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Weekend Reading: Zombies! Enemy design in games photo

Zombies aren't an integral part of video games, but dammit, they should be. Sparked by watching Resident Evil: Extinction, I began to think about enemies in video games. Mostly the run of the mill types: zombies, henchmen, soldiers, etc. There will sometimes be a shift in how these enemies act. Suddenly, they'll go from being a minor nuisance to being a challenging threat, or after fighting one as a boss, become extremely common and less of a challenge.

Alright, I'll admit it: this is mostly me railing on Resident Evil: Extinction some more. Really, it's a rant on zombies, flow, and horror games. I mean, shouldn't the enemies be challenging throughout? Just because you've played through the game for a while doesn't mean the enemies should get any easier.

In the proper world of zombies, there should only be two forms that exist, and only one of which should be in existance at a time. One version of zombies are slow, shambling, and endless, as in the case of Night of the Living Dead, Dead Rising, and Shaun of the Dead. The other version are the fast, dangerous, and more sparse zombies shown in the remake of Dawn of the Dead, along with 28 Days Later and 28 Weeks Later.

Each zombie has a particular use in the setting that the story attempts to create. In the case of the slow zombies, it's the fear of a never-ending onslaught of flesh-hungry zombies that will encroach upon you, and there will be no safe ground. The fast zombies are hunters, with their base instincts of hunting still in place, and they charge at their prey, as though they will die if they don't get that flesh immediately. They're a constant threat that can attack quickly and provide little reaction time.

In games, we're more used to the former type: they'll be in a room, and as we approach, move towards us. There will be some sign that the zombie is coming towards us, because we'll hear their moaning, like they always do. We have some amount of time to react before the zombie tries to munch on our face.

What we're frequently presented with in Extinction, and some other less than desirable zombie movies, are zombies that hide in waiting for someone to stop by. The zombies will then dramatically pounce on the person. While I understand their use in terms of dramatic effect, it's not true to how these zombies should be. Zombies are not exempt from making noise when they walk, and they should not be laying in wait for prey to pass by them. I can understand them wandering around a building if the doors trap them, but otherwise, they should be in a constant search for food.

The enemy should remain in a constant state of how they act. If you want to achieve a different effect with a wave of enemies, then simply introduce a new wave of enemies. "Upgrading" the zombies is boring and uninventive -- instead, introduce a new type of enemy. It allows for more creative freedom, as well as making it a more memorable experience for the participatory audience.

With Resident Evil: Extinction, the "upgraded" zombies had increased aggression and had some basic logic functions (enough to use a Sony product!). They were able to scale a miniature Eiffel Tower, remove wire grating on windows and punch through heavy glass. Yet, their original versions, when surrounding the entrance to an Umbrella base, were stopped by a mere chain link fence. Sure, there were probably a thousand of them, but my god, it's a chain link fence, with barbed wire. No zombie could stop that rusty piece of metal, no matter how hungry they were for the piled corpses of Alice clones sitting a scant 50 feet away.

Enemies, whether they be from Resident Evil, Metal Gear Solid, Silent Hill, or any other series, should retain the same amount of difficulty throughout. Let's stick with Silent Hill for this portion. There are a variety of enemies, and each are meant to do something different. As you progress through the game, the enemies don't get any easier -- you're just better prepared to deal with them.

The problem, most likely, is the idea that the character levels up. I certainly found this to be the case with Dead Rising. The Special Forces units were terrifying at first -- a group that you avoided at all costs. After a while, though, they became more of a nuisance as you leveled up, and they grew easier to defeat. Creating an enemy almost too difficult to deal with, and then making them less difficult is something that breaks the whole flow of the game.

What I mean by flow is that principle which Jenova Chen's game flOw is based upon. designed by Mihaly Cszksentmihaly. Keeping the player in a state of challenge, without stressing them out by throwing enemies that are too difficult, nor boring the player by giving them enemies that have become too simple to defeat. That's why games like Resident Evil and Silent Hill have succeeded so well, and while Dead Rising was great, throwing an inconsistent difficulty of enemies was a problem, when you look at it.

Readers, what do you think? How do you enjoy your enemies: a constant challenge to you, no matter what point in the game you're at, or are you glad that after defeating an enemy, you can easily trample through them later on?








