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?
Four more words: "Siren." Play it.
I always felt the same amount of difficulty.
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.
Also, I hate stephen king. He writes like a pansy.
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.
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.
Of course, it's much easier for the uninspired to 'upgrade' something than to 'invent.'
@wii360: this is one of my shorter articles.
#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.
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.
Also flOw was tripe.
L4D please!
kthxbai.
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?