload. Praying you can make it in time to revive your fallen comrade before time runs out. I clenched my teeth many times playing co-op, but I was never truly scared. I think that might be where capcom gets confused, they're mislabeling panic as fear.
Yeah panic is something different, a little more fleeting. In the games I mention, I think a general discomfort is more prevalent and that comes from an overall fear of the unknown, of taking those next steps to nowhere and not being exactly sure of what will be around the corner.
Thanks for commenting, you certainly make a good point!
Thanks for commenting, you certainly make a good point!
Slender is a game that truly scared the living crap out of me. It is a game that conjures your deepest fears and splats them out on the screen in a freaking hand shaking, heart racing way. I cannot think of a game other than Amnesia and Silent Hill 1 that has conjured the same fear from me. It is a game that I am literally scared to click on and play, but that is a good thing.
Firstly, this was a fantastic read. You are a truly gifted wordsmith. This entry is my new favorite of yours.
Second, I think that no matter what you believe in or don't believe, how we respond to fear is a defining aspect of ourselves. Allowing yourself to introspectively gaze into the Abyss is a form of bravery. In reality, there are no proveable answers to the questions you raise. We all form our own as our lives grow and change. However, there are many on this planet who shy away from the dark. They deny their fears, dope themselves on superficial highs or blind faith and therefore never know what they're truly made of - besides the 'stuff' and 'things' they obtain.
For a moment, stop trying to plumb those bottomless doubts and consider your reaction: you run to your family. You seek precisely what dampens the artificial fear produced in the games you cite, namely companionship. You shine a light in the dark corners, survey your estate, strut amongst your brood - the protective Alpha male. Then you cling to your partner, the girl who's got your back, the AI you can rely on to pick off that zombie you didn't see behind you.
So just maybe the game designers have got it right. Maybe they're not copping out, or short-sightedly ruining the mood. Maybe they're simply expressing the entire human experience, the cause and the effect. When we're afraid, we naturally seek out someone weaker than us to protect, or capable as us to help defend.
Capable - that's the key word, isn't it? How many AI 'partners' have left us to die, or ran headlong into danger? Having them around doesn't do much to alay our fear, does it? And that's the difference between 'lonliness' and 'alone.' The latter is a state of being, the former an emotion, one we can feel even in the company of others. However, you admit that your family's presence does quiet your fear. So maybe... you're not as alone as you feel.
So much of our reality is perception, and our perception is warped and distorted by our insecurities. Next time the lonliness lies to you, whispers in your ear that it's all pointless and you're all alone, don't just run to your parnter. Tell her. Put down the book and talk to her about it. Sometimes, just expressing our thoughts out loud can help put them in perspective.
After all, how many times have you shouted at an AI character on the screen, wishing through clenched frustration that you could just communicate with them to accomplish your goal. Well, there's nothing stopping you in the real world. Don't waste the opportunity. ;)
Second, I think that no matter what you believe in or don't believe, how we respond to fear is a defining aspect of ourselves. Allowing yourself to introspectively gaze into the Abyss is a form of bravery. In reality, there are no proveable answers to the questions you raise. We all form our own as our lives grow and change. However, there are many on this planet who shy away from the dark. They deny their fears, dope themselves on superficial highs or blind faith and therefore never know what they're truly made of - besides the 'stuff' and 'things' they obtain.
For a moment, stop trying to plumb those bottomless doubts and consider your reaction: you run to your family. You seek precisely what dampens the artificial fear produced in the games you cite, namely companionship. You shine a light in the dark corners, survey your estate, strut amongst your brood - the protective Alpha male. Then you cling to your partner, the girl who's got your back, the AI you can rely on to pick off that zombie you didn't see behind you.
So just maybe the game designers have got it right. Maybe they're not copping out, or short-sightedly ruining the mood. Maybe they're simply expressing the entire human experience, the cause and the effect. When we're afraid, we naturally seek out someone weaker than us to protect, or capable as us to help defend.
