1) As I confessed during the Haunted Mansion post, I'm actually a gigantic chicken. I'm drawn to horror because it has a powerful impact on me, but I like the experience to be vicarious. Video games are about as close as I can come to getting directly involved with anything scary.
2) I got into all the big horror games when they started coming out for the Playstation. Resident Evil, Silent Hill, Parasite Eve, I played them all. The only one that was almost too much for me was Fatal Frame.
3) Video games are almost all power fantasies. You're usually a Space Marine or a SAS officer or an indomitable yellow eating machine or something like that. You're almost never a skinny teenage girl trapped in a haunted house looking for her missing brother. The only weapon you have to defend yourself with is the Camera Obscura, an old-style box camera that can capture the dead.
4) "Ropes! There are more ropes this time!"
5) Fatal Frame scared the bejeezus out of me. The game is one of my most intensely atmospheric horror scenarios I've ever played in my life. The ghosts you meet, the dark halls that you wander down, the horrific recordings you find, all create an unrelenting world of terror. I used to rush from save point to save point so I could take regular breaks.
6) The ghosts are also the scariest ghosts I've ever seen in horror fiction. They're the restless spirits of the people who died following the disaster of the failed strangling ritual, and they wear their torments on their bodies. It's hard to pick which one is the worst, but I'm torn between the woman whose hanging went wrong and the woman who wore the blinding mask and is condemned to wander the halls of the Himuro mansion with blood-soaked bandages over her gouged eyes.
7) I used to lose entire days playing this game. I'd play it broad daylight, with the windowshades open and plenty of people in the house. If I really lost my nerve, I'd mute the game and blare the Wu-Tang Clan through my stereo. I liked imagining the Ghostface Killah materializing before Miku Hinasaki like he did for Huey Freeman in that episode of The Boondocks, helping herto be strong and walk righteous.
8) The gist of the story, from what I can tell, is about sacrifice. As abominable as the strangling ritual is, the consequences would be much worse if it was never performed. We feel bad for the poor shrine maiden, but sacrificing her keeps the world whole. The game's theme asks us to examine the horrible cost of duty.
Conclusion: Fatal Frame is one of the things that sparked my love for Asian horror. It's atmospheric and emotionally rich in a way that western horror often can't compete with. The game is genuinely, relentlessly scary. I'm kind of sad that the newest game seems to have a focus on fan service, because Fatal Frame was the best survival horror franchise in video games.
Castlevania was less a video game and more of an epic quest.
I've spent over a month playing through the game. I've ascended the peaks of Heaven, I've battled demons and vampires, I've unlocked ancient mechanisms, and I've done battle with the devil himself. At times, the game felt endless and I felt that poor Gabriel Belmont would never see the end of his journey.
Two days ago I finally saw the end of the game. And I'm really sad to see it go.
Zero Punctuation is pretty harsh on the game. Sure, Castlevania is basically a God of War rip-off, but originality was never the video game industry's strong point. At this point, GoW has been ripped off a dozen times, but never with this much style.
You take control of Gabriel Belmont, the (likely) progenitor of the legendary vampire hunting clan. We meet him as he's on the quest to rid the world of three darklords and avenge the death of his beloved wife. His journey takes him through many dark and exotic landscapes, from the spires of Castle Frankenstein to the very gates of hell itself. As your quest leads you deeper and deeper into damnation, you discover the terrible secrets linking the House of Belmont to their age-old adversary, the vampire lord Dracula.
I tend to approach most media, whether films, games, or comic books, from a slightly different angle than most people. I'm not a particularly visually-oriented person and I pay very close attention to the strength of the writing, but for Castlevania my standards were completely reversed. The writing is fairly pedestrian, which the level intro narration being florid and melodramatic, but the visuals of the game were absolutely captivating. From the opening scene of the werewolves attacking the Bavarian town to the wintery climb to the summit of the vampire citadel, I was completely entranced. Every environment, every enemy, and every weapon looks gorgeous. The game does a great job of immersing you in a foreboding gothic universe and I loved the sheer aesthetic joy of following Gabriel on his quest. There are tons of unlockables in the game but I made absolutely sure that I got all the concept art.
God of War-style play tends to fall under two camps: the people who can be measured and precise in their fast-paced combat, and guys like me who mash buttons frantically and hope for the best. Yet despite my utter lack of skill, I felt that the game kept pace with me. One of my big issues with most GoW games is that after awhile it becomes boring butchering enemies who seem to only exist to make you look cool, but Castlevania has enough variety in their enemies to make the game engaging. They attack differently, defend differently, and if you get cocky they can eat you alive. You gotta be paying attention and have fast hands to make it through, but it makes the victories all the more sweet.