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26 comments | showing # 1 to 26
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Zac Bentz's Avatar - Comment posted on 09/23/2007 22:17
Zac Bentz
Two words: Stephen King's "Cell." Read it.

Four more words: "Siren." Play it.
Cheeburga's Avatar - Comment posted on 09/23/2007 22:24
Cheeburga
Ninja Gaiden was challenging throughout, it didn't change that much.
I always felt the same amount of difficulty.
Reeper's Avatar - Comment posted on 09/23/2007 22:36
Reeper
I can see where you come from. Left 4 Dead looks like it fixes this problem with hordes of crazed hyper-aggressive zombies that run at you like a track-star going for gold. And the extra powerful zombies like the bloated ones provide mixed up strategies that keep you guessing and on your toes.
DGX Goggles's Avatar - Comment posted on 09/23/2007 22:39
DGX Goggles
Constant challenge, thats why I like Ninja Gaiden.
bluemeep's Avatar - Comment posted on 09/23/2007 22:45
bluemeep
As long as the empowerment of the character is done appropriately, I don't think it's a major stretch to be more able to defeat hard enemies. I think it's pretty reasonable that fighting a SWAT team with a hand gun and a trash can lid for a shield is a pretty crappy way to do things. Once I've gotten ahold of an assault rifle and some kevlar though, I think it's a reasonable expectation that I should fare better against them.

Of course, that's a completely different thing from having the enemies themselves downgraded in power just because the game is progressing. Fewer things irritate me in an FPS than the boss monster of Episode 1 becoming just another generic fodder beast in Episodes 2 & 3.

Also, runners were the worst fucking thing to ever happen to the zombie film industry. Though I'm putting sniper zombies in at #2. Thanks for reminding me of that one, Zac. Yeah, that's right, fuckers're ranking in even over the learning zombies in Land of the Dead. That's how much I hated them.
drhqnril's Avatar - Comment posted on 09/23/2007 22:48
drhqnril
If a game is good it shouldn't need some reward system to keep you playing. My favorites are games like Condemned. You could get very powerful weapons in the first level (How I loved that fireaxe). It didn't really change in difficulty. It didn't have to.
Also, I hate stephen king. He writes like a pansy.
Cutie Honey's Avatar - Comment posted on 09/23/2007 22:53
Cutie Honey
Sometimes however, people may appreciate an easier challenge, In Kingdom Hearts 2, killing 1,000 heartless in Hollow Bastion near the end of the game is awesome especially when contrasting it to barely keeping up with them in the first game early on.

What I find a good change of pace is varying sets of enemies with a different tactic of killing them as your inventory improves. For example, you may have the sniper rifle now in Resident Evil 4, but always getting easy headshots may turn them into Las Plagas. But changing a enemies weakness or the type of enemies and challenges completely at a good pace(like in Half Life 2), games can stay fun for awhile.

Good analysis, I like.
lem's Avatar - Comment posted on 09/23/2007 22:56
lem
I don't think theres anything wrong with different types of zombies. Maybe it depends on the kind of person they were before they were zombies. I'm sure an olypic athlete turned zombie would be slightly more effective than a regular zombified McDonalds patron.
diversionmary's Avatar - Comment posted on 09/23/2007 23:17
diversionmary
This is funny, I just watched the director's commentary ver of 2004 DotD and 28 days later, then went and saw the new res evil a few hours ago. Without spoiling anything for anyone else: If you're referring to the first 'surprise' in the motel, they were locked in. The director in DotD said in one sequence that Zombies would probably never slow down at the bottom of the stairs in the sewer sequence, but it isn't real life, it's a movie.

I'm playing Jeanne D'Arc right now, and getting my ass handed to me in Tourelles. I'm just not strong enough for these guys so I have to level. I'm leveling by free combat fighting against guys that were kicking my ass 5 levels ago, and I'm just walking right over them now. I like fighting stronger and stronger people. Puzzlequest was the same way: yesterday's boss is today's henchman. Or the upgraded scary zombies in Ravenholm. I like feeling the pride of being able to walk all over someone who could kill me in two hits not long ago.
itemforty's Avatar - Comment posted on 09/23/2007 23:26
itemforty
I appreciate a constant challenge, especially when the challenge keeps up with the player's natural inclination to get better, but I agree that I would prefer to stick to NEW enemies instead of UPGRADED ones, or failing that, using the SAME enemies in new ways without changing them in anyway, like increasing their number significantly.
Of course, it's much easier for the uninspired to 'upgrade' something than to 'invent.'
wii360's Avatar - Comment posted on 09/23/2007 23:27
wii360
that was a long read
Brad Rice's Avatar - Comment posted on 09/23/2007 23:49
Brad Rice
@diversion: the cop wasn't locked in, I thought. I thought he came from the hallway.

