
[Stevil brings us some fascinating thoughts on survival horror games, how the genre has declined, and how we're getting away from the horror antagonists that made games truly scary. Give it a read and let us know what you think in the comments! - JRo]
Survival horror was always going to head for a decline as soon as it was invented. The action horror we see today was an inevitable result of combating the poor sales of niche ideas and high development costs; horror aimed at a necessary broad audience. Hordes of enemies create great spectacles but hold none of that isolated fear, while characters that start off under-powered become walking armouries that can deal with any given situation.
That’s not a gloomy outlook, though, and there are still videogames like Forbidden Siren and Condemned that prefer to keep things minimal.
Still, it’s sad to see survival horror taking the ‘slay everything route’ in order to conquer fear. Maybe it would have been better if a majority of survival horror videogames took the idea of a solitary antagonist and ran with it.
As discussed before in greater detail, videogame antagonists are created to serve as a way of keeping the player interested. For example, Silent Hill 2 would have been an empty experience without the inclusion of numerous monsters, symbolism or not. Out of all the creatures on display though, the most feared is Pyramid Head – a nightmarish stalker who pops up in the most unexpected of places.
That one invincible enemy can be found in a plethora of horror videogames, e.g. Dead Space’s Regenerator, Deadly Premonition’s The Raincoat Killer and Resident Evil’s Nemesis. They’re the ones that carry with them unpalatable anticipation and yet they seemingly cannot carry the entire experience on their own hulking shoulders.
It’s a difficult balance between interaction and storytelling. Sometimes, the intentional lack of variety enemies, like with Alan Wake, fails to keep an interest in the eyes of others.
Not that the idea of a solitary antagonist can never be achieved.
Atlus’ only true survival horror offering, Hellnight, was a simple game of cat and mouse. All you had was a companion with a sixth sense or a stun weapon, while the sole antagonist continually evolved into a faster, larger and more adept killing machine. Even with the minimal audio and low-end graphics, the creature’s unique appearances and vented breathing were enough to make every exploration of a tunnel and its subsequent dead-end a harrowing proposition.
Clock Tower is another survival horror that relies on a sole antagonist giving chase, much like the ‘slasher movie’ genre that it emulates. Structurally, it’s an adventure game broken up by unscripted moments of ‘fright and flight’ terror. You can’t fight the Scissorman, so you have to keep on the move and solve puzzles before he tracks you down. When he does, you have hide or knock him down like ‘the last girl’ in a horror movie.
Once the coast is clear, you can carry on with what you were doing, but with the knowledge that investigating the nearby fireplace might reveal a serial killer's new hiding place.
The formula was eventually repeated in the subsequent sequels and Capcom’s Haunting Ground a.k.a. Demento. Yet, horror videogames with this niche sub-genre fail to ignite mainstream interest. It’s actually quite frustrating to see a game with so much potential in this kind of horror, only to side-step it for something familiar.
ObsCure was a solid B-movie videogame that involved a group of students being trapped in their school after dark. Instead of them being systematically bumped off by a deranged Scooby Doo caretaker, we get the usual assortment of mutated monsters and weapons.
The developers clearly missed a trick there.
These little set-ups or invincible antagonists are flickers of what some developers desire if they weren’t tied down by intensive interactivity and the increasing importance of sales. Unfortunately, that direction is probably long gone.
Nobody said it was a dead and buried idea though. Well alright, permeating the soil at the very least.
An unstoppable force can be invisible, part of the interaction, one that indirectly changes the environment and impedes progress. An idea perfectly staged in SOS: The Final Escape and its sequels. You can’t fight against an unpredictable earthquake tremor, nor will you ever overcome it with the equipment you collect and it relentlessly follows throughout the entire story.
All of these examples have shown that a horror game doesn’t have to be about numerous enemies that impede progress. They can be about a foreboding presence and sporadic appearances that keep you on edge. That nearby cupboard might be a safe haven, but it’s also a necessary evil that sets out to reset the status quo and begin another chilling cycle.