As I mentioned earlier, I've been working on this game awhile. As I've become used to games you can knock out in ten or twenty hours, spending thirty-plus hours immersed in the haunted battlefields of Transylvania became much more of an undertaking. After awhile, I stopped feeling like I was playing a game and more like I was undertaking an epic adventure. Sure, Gabriel's angsty revenge drama is pretty generic, but it's played against such a mythic backdrop that I was completely sucked into the world.
I would recommend this game for people who like quest-themed stories with a darker age, avenging anto-hero types, and fans of good Gothic adventure. I've always had a soft spot for the Castlevania franchise but I enjoyed the hell out of this game from start to finish.
It’s ironic, because in the real world I’m not well suited to the genre. I’m not very outdoorsy, I’m not particularly tough or taciturn, and I’ve never been particularly good around cattle or horses. In short, I’m a city creature through and through. Yet there’s something about the old west that excites my imagination. The endless vistas, the lawless frontier towns, the conflict between civilizations, and the stern, capable people who populated these stories ignited my imagination. It should come as no surprise that I gravitated toward Rockstar Games’ Red Dead Redemption.
Red Dead Redemption is the (mostly) perfect western game. Its got sprawling landscapes, a hard-bitten hero, colorful sidekicks, and a perfectly engaging combat system. I knocked it out in record time so I could start digging into the Undead Nightmare expansion pack.
Taking place shortly before the game’s apocalyptic ending, Undead Nightmare tells the story of a zombie infestation in the territories. The lead character’s family becomes infected and in his quest to save them he revisits old friends, endures new challenges, and uncovers the sinister secrets of an ancient Mesoamerican death god.
I can’t quite tell if Undead Nightmare is canon or not. Red Dead Redemption, despite a few zany moments, plays things straightforward. Undead Nightmare looks, sounds, and feels like a grindhouse slasher film. Beloved characters pop up for cameos, say a few cryptically self-aware things, and then get devoured. Regardless, the story veers from dark comedy to nihilistic horror, remaining engaging and entertaining the whole time.
One of the things that I liked about the game is that it plays fair with George Romero’s rules. Most zombie games (Resident Evil, Dead Rising, Left 4 Dead) play fast and loose with the traditional rules, where the characters are suddenly invulnerable to zombie bites and several quick shots to the chest disable the walking dead. In Undead Nightmare, you have to shoot the zombies in the head and a single bite spells doom for John Marston. It makes game play much more tense and requires much more reliance on the dead-aim mechanic, which slows time down and allows players to line up their shots. Unfortunately, seeing as I barely used this ability in the main game, it took me a couple of hours to figure out just how useful it was. In the meantime, I wasted a lot of rounds on missed headshots and became zombie chow on more than one occasion. Until I figured out the practical application of the dead-aim mechanic, I really hated Undead Nightmare.
Like most zombie games, there comes a point where the gameplay becomes a little routine. Rockstar has a deep and abiding love for making the players do repetitive things, which in this case means you have go back and rescue previously liberated towns over and over again. If you want to use the fast travel system, you have to keep these towns free. Saving a town once is a challenging adventure. Saving a town two or three times feels like busy work.
Ultimately, a few return trips and a bit of busy work are minor negatives to a game that I greatly enjoyed. Red Dead Redemption created a world that I never wanted to leave, even as I sped toward the game’s conclusion. Even after Undead Nightmare resolved the story of John Marston in a grimly unique manner, I wanted more. I hope they keep going. It’s an alternate life I’d love to return to.
There are a lot of people who will tell you that the Resident Evil franchise hasn't aged well. For a long time, I was one of them.
Horror has always been a fringe genre of the video game industry. It costs millions of dollars to make a game and companies want the most return for their investment. Since people are more likely to play sports games or military/sci-fi first person shooters, horror games have a reputation in the industry for being minimal return for the investment. Later iterations of the Resident Evil franchise seem to be tailor-made for mass-appeal, jettisoning the notorious tank controls and fixed cameras for clunky shooter controls and protagonists that looked like a fusion of an emo rocker and a gorilla juicehead. Resident Evil 5 in particular seemed to be almost apologetic for the series' early attempts to scare the audience. The game took place in broad daylight and talked up its co-op play features over its atmosphere and eerie storytelling (as well as its disturbing racist undercurrent.)
Anyway, the point of this long preamble is that I'd also written off the Resident Evil games. My pretension had gotten so bad that I remembered the negatives of RE1, specifically the unwieldy controls and terrible voice acting. I'd forgotten how much fun the game was to play.
It took my Nintendo DS to remind me.
I'd picked up Deadly Silence as sort of a lark after getting a Nintendo DS for Christmas, thinking it would be good for some cheesy fun between rounds of Grand Theft Auto. I was quickly surprised at how completely enthralling and immersive I found the game to be.
