Showing posts with label Horror. Show all posts
Showing posts with label Horror. Show all posts

Monday, June 7, 2010

No Need to Explain

by Daniel Bullard-Bates

Alan Wake is the creator and the protagonist of the world he inhabits. Whether he is living through one of his own stories, dreaming, or insane, his personality informs every element of the narrative. After playing Remedy’s Max Payne games, I expected Wake to be more two-dimensional than he is. He is impatient and quick to anger with his wife but his devotion to her is clear. More interesting is the fact that his writing is riddled with clichés which are then reflected in the world he inhabits. In another context, I might call the Taken (shadowy figures controlled by darkness) poorly written, but Remedy has pulled a little trick to remove themselves from this criticism: They are Wake’s creation, so their cheesy design can only be blamed on him.


Thursday, July 16, 2009

Game Pitch: Meaningful Death Game

by Daniel Bullard-Bates

After reading Josh’s recent post on death and failure in video games, I found myself thinking that a game that treats any character’s death with a sense of permanence and resolution could be pretty incredible. My next thought was that this would probably also make the game incredibly difficult and barely any fun at all, as I would have to play from the beginning of the entire game each time my character died. So how could a game deal with death as a serious consequence without ruining the enjoyment of playing the game?

To answer that question, I’d like to pitch a concept for a game at you. If you’re someone who plays games, I’d like you to think about whether you’d enjoy this one. If you’re someone who designs games, I’d like you to make this one. If you’re a company that develops games, I’d like you to hire me to be the creative designer on this one. Let’s a-go!

The Opening Scene:

You’re sitting in the back of a bus traveling through the Rocky Mountains, looking out the window. The girl to your left is listening to her headphones, but smiles sweetly when you look at her. The bus stops in a small town to refuel, and the driver and a few passengers get out to stretch their legs and grab some snacks. After a few moments, sounds of a struggle and a scream are heard from the inside of the gas station. The window of the gas station breaks as the driver goes through it, and a strange, near-human creature leaps through and lands on all fours, with several others following it out of the building. Someone in the bus manages to close the doors and lock them as the creatures pound on the windows and panic breaks out.

The girl next to you throws her headphones down. She looks panicked, but she takes your hand and reminds you that you know how to drive a bus, and you have to get out of here. You work your way to the front of the bus, sit in the driver’s seat, turn the key and hit the gas. The creatures hang onto the side, keening and crying as you pick up speed. Suddenly, you see a woman in the middle of the road ahead of you, and you swerve to avoid her. You slam into a rock and go flying through the front windshield. As you lie on the pavement, the girl from the seat next to you runs up to you, crying, as a few others mill around outside the bus. They're talking, but they sound very far away. The girl holds your hand and caresses your face as everything fades to black.

Now you’re looking down at the body of a young man on the pavement. Your eyes are blurry with tears, and the people around you are trying to figure out what to do next. Not too far away, strange and hideous calls sound out in the night.

The Concept:

A survival-horror game with a large cast of characters, where each chapter of the game has the player taking the role of a different character. Each chapter would end when the character currently being controlled either reaches a specific goal or dies. Later chapters would have more or less of the cast remaining based on the survival rate throughout the game. Multiple endings would be possible: one where everyone dies, another where one or more people manage to escape to safety, a third where the story of the town and the monsters is revealed and the threat is wiped out forever. At points in the story it would present the option to give items or weapons to other characters who might have more of a use for them, and the player would have to balance their desire to have the items now against their desire for the other character to have them later in the game.

The Payoff:

Using a satellite phone given to you by a character now long dead, you manage to use your knowledge of electronics to fix it, hook it up to a larger antenna and get reception, contacting help and the outside world. It's a good thing he gave the phone to you to fix, instead of using up the batteries trying to find a signal on a broken phone.

In a later part of the game, another character has a brief, emotional moment where he recollects the death of a character you played earlier in the game. Or, if the character lived, he tells her how much she means to him before they leave the relative safety of the house the survivors have holed up in.

A writhing horde of monsters teems down a hallway towards the few remaining characters. You hand off the keys and items you’ve found to the people you’ve grown so close to in the last few hours, and tell them to run. You stand your ground, shooting the beasts down as your friends escape. The first one reaches you and knocks you to the ground, but as they surround you, you see that your allies have gotten far enough away to make it. You know that they have everything they need to end this.

Other Applications:

A similar idea of a large cast of characters and meaningful, permanent death could be applied to a number of different game concepts. It could make for a more intense and realistic war game, where the player controls different members of a whole squad of soldiers. Or imagine a Batman game where you play as the rogue’s gallery of villains and try to execute a nefarious plan as Batman works to take you down, one by one. The possibilities are both varied and exciting. So what do you say, gamers? Would you play it? And game companies, am I hired?


Friday, June 5, 2009

The Path Less Traveled

by C.T. Hutt

There can be little questioning that the artistic medium of video gaming is still in its infancy. Despite this, there is no denying the existence of established genres. We have the first person shooter, the side-scrolling platformer, the fighting game, the RPG, and so on. Even games which push the boundaries of these classifications such as Mass Effect or Portal often end up awkwardly piled in with others. I feel it is one of the great failings in human thinking that we are given a sense of comfort when we attempt to dissect creative work and file it neatly away. I understand why it’s done of course; it makes the sublime more accessible, the infinite and indefinable more commonplace, and it cools the blazing power of imagination down to the lukewarm temperature of logic. Just occasionally, however, something in the art world comes along that refuses to be classified or contained in the established ways. It is these bold endeavors that truly lead us to new and wonderful frontiers in the arts. I have seen the beginnings of such genius reflected in The Path by Tale of Tales.