For all the artistic praise, independent developers haven’t realised how well this would work for their short games. If Limbo touched upon it, how come there’s never been a videogame where you’re a school kid being chased though an isolated area by a local bully?
It’s easily imaginable for that idea to be turned into a ‘survival horror’ without needing to be pretentiously abstract either. In fact, here is a challenge to anybody out there to make this idea into a survival horror using Sleep is Death or RPG Maker without adding a superfluous twist or any other monsters.
If you’re a bona-fide developer, let’s see something like this pop up on PSN or Live Arcade.
What’s the matter?
Scared of the unknown?
Good. That was the point all along.
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I miss the days of the singular horror experience. Something slow and building that requires time and patience. The kind of game that takes your breath away in the worst/best way possible. Maybe one day. I certainly don't mind horror games that have more action elements in them. I enjoyed the Dead Spaces and Resident Evils of today. Some days though, I can remember these older games and that awful, sick feeling I'd get in the pit of my stomach and dammit if I don't miss it a lot.
My first horror experience was the remake of SH 1 and that scared me quite a bit, and all I know now is I want to play Hellnight. I have to play SH again because my most recent memory with a horror game was me shooting everything. I don't have a firm grasp on this tension filled games you describe but from what you are describing I want whatever it is that you want 'cause it sounds amazing. Also your opinions on SH Shattered Memories 'cause there was no combat. Is that the closest thing in recent times that you're talking about?
What I'm saying is that I wish I could triple-fap this article.
And also it reminded me of the various appearances of the Tyrant in Resident Evil 2. Great blog man, brought back some fun memories
@Law: Actually, I was covering up the fact I hadn't shaved and that book was nearby! Shattered Memories is a weird one because, without spoiling anything, the real antagonist is psychology. Anyway, I adore Shattered Memories. It's probably my second fave of the series storywise and the Nightmares were some of the most intense sequences I've played in a long while.
@Awesome: I read that as "School of Videogame Smartarses". When I think about it, Call of Cthulhu was a perfect example of seeing two sides of the coin in one game. You had a terrifying first half with the investigation, then it became a shooter and it lost the magic. Except that intense Dagon fight.
@Dixon: Yeah, I just discovered this blog where a guy writes about obscure Japanese games and I feel the same way right now. There's always someone out there who's played weirder stuff than you!
@Calm: Mr. X freaked me out back in the day. The best thing about that guy is that he would be placed in the least likely of areas. Esacpe his clutches, run down the corridor and BAM! He charges through the wall. Check a security camera and Holy Crap! He's around the corner!
Great blog!
Now that I see what exactly they're going for with the series, I've turned my mind around for the sequel. It's not so much the "horror" on display, as it is the spectacle, which again is shallow but well-done.
Of course I could just be spouting a load of bollox.
Also what do you think of Catherine? It looks like they’ll be playing up the whole psychological horror thing.
For some reason I kept thinking about Metroid Fusion where the entire game you are running from a full-powered clone who is trying to hunt you down and it's not till the end that you are actually strong enough to take it down. Of course I'm sure Nintendo made it impossible to beat it until the end so I'm not sure if it counts. But yeah, the industry could do with more sole antagonists.
Celica's Fusion is the only experience I have that really approaches this and that saddens me tremendously. I don't think creating an enemy that's so significant in its singularity only works with horror. With anything like, ohgodnotagain, SotC where every enemy is itself important, coming against them feels meaningful.
Your call for something like this in a smaller game sits well with me. I think a shorter narrative could stand a lot stronger than an 80 hour epic. So, well, here's hoping.
@Yorda: Yep, time you laid off the games a little. Thanks for the compliment, crazy!
@Turtle: Hey, you did other stuff in that game too, like...er...yeah, it was all about the bumfights. That 'thing' with the chattering mouthpiece followin you around was unbelievably creepy though. I can't believe they explained it all away with technobabble and psuedo-science in the sequel though. The Oro? Really, Monolith?!