The plot is old news by now: members of the ridiculously named Raccoon City S.T.A.R.S. police tactical team find themselves trapped in an old mansion while investigating violent deaths in a woodland area outside of the city. As they struggle to survive the monsters that lay siege to the mansion, they discover the sinister secrets of the Umbrella Corporations biological weapons program and come face to face with a traitor in their ranks.
It's been over ten years since I've played the original games and it really refreshing to return to the game with fresh eyes. I'd forgotten all those little tricks I'd used to move through the mansion. I'd forgotten the caution I'd use when exploring an unknown hallway, or the rounds I'd pump into a body to make sure it wouldn't come after me again. I'd forgotten the pleasure of solving puzzles or finding new keys. I'd forgotten the simple satisfaction of putting one zombie down, watching him get up, and putting him down again. I'd forgotten the eerie little messages you'd find around the mansion as the unfortunate souls before you wrote their final letters to their loved ones. I'd forgotten finding a shotgun and feeling like a dark, merciless god.
The DS is the perfect vehicle to replay the game. Graphics and game elements that would be unforgivable on a main system work just fine on a handheld. In addition, there's a DS-specific most called "Master of Knifing" where you assume a first-person perspective to fight the undead with your trusty blade. Surprisingly, it works really well. I found that I could understand and anticipate attacks and react with moves tailored to each threat.
The complaints with the game are the same as they were before. Sooner or later you're going to be attacked by something you can't see due to the camera angles and sooner or later you're going to wind up in trouble because you try to run away from the bad guys only to hit the wrong button and run right into their waiting mouths. If Resident Evil was never your cup of tea then Deadly Silence won't make a convert out of you, but I had a blast playing it.
And, just because he's so goddamn funny, here's another Zero Punctuation take on Resident Evil games.
The first Silent Hill came out roughly around the same time as the original Resident Evil, making it one of the longest running video game franchises to date. The players made their way through the foggy streets of Silent Hill searching for your adopted daughter and gradually unraveling the secrets of the town. As the series went on, the mythology got more convoluted but the characterization became much richer. Unlike Resident Evil, where the characters because more and more invincible, the protagonists in Silent Hill became more and more vulnerable and human. The town itself became a sort of terrible crucible, forcing its hapless victims to confront their personal demons, often to grim results.
Silent Hill: Shattered Memories reboots the franchise at the first game, jettisoning the convoluted Cult/Alessa mythology that bogged down much of the earlier games. The story again revolves around Harry Mason's search for his daughter amid the snowy streets of Silent Hill. His search occasionally leads him into shadowy nightmare realms, much like the Otherworlds of previous games, where faceless screaming things chase him across a frozen landscape.
The game's big selling point is that it plays you while you're playing it, that actions you take during gameplay influence which ending you get. Most of this is accomplished by a framing device where the player interacts with a therapist. It's a great idea in theory, but too much of it relies on yes-no questions during the therapy sessions. The only elements in gameplay that tips the result are really minor, petty things: if you linger your gaze too long on alcoholic beverages you get the drunk ending; if you stare too hard at pin-up posters you get the lusty dad ending. I would have been much happier with the game if more of the mindfuckery occurred in the game, not through the Q-and-A sessions.
Most of the game suffers from similar great idea/poor execution problems. The nightmare sequences in particular were a really good idea. You can't actually fight the creatures that come after you and so each sequence becomes a heart-pounding chase through the tundra of the protagonist's soul. While this sounds neat in practice, the lack of guides and signposts mean that you'll spend most of the chase scene running around in circles. This gets really, really frustrating. It took about a half-dozen run throughs before I got comfortable enough in these sequences to know where the hell I was going.
These things both sound like huge negatives, but I really enjoyed Silent Hill: Shattered Memories. The game's storyline and twist ending, while preposterous, was still pretty captivating. The variations in personality types keeps it pretty varied and exciting. I also liked the game's creepy sexuality. Without giving too many twists away, most of the hauntings in the game have a strongly sexual component, done with a depth and maturity not often found in the medium. Finally, the game's music, which is always a strong point in Silent Hill games, was spectacular. I particularly liked the sadly nostalgic song the girl sings in the high school auditorium.
For all the game's flaws, creating a playground out of a damaged psyche makes for a chillingly good time. This is definitely one to check out.
The Sufferingis easily my favorite action horror game.
I suppose a definition of terms is appropriate here: Most horror games fall into the Survival Horror mode, where the emphasis is on tension, puzzle solving, and features protagonists who are not necessarily the most capable combatants. The game's atmosphere takes center-stage and the player navigates through a dangerous environment with limited resources, doing their best to survive. Action horror, as the name suggest, involves direct conflict with the forces assaulting the player. The characters are more mobile, better armed, and infinitely more capable than their survival horror counterparts. Most of the time I prefer survival horror, as it becomes very difficult to be frightened of anything whose ass you can easily kick.