@wii360: this is one of my shorter articles.
Aaron Mxy Yost's Avatar - Comment posted on 09/23/2007 23:58
Aaron Mxy Yost
This article makes me hunger for human flesh.
Bob Muir's Avatar - Comment posted on 09/24/2007 00:16
Bob Muir
I thought it was hilarious in Resident Evil: Extinction how Carlos crawled away from one zombie and took a breath. A second or two passed, then a zombie popped up next to his head and just screamed at him. What zombie would do that? I laughed my ass off.
brosef's Avatar - Comment posted on 09/24/2007 00:36
brosef
#1: I agree with bluemeep wholeheartedly -- zombies cannot run. If you see a zombie running in a movie, you are not watching a fucking zombie movie, you are watching a travesty of George A. Romero *cough* Dawn of the Dead remake *cough* with Reanimated Supercorpses and should promptly go fuck yourself and eat your own brain.

#2: good article (you slightly shunned running zombies, so you are safe). I was surprised however that you mentioned the SWAT team in Dead Rising but failed to mention the 3 guys in the damn assault Humvee or the gun shop owner. I don't care how leveled up you were, those guys were next to impossible to even hurt.
Tron Knotts's Avatar - Comment posted on 09/24/2007 00:37
Tron Knotts
Good point.

The hardest thing about making a good RPG is keeping the difficulty increasing as the player raises levels/improves at the game.

I'm currently playing through Goh Hand, abotu 9 hours in to what is reportedly a 12 hour game, and I think the difficulty has grow right along with my skill and my more powerful attacks. It's very well designed.

Viewtiful Joe also had this down.

Metal Gear Solid on the other hand got down right easy after awhile.
Wedge's Avatar - Comment posted on 09/24/2007 01:28
Wedge
I'm really not even sure what the point here is. Seriously. Most good games do both methods of adjusting (or not adjusting) difficulty.

Also flOw was tripe.
Riddick's Avatar - Comment posted on 09/24/2007 03:13
Riddick
I collect Birds
BlindsideDork's Avatar - Comment posted on 09/24/2007 07:19
BlindsideDork
MOAR zombie games?

L4D please!

kthxbai.
mackisawesome's Avatar - Comment posted on 09/24/2007 07:45
mackisawesome
dead rising 2!!, this time in an airport!
B-Radicate's Avatar - Comment posted on 09/24/2007 08:57
B-Radicate
But if zombies shouldn't run they DEFINITELY shouldn't fly, mack. Duh.
dubbya's Avatar - Comment posted on 09/24/2007 09:51
dubbya
Sigma and god of war 2 on hard mode, consistent challenge, no impossible enemies... juuuuuuuuuuuust right
Eschatos's Avatar - Comment posted on 09/24/2007 19:16
Eschatos
Personally, I think Half Life 2 has the best zombies ever. The normal ones are the vast majority, but then there are the fast ones, which are freakin scary the first time you see them, and then there are the poison zombies, which are so badass it's not funny. Also, Half Life 2 has the best "scientific" explanation for why there are zombies.
RJG's Avatar - Comment posted on 09/25/2007 09:21
RJG
Consistency is important. If my character is getting more powerful (via better items or the like) then normal enemies should be easier to fight. But if they're intelligent (in the case of learning zombies) then they should be able to see what I'm doing and mimic that behaviour, therefore staying a consistent threat.

Personally, I like the idea of having zombies grow more powerful. The longer they've had whatever it is that makes them zombies, the more powerful they become as a result of increased contamination. Like the crimson head zombies in RE Remake. If you don't kill them properly, they will play dead and eventually respawn and fuck your shit up.

That was a nice touch, and it also added a strategy element. Should I go back and burn the corpse or just head on and hope for the best?
PetiePal's Avatar - Comment posted on 10/03/2007 14:29
PetiePal
Yeah the "evolution" of zombies made me crap my pants in the original Resident Evil, cause when the fasties showed up I was so not ready.
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