@Handy: Yeah, I've heard this arguement too. Personally, I don't think that's the case. I think it's more to do with instant gratification nowadays; there's a real lack of build-up in these situations. I think if Hellnight was remade for next-gen, it would still be terrifying because it's an updated homage of 3D Monster Maze. As for Catherine...I really want that game. It's like if Satoishi Kon (RIP) adapted a novel by Haruki Murakami.
@Celica: Oh yeah, another great stalking character. Shame it waits around, while you get powered up though. They should have re-enacted Predator at the end; Samus running around with the basics and whispering "Bleed, you bastard"...but that's just me!
@Bey: I've been to three prom nights in my day, all of them bad-to-okay. SotC is a weird choice when I think about it because you're the slasher in that. I wouldn't mind a short slasher/stalker game really, I think a lot of the characters mentioned could carry a small adventure by themselves, but then it would be a totally different experience and would they have the same impact?
@Gareth: I think the closest you'll ever find is Friday The 13th (not the NES one). If you can get an emulator and a rom, I think you'll find that's what you're looking for in one short and crude game. Actually, I completely forgot to mention this game in the blog! D'oh!
@PlayHangman: Yes, you probably do!
@Manic: I also tend to think survival horror was in a decline beacuse there were way too many developers copying each other. Action horror was a much needed shot in the arm and even though I thought RE4 was great, horror fans don't like admitting it was 'evolve or die' time for the genre. I read somewhere that SWERY originally intended Deadly Premontion to feature just The Raincoat Killer, but it didn't go down well and The Shadows were created to fill in the gaps.
I was never a big horror genre player before dead space the only other one I played was Condemened 2. That game kinda freaked me out a bit. It also has an invincible enemy I a giant bear who chases you through a house as you try to escape. Who isnt scared of invincible bears
Congrats again man.
also, looks like I'll need to find a way to play Hellnight, I'm curious. :3
Great read.
Part of me agrees, but the other part says "hey, remember you were scared stiff playing Dead Space not long ago?" That's right, even that you were armed to the teeth, the game scared me like no other (and I enjoy the horror games since the first Alone in the Dark). So an action horror game could and actually can work.
I miss those days.
I would still try it, though, if I had the know-how...guess it's time to learn!
Congrats on getting onto the front page, by the way!
Before you accuse me of missing the point of the article, I personally believe Demons Souls is the best horror game in recent memory: incredible atmosphere, looming dread around every corner, and a constant feeling of complete hopelessness (unless you are reading the wiki, in which case you probably understand the nature of the beast you are up against)
In the case of Demons Souls your antagonist is death itself, in this case an abstract idea basically synonymous with a lack, or loss, of progress. The game opens with you dying, placing you in a limbo of sorts, and only by learning enough about yourself to overcome death can you finally make any true progress. Die at any point in any of the levels clearly meant to kill you, and you have to start over.
I understand that most survival horror games pit you against death, but its usually as simple as re-loading your last save and butchering the canon of the story. In Demons Souls case you are in a constant dialogue with death, and good god does that game want to kill you. Instead of pretending that your death never happened, Demons Souls reminds you that you, and many others, can die at literally any moment, and the looming threat only gets worse as you progress further and further into the level. Your only escape is to avoid dying, the core of survival horror, and that threat become way more real after you've spent 45 minutes fighting tooth and nail, through dark tunnels, towards a boss you've yet to even see.
Anyways, great article.
Also, even though Pikmin 2 isn't a horror game, it has a very example of this phenomenon in the Waterwraith, the boss of one of the dungeons in the game. It'll show up if you spend too much time on one sublevel, chase you down, and is completely invincible (until you reach the bottom). The sheer otherness of its appearance combined with its relentless pursuit is downright terrifying in what is otherwise a fairly upbeat and cartoony game.
SHIT! I didn't realize Satoshi Kon died yesterday! GOD DAMMIT!
Is very sad now. :(
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