The Suffering is different. The craftsmanship and storytelling that went into the game is top-notch and it deserves a place in horror history for the intelligence of its storytelling, the sophistication of the scares, and the sheer unadulterated fun that can be found in the gameplay.
Players take on the role of the awkwardly-named Torque, a man sentenced to death for the murder of his family. Transferred to the maximum security Abbott Penitentiary located on Carnate Island, his arrival at the prison triggers a hellish conflagration to erupt on the island. Manifestations of the island's grisly history come alive and begin butchering guard and convict alike. Torque is forced to escape the chaos, the ghosts of his family following him through his bloody ordeal.
The horror in the game comes from two fronts. In the action angle, the monsters Torque must face are manifestations of the evils that had occurred on the island, from creatures based on methods of execution to the ghosts of little girls burned alive during Puritan-era witch trials. The monsters, designed by Stan Winston Studios, are an imaginative change of pace from the endless procession of zombies and demons and other generic monstrosities most action horror games dish out. Torque is more than capable at confronting them, as the game's controls are very smooth and intuitive, making dodging and counterattacking very natural.
The other aspect of the game's horror is the horrible manifestations surrounding Torque. As Torque moves through the island, his murdered wife and children appear before him several times, forcing him to confront his past. Phones ring in the prison and answering them allows the player to listen to conversations from the past. Three ghosts of long-dead island victims, each representing Torque's good, evil, and insanity respectively, attempt to guide Torque towards salvation or damnation. Finally, the very island molds itself around Torque's internal torment. The graffiti on the prison walls becomes accusatory, asking Torque if he ever loved his estranged family, while the abandoned insane asylum flashes Rorschach images at the player, dragging Torque deeper into insanity. I've long believed that the best haunted house stories involve characters who are already haunted themselves, and nowhere is this better displayed than the private hell created for Torque.
The game has a morality system, where the choices the player makes impacts the game's ending. At several points in the game, Torque is given the choice between doing good and doing evil. As these opportunities unfold, the player hears Torque's wife urging him to do the right thing, while the demonic voice of his insanity urges him to acts of cruelty. The consequences of the choices are displayed on a photograph of Torque's family that the player carries. Good choices make the image appear more pristine, while violence and cruelty slowly corrupt and distort the photo.
Torque suffers from amnesia about the specifics of what happened to his family, and the choices the player makes ties into the truth about their fate. Were they murdered by outsiders in a gang conflict or did Torque's jealousy and rage swallow them all? The effect is much more personal and chilling than most games with morality systems. Making the player take control of a potential family murderer is a bold move and, try as I might, I'm too invested in the plot to play the game any other way but good.
There are a lot of other wonderful touches to the game. Setting the game in the prison resolves the hoary old problem older horror games had, where muscular, well-armed characters couldn't go through a flimsy mansion door without a rooster key. Here, Torque's progress is controlled and blocked by heavy prison doors. The puzzles are all logical and fit will with the prison motif. Finally, the game includes a couple scrap books in the extra features section, one kept by a fellow convict and one by the wife of one of the prison guards. As the player advance through the game, the scrap books are filled out by the characters, detailing the monsters and horrible events on the island. It's a great touch, and both writers have distinct personalities and points of view. Finally, the game's music is comprised of samples of prison doors closing, chains rattling, and other sounds of incarceration and penance. It's a great counterpoint to the action.
The old girl hasn't aged well. It's a generation-old, having been released for the Xbox/PS2 and the character graphics and animation are crude by today's standards. This breaks my heart. Video games, more than any other artistic medium (feel free to debate the term) are very technology-dependent. Players tend to have very little interest playing games that look out-of-date, and gems like The Suffering get lost in the mad dash for the next best thing. Apparently there's a movie in the works starring ChiwetelEjiofor as Torque, but I'll believe it when I see it.
I should probably say a few things about the sequel, The Suffering: Ties That Bind, but the easy answer is I didn't like it as much. The action moves to a demonic invasion of Torque's native Baltimore, and involves mysterious government goons, a gang lord, and a bunch of other pulpy touches. I liked the notion of the first game that a place can soak up so much evil that it take on horrible life of its own, but TTB turned the event into another apocalypse. Finally, Torque's wife shows up a lot more often and is more nagging and unpleasant, making me reconsider killing her in the original.
Whatevs. Check it out. You can apparently download the full PC game here.
I found this while browsing Kotaku. Apparently some very dedicated cosplayers did an awesome Pyramid Head/Nurse shoot from the Silent Hill series.