Capable - that's the key word, isn't it? How many AI 'partners' have left us to die, or ran headlong into danger? Having them around doesn't do much to alay our fear, does it? And that's the difference between 'lonliness' and 'alone.' The latter is a state of being, the former an emotion, one we can feel even in the company of others. However, you admit that your family's presence does quiet your fear. So maybe... you're not as alone as you feel.
So much of our reality is perception, and our perception is warped and distorted by our insecurities. Next time the lonliness lies to you, whispers in your ear that it's all pointless and you're all alone, don't just run to your parnter. Tell her. Put down the book and talk to her about it. Sometimes, just expressing our thoughts out loud can help put them in perspective.
After all, how many times have you shouted at an AI character on the screen, wishing through clenched frustration that you could just communicate with them to accomplish your goal. Well, there's nothing stopping you in the real world. Don't waste the opportunity. ;)
I hunted down Slender (kind of hard to find) and holy shit. That was damn good. At first, I scoffed. Then, I shat. My pants. Bastard got mein the bathroom. 3 pages deep. Fuck that was intense. Also, I agree with Dynamo. You have to be pretty damn brave to look into yourself like that and be HONEST. You really do have a way with words as well. Fantastic blog once again.
@Dynamo - Wow, thank you. You certainly have a way with words yourself. I'd like to comment further on what you have said once I have a bit of time to let it sink in but I wanted to acknowledge your comment since it has put me in a contemplative mood. I am thinking about the idea of how relief in these games actually adds to the fear in some ways and makes it a more dynamic experience overall. But I'm going to bed soon and I tend to GET INTO these things if I'm not careful.
@Kaggen, Joe, Phil - Slender IS amazing. It's one of those games that is truly an experience, short lived though it may be. There are a lot of boring indie games where you walk around for no reason, or which otherwise try to get up your ass with some existentialist meandering bullshit, but there are a lot of really interesting things coming out of that field which should not be ignored, either. Slender is certainly one of them. Again, I find it near idiotic in its mechanics, but that simplicity only adds to the sense of urgency involved. Truly a work of minimalist art. Also - thanks Phil, I appreciate that. It usually pays to be honest; I tend to be able to write easier that way ;)
@Kaggen, Joe, Phil - Slender IS amazing. It's one of those games that is truly an experience, short lived though it may be. There are a lot of boring indie games where you walk around for no reason, or which otherwise try to get up your ass with some existentialist meandering bullshit, but there are a lot of really interesting things coming out of that field which should not be ignored, either. Slender is certainly one of them. Again, I find it near idiotic in its mechanics, but that simplicity only adds to the sense of urgency involved. Truly a work of minimalist art. Also - thanks Phil, I appreciate that. It usually pays to be honest; I tend to be able to write easier that way ;)
Oh hell... wait till you hit 50 and start questioning life, it gets worse.
Like yourself, I have few friends. Most are busy raising their kids (and not having had any kids, I've lost a lot of commonality with those old friends and it also leads to the "what am I leaving in this world when I die" questions.... at least you'll be leaving your daughter as a footprint that you were here).
In regards to gaming, you bring up an interesting point. I actually often enjoy the companionship of decent A.I. I've gone back to playing Oblivion and I really miss having a companion that makes relevant remarks, that carries my stuff, that I can interact with. I have a few quests with other people, but there is no interaction. In Skyrim I took great care in choosing my companion and actually enjoyed having them along. I like how you related the blog to horror games, but I don't play a lot of those anymore, but I do think that companionship can add/detract from a game.
Like yourself, I have few friends. Most are busy raising their kids (and not having had any kids, I've lost a lot of commonality with those old friends and it also leads to the "what am I leaving in this world when I die" questions.... at least you'll be leaving your daughter as a footprint that you were here).
In regards to gaming, you bring up an interesting point. I actually often enjoy the companionship of decent A.I. I've gone back to playing Oblivion and I really miss having a companion that makes relevant remarks, that carries my stuff, that I can interact with. I have a few quests with other people, but there is no interaction. In Skyrim I took great care in choosing my companion and actually enjoyed having them along. I like how you related the blog to horror games, but I don't play a lot of those anymore, but I do think that companionship can add/detract from a game.

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