If Edgar Allen Poe had programed a video game for his estranged daughter it would probably look a good deal like this. The Path is a dark, confusing, and truly absorbing adaptation of the classic children’s story Little Red Riding Hood. Players take control of one of six sisters who are charged with the simple task of delivering a basket of goodies to grandmother’s house and are warned not to stray from the path that leads there. Any diversion from this task leads your character into a dark forest filled with all manner of strange and interesting sights, sounds, and feelings. Exploring this enchanting place is not all light and games. The more one plays, the more they get the feeling that there is something sinister in the forest, always just out of sight.

Things only get stranger when a player makes it to Grandmother’s house. No tea and cookies await your arrival; instead the player is treated to a surreal digital funhouse, made more extensive and interesting by the amount of exploring accomplished before arriving there. Rules of physics and time twist into a fantastic display of just how far the gaming medium can challenge our perceptions. All through the experience is the chilling suspicion that there is something right behind you.

Perhaps the most unique effect of The Path is the emotional cord it pulls in the gamer. It is not the visual effects of the game itself so much as our own imaginations which provide the real thrills. There are very few actual boogiemen in The Path; whatever monsters may lurk in the shadowy forest never truly unmask themselves to us. Instead of showing us the face of fear, this game evokes a long-buried ability in all of us to make every shadow into a ghost and every gust of wind into a monster’s wail. No matter how many times I checked, I was quite certain that there was a wolf hiding somewhere in my apartment Wednesday night just waiting for me to nod off.

I have been, and probably always will be, a meat-and-potatoes narrative man. I know it is a weakness to have such a limited palate, but frankly, I like my story arcs to look like mathematically perfect parabola. The Path is much more like guiding an avatar through an abstract poem than a traditional story, as such it doesn’t quite satisfy my finicky appetite for a clear beginning, middle and end. Nevertheless, there is no doubt that Tale of Tales is showing the gaming world exactly what it needs to see: that there is more to this new medium then what we are familiar with, that video games can be emotionally evocative in their own right, and most importantly that we, as gamers, should expect more from developers then overused conventions.

I heartily encourage all gamers to turn out the lights and give this one a try. It can be downloaded through Steam and The Path website.

One of my favorite things about the indie gaming scene is that developers are more accessible and receptive to inquiry then their larger counterparts. Rather than post on some oft-ignored forum and wait four months for a one-line reply, I’ve had the pleasure of sharing some correspondence with Michael Samyn and Auriea Harvey, the directors and founders of Tale of Tales. They shared with me some reflections on gaming and the arts which I will post next week.


Wednesday, June 3, 2009

The Horror!

by Daniel Bullard-Bates

I’ve been playing Silent Hill: Homecoming for the past few days (as you can tell from our handy new “Now Playing” section on the sidebar!) and it has me thinking about horror in games. Like Dead Space and Resident Evil 5, the new Silent Hill provides the player with a more capable, combat-ready protagonist. This has been the trend in recent years: horror games have been blending traditional horror elements with action and shooter sensibilities. I can understand why this evolution has taken place; the horror genre in games has grown fairly stale. By introducing more action-oriented gameplay developers bring in some much needed variation and draw in a wider audience. The unfortunate side effect of these modifications is that the horror genre is moving away from horror itself, instead of realizing its potential.

For the most part, traditional survival horror games rely on the same well-worn paths to instilling fear that movies have been using for decades: establishing a frightening mood through location and music, surprises that make the audience/player jump out of their seats, terrifying creature design, and so on. In mimicking movies, horror games have failed to capitalize on the primary promise of interactivity.

One of the only games to truly evolve the horror genre is Eternal Darkness: Sanity’s Requiem. Looking past its horrendous title, Eternal Darkness has some incredible ideas that other horror games should look to for inspiration. Besides the traditional health bar and a bar measuring the character’s magical abilities, the game introduces the quantification of sanity: as your character encounters horrible monsters with irrational bodily structures and a hunger for flesh, their sanity meter depletes. As the sanity meter lowers, the environments in the game change, as does the game itself. To reflect the character’s developing insanity, the walls might bleed or statues might follow the character’s motion. At its extremes, the game begins to break the fourth wall, informing the player that their save files have been corrupted or that the game is over at a cliffhanger moment, and will be continued in the sequel.

What we need in horror games is more of a willingness to exploit the player’s expectations and understanding. After reaching a point in a game where you feel competent with the controls and well-equipped enough to take on any enemy, imagine a sequence where you find yourself suddenly losing all control of your character. Unbidden, your character approaches a cliff face. You struggle with the controller, perhaps slowing the walk forward and showing some signs of internal struggle in your character, but it continues. He leans over the edge, hanging onto something, and then snaps out of it. If the controller shakes every time your character is attacked, what if it shook suddenly and violently when nothing was happening? What if buttons occasionally yielded unintended results, or directions were switched at inopportune moments? A horror lurks at the end of the hallway, and moving the joystick in any direction results in you walking toward it. When you do nothing, you stand still. When you press the attack button, you call out to it.

These are just a few examples of what games can convey that scary movies never could, and we haven’t even explored thematic elements, horror tropes and plot. With so many ways for games to reach a more terrifying, unique experience, it’s a stone-cold shame that they’re either falling into step with cheesy horror movies or migrating into the herd of action-oriented games.