I'm a big fan of the Silent Hill games. I'm currently playing through Silent Hill: Homecoming and will probably write some article for your sick amusement. In the meantime, check out the incredible gallery here.
Rich Briggs Producer Electronic Arts – Redwood Shores
In his role as Producer, Rich is responsible for the execution and quality of scripted events for the Dead Space franchise. He also manages and reports findings from all internal and external focus groups, which are used to evaluate the overall game experience and test various features.
Rich joined EA in 2003 as a Senior Product Manager in the Marketing department. He worked on and launched a number of successful franchises including The Sims, Battlefield, and The Simpsons Game. He previously was a Product Manager at SEGA and worked on several franchises including Sonic the Hedgehog, Phantasy Star Online, Panzer Dragoon, and Jet Set Radio. Rich graduated from Georgetown University with a BSBA in Marketing. An avid gamer since the age of five, Rich can often be found saving the world at 2am after his family is asleep.
Q: Horror is a very demanding genre for video game creators to work in. How do the developers balance the need to scare your audience with the need to create an immersive and entertaining game experience?
A: With Dead Space, those elements are intertwined. We could not deliver the type of horror and scares that we did without having an immersive experience. By having no HUD, high-quality sound, and top-notch graphics, we create an atmosphere that is completely immersive. There’s nothing on the screen saying “You are playing a game” or distracting you from the world. We draw you in, and the horror unfolds from there. In addition, a lot of the horror relies on the sound, and the lighting, and the atmosphere. Once you have all of those pieces put together, it becomes an entertaining experience.
Q: The game features “strategic dismemberment” where the player uses industrial tools to attack specific body parts of the Necromorphs. Was this the starting idea behind the game’s development, and how was the game’s interface built around this concept?
A: Strategic dismemberment was one of our core designs from the beginning. We wanted to challenge the convention of the head shot being the Holy Grail in combat. In fact, in Dead Space a head shot will often make an enemy go into a berserk rage. Our enemies keep coming after you, and have different attack states based on which limbs are missing. Some enemies even penalize you for shooting them in the wrong place, like the Pregnant which releases the Swarm if you shoot its stomach. In Dead Space you literally have to tear enemies limb from limb to make sure they are dead.
Q: The game’s sound design is incredible, especially in scenes where Isaac creeps through the vacuum of space. What was the design philosophy around the audio effects and the music?
A: We have a very talented audio team, and they came up with several innovative ways to make the audio one of the scariest parts of the game. Our “fear-emitter” tech ensured that enemies could have those great audio stingers when you saw them, but it didn’t ruin the moment of one creeping up behind you. The audio really plays with your mind, making you think things are there when they are not, and making you think there’s nothing there when there actually is.
Q: The USG Ishimura is an incredible “haunted house” environment. How did the developers approach this element of the project?
A: The Ishimura was designed to look like a place that people lived in. After all, it was a mining operation the size of a small city. Taking normal settings like a lounge deck, a medical deck, even a Hydroponics deck where plants are growing, and then turning them into the aftermath of a slaughter provided a foundation for creating environments that made people feel very tense. We also made sure we had corridors that were very claustrophobic, and areas with dark corners you couldn’t see into. Finally, little tricks like modeling some of our lighting fixtures after dentist lights made people uncomfortable on a subconscious level.
Q: Following the release of Resident Evil 5, there has been some backlash in the horror community about how survival horror games are becoming less about the scares and more about the action/wish-fulfillment aspect of gaming. How did the developers walk the line between making the character vulnerable enough to be threatened, but strong enough to fight back?
A: We tried to make Isaac a character you could care about. He isn’t a space marine, he is a normal guy who is trapped in a very bad situation, and he has to do whatever it takes to survive. Making him an Engineer gave us a nice rationale for why he could create his weapons and suit abilities from tools. This made him capable in combat, but not overpowered. A lot of time and testing went into determining how quickly he ran, how fast he turned, how strong his melee attack was, etc. We had to find a balance in many areas so combat was fun and rewarding, but also tense and frantic.
Q: As far as in-genre inspiration, what horror stories or films inspired the design of Dead Space? What elements of these works did your team attempt to incorporate into the game?
A: We’re big fans of everything Horror and Sci-Fi related, and took inspiration from several different places. Event Horizon and the Aliens movies are near the top of the list, but we also tried to put our own personal stamp on the game. Strategic dismemberment, Isaac’s suit and our no-HUD approach, and Zero-Gravity are all examples of ways we tried to innovate. One thing we learned from watching a lot of horror movies was that scaring people is all about timing and foreshadowing. We paid careful attention to these factors as we set up our horror moments.
Q: Electronic Arts had Italian horror legend Dario Argento perform the role of the doomed Dr. Kyne in the Italian version of the game. How did the developers approach him and what did he bring to the project?
(Chris Brown, European Product Manager) A: Dario Argento, probably the most popular and discussed horror movie director in Italy, was the first choice for Dead Space. It is so high quality and deep, it makes you immediately think about the cinema industry and its masterpieces as a comparison in spite of other horror video games. Involving Dario in the game was the right move to link Dead Space to mainstream media, adding a twist of “traditional art” to a product that deserved to be perceived as the ultimate horror experience by the general Italian public. Dario Argento, definitely not a passionate video gamer and a newcomer to the industry, enjoyed a terrifying game experience with Dead Space; he lent his decennial experience and actively contributed in defining the character of Dr. Kyne, adding his very own suggestions about the overall tone and style of the voice acting.
In his own words “Dead Space truly captures the essence of fear in an entertainment medium. Not only is it the most terrifying game I’ve ever played, but it’s also one that all fans of horror will appreciate.”
Q: Some of the Necromorph incarnations, particularly the corrupted infants, were particularly grotesque and shocking. Were there any constraints against going too far with the monsters or the mayhem or were there any thematic issues you dreamed up in the early stage of development that were deemed too extreme?
A: One of the great things during the development process was that we did not have any limits imposed on us. We were given free reign to execute our vision, and one of the benefits of that were some horrific enemy designs. There were a few lines that we did not cross, but we made those decisions as a development team and not as a result of an external mandate.
Q: Some of my favorite scares involved the insane survivors Isaac ran across in his journey. If the players could get into their minds, what would they see?
A: A lot of red haze, a lot of blood, and a nightmarish jumble of gruesome images. The survivors witnessed a massacre of epic proportions, and were unfortunate enough to live through an experience that drove them insane. Seeing this first-hand would haunt your every waking moment for the rest of your life.
Q: Dead Space has one of the best jump-out-of-your-seat ending cut-scenes in horror gaming history. It’s also very ambiguous. Can you give us fans some hint to Isaac’s end? Has he finally gone insane, or did he really reunite with his girlfriend once and for all?
A: Thanks for the compliment, I’m glad you enjoyed it. We tried for one last scare to reward those who finished the game. Whether Isaac is insane is definitely a great discussion topic. Kendra certainly thought he was, but I guess her opinion doesn’t matter much anymore.
Q: What’s next for the Dead Space franchise, in particular the upcoming Wii title Dead Space: Extraction? What new features will Wii players encounter, and what secrets will they explore in the Dead Space universe?
A: Dead Space Extraction is going to give players a completely new perspective on the horror that occurred before the original Dead Space. It’s being developed from the ground up for the Wii, which means it has gameplay geared to take advantage of the platform and offers a brand new way to survive the Dead Space universe. It’s shipping this fall and we’re very excited about bringing the Dead Space universe to another platform.
Hey all. Apologies for the sporadic posting. I've got houseguests for the next couple of weeks and I can't go snorkeling in the tenebrous waters of horror as often. My next big post will probably be my essay on Amityville 2 for the Final Girl Film Club.
Anyway, I was cruising around Kotaku earlier today and I came across the trailer for Feel. According to the article the game is being overseen by Grudge director TakashiShimizu.
Not much to go off of so far. The brief glimpses of the gameplay certainly LOOK creepy enough and The Grudge/Ju-On are a couple of my favorite movies. Plus, using the Wii remote as a flashlight control could be very cool.
I'll keep an eye on this one. No need to thank me. Part of the job.
The horror genre works well in video games. You stop being a passive observer. Suddenly you're in the bad place, running low on health, with something terrible chasing you. Dead Space is like that. Only this time the bad place is a space ship. And you've got a chainsaw.
So it's not particularly subtle. American games rely on the illusion of competence, so you're not going to be some frightened little girl with a camera, like in the Fatal Frame series. No, you're gonna be some heavily armed tank, wading through the darkness with a selection of high-tech power tools at your side.
The game's combat-heavy emphasis is on "strategic dismemberment." As an engineer responding to a distress call from the mining ship USG Ishimura, you pick up quite an array of nasty power tools. You're gonna need 'em, too. The Necromorphs, horribly insectile distortions of human remains, can't be killed by the traditional FPS shots to the chest. No, you gotta blast their limbs off or they're gonna keep coming after you, screeching and spitting all the while.
Beyond that, you get to do fun futuristic engineering puzzles. There are several environments in the game that are zero gravity and a few breathtaking sequences out in space. Your power suit comes equipped with a stasis projector and a kinetic lift, allowing you to slow down and manipulate objects. I had a lot of fun messing around with the monsters and the environment. I'd like to sound cool and jump on the "the puzzles were too easy" bandwagon, but I appreciated that it didn't take a trip to the strategy guide to figure anything out.
Simply put, the game is fun to play. A really good story will sometimes carry me across the chasm of mediocre gameplay, but if I can interface with the game smoothly, if I can be sucked into the world, the game is a winner. Dead Space was really smooth. I didn't feel like I was getting dicked around by bad controls, I didn't feel like dangerous threats were being obscured by bad camera angles, and I had a lot of fun exploring the depths of the Ishimura.
As to the stuff I didn't like, your fellow crew mates, Token Gruff Black NCO and Token Crabby Scientist with the Big Rack, are genuinely unpleasant people. When they aren't shrilly arguing with each other, they're barking orders at you. There's not much going on with the game's story beyond "go there, repair this." About 90% of the game's levels start with a radio call from TCSwtBR telling you that something needs to be fixed, but you need to jump through a couple more hoops to do it. After awhile, you want your character to grab the mic and scream "Hey, why don't you come down and do some of these stupid fetch quests yourself!" Needless to say, one of them winds up betraying you.
The whole Unitology thing is kinda goofy. Sure, you get big creepy rooms where ritual suicides have taken place, but the whole thing kinda smacks of obvious allusions to Scientology. If it were actually bringing issues of faith and blind allegiance into question that would have been interesting, but it's just used as a window dressing for the game, something to supply whispered chants and spooky runes in the dark hallways of the Ishimura.
Dead Space also relies almost exclusively on my least favorite scare tactic: the soundtrack-spike jump scare. The survival horror games I grew up with relied on a certain enforced vulnerability. You were afraid because you weren't much of a match against the monsters you faced so your best bet was to hide from the small stuff, figure out the puzzles, and take down the big stuff quickly before it drained your painfully limited medical supplies. Dead Space is all about combat and dismemberment, which isn't exactly fertile ground for tension to grow. Instead, you get a bunch of screeching Necromorphs jumping at you from ceilings and air vents. It's not particularly subtle but it works well enough, and the sound design for the creatures are genuinely creepy. Also, for all my griping about cheap jump scares, the game's final cut scene ends with one of the scariest jump scenes I've encountered in awhile.
Finally, the "twist ending" didn't make a lot of sense. Spoiler city here, but if the hive mind is trying to manipulate you into returning the marker, why is it sending all its creatures out to kill you? Is the Marker a seperate, sentient entity, unattached to the hive mind? Is the hive mind easily confused and cranky? Walk me through this, please?
Don't take the negatives too seriously. I am a hater, after all. In the end, Dead Space was pretty darn cool. It plays like the video game equivalent of House on Haunted Hill: completely obvious and lunatic and a whole lot of popcorn-chompin' fun.
For those of you video game devotees, I was going to write a long essay on the decline of the survival horror genre, but someone else already beat me to it. They did it better, too. Check out Leigh Alexander's incredible kotaku article here.
Things I've learned while watching Resident Evil: Degeneration:
Nothing is more entertaining than an hour and a half video game cutscene.
You can actually name a South American dictator "General Grande" and people will take it seriously.
Top police commandos will be selected based on the poutiness of their lips and their ability to stand so they're bathed in light.
The film makers like to take cool past the point of "cool" and deep into the wild land of the ridiculous. Hot shot special agents all have emo-kid hair, soldiers do crazy hand jives to communicate, and people have to pose before laying waste to armies of zombies.
Protesters are mindless, uninformed busybodies and should stay out of the way of well-meaning corporate entities, except:
Pharmaceutical companies do nothing but design monster drugs and create gigantic, self-immolating laboratories. When the monster apocalypse comes, you damn well better believe Johnson & Johnson will play a part in it.
Everyone's face perfectly matches the role they will play in life, with no imaginative deviation. The obnoxious swine will be fat and jowly, the overconfident lug will be huge and blockheaded, the kid will be made out of porcelain and radiate near-toxic levels of cute, the love interest will be frail and model gorgeous even if they're elite police, and the icy mastermind will be a near albino with a British accent.
It ain't Resident Evil without some obnoxious kid for the heroes to worry about.
If you ever want to know who the villain is, look for the dude/dame with the hair curtain: Hey there, surly teenagers! I've got my eye on you.
Given a choice between subtlety and exposition, Anime-style storytellers will ALWAYS choose to hit you over the head with the exposition bat. Also, big ups on the melodrama.
Watching this was like being clubbed in the face with stupid. Still, the zombie shootouts were fun. Eff it. Two stars.
What? Do I have to turn in my horror card now? Am I not cooooool enough for the cool kids anymore? Whatevs.
As a little kid, my mom would take me to Diamond Video in San Francisco, which was a tiny little store nestled in the upper class strip mall a few blocks from Twin Peaks. All the original boxes were shrink-wrapped and displayed in the front. You took the box up to the surly teenagers at the front and they'd pull the cassette from a wall of black boxed videos behind them. You weren't allowed to take the original boxes home, but instead you got this ugly little boxes with the name printed on a little slip of paper.
I loved that place.
I think I was simply predisposed to escapism. I had a big imagination, and anything that sparked it could hold my attention forever. When I was really small, I watched Wizard of Oz over and over, every day, for a year. A couple of years later, it was Return of the Jedi. I wasn't necessarily a sedentary kid. Rather, exposure to fantastic worlds gave me a framework to base my imagination off of. When my parents or my au pairs took me to the gigantic playground near my house, I'd build entire games and adventures based on what I'd just seen or read about. One week, the play structure was the second Death Star's throne room, the next week it was Captain Hook's pirate ship, the next it was Voltron's battleground, and so forth.
All these bright, fun, kid-friendly stories could be found on the right side of the store, lined up bright and neat and shiny, like toy soldiers in formation for inspection. But what about the left side, behind the wall partition? What about the boxes lined up in the towering shelves, in the shadows away from the windows?
Horror.
I remember sneaking away from my mom and wandering down that aisle, looking at the boxes and their lurid cover art, studying the back cover summaries carefully, trying to get as much as I could of the story from the still photos on the back of the boxes. I remember being fascinated by the multi-sequel series, particularly the maddeningly vague, beautifully designed Friday the 13th box art. Inevitably, my mom would either come looking for me or I'd see something so scary that I'd leave the left side of the store and go back to Family or Comedy or Sci-Fi.
I didn't watch a horror movie for most of my childhood. This is probably a good thing. It took next to nothing to scare Little Creature. Scary stories, the scary songs my classmates sang in Halloween music class. Shit, I saw this scene from Who Framed Roger Rabbit when I was eight and it TRAUMATIZED me!
Anyway, time passed, I got a bit older, and my intense attraction/repulsion to the genre only grew. We moved, there were other video stores, and eventually I picked up Freddy's Dead.
For the life of me, I can't remember why I started with this one. Maybe someone recommended it to me, or I heard it wasn't very scary, or maybe I just had some brand recognition thing going on. But I loved it.
I just rewatched it again last night, for the sake of this posting. Freddy's Dead is, by most standards, a failure as a horror film. It's absolutely not scary, full of now-dated pop-culture references, and it has Breckin Meyer getting killed in a video game while he's banged around a cartoon version of Freddy's home.
The weakest link of the movie in undoubtably Freddy. By this point in the series he'd been essentially neutered, with his cringe-inducing puns, his drag show costume changes, and the campy, cartoonish overacting that later directors forced poor Robert Englund to do. Because he was so de-fanged, this made a perfect entry point for me to get into horror. Sure, bad stuff happened, but it was so hokey and over-the-top and completely harmless that it wasn't going to keep me up at night. Better still, the universe Freddy operated in was strange and exotic and magical. I was absolutely hooked.
Coming back to the movie years later, I still really dig about Freddy's Dead.
I really liked the dream sequences. Sure, they're completely bereft of anything even remotely scary, but they're visually imaginative and entertaining. I liked the use of sound in Carlos's dream, the creepy echoes that move through the scene as he gets killed. I liked the cheesy exploration of Freddy Krueger's memories. And, Cthulhu help me, I liked the video game death scene, especially the bit where the room changes around Spencer as Freddy appears in the TV.
I also dig the fact that the lead protagonists all come from an at-risk youth juvenile care facility. Freddy movies tend to have slightly better defined characterization, if only so the viewer can know what vulnerabilities the characters have that Freddy can attack. Granted, this idea was done better in The Dream Warriors but I still like the environment of the facility, with the overworked and understaffed councilors, the edgy, angry kids, and the decay that filled the backdrop in every scene.
I also really liked the effect Freddy's work has on the town of Springwood. With all the teenagers dead, the town is essentially haunted by the living. People speak to imaginary children, offer cryptic warning to the doomed travelers, and generally act batshit psycho. It is implied that Freddy has become significantly more powerful since the start of the series, as Dr. Billy Zane's Sister discovers when she tries to report the death of her charges, only to find that they've been erased from the universe.
I dunno if I can actually recommend this movie. The fact that I lost my horror virginity to Freddy's Dead taints my objectivity. The jokes are pretty goddamn stupid, the Wile-E-Coyote sounds that Spencer makes when he demolishes the house are as ridiculous as clown shoes, and Freddy has the poor taste to die in 3-D.
Still, the movie does have a cameo by Johnny Depp. It can't be all bad, right?