Who's Afraid of Shinra Tower?
Amid a lot of talk about how games can affect us emotionally, Lara Crigger at Gamers With Jobs reminds us how a simple trail of blood can affect us if it's couched in the right surroundings. From the article: "Hojo's Lab shows signs of struggle. Shards of glass are everywhere, and lying a few feet from the dais is a mutilated guard. The door to the holding tank is gone, ripped aside and crushed like so much paper; in its place glows a strange Mako light that is simultaneously pink and green. But Jenova - Jenova has evaporated, disappeared but not without a trace: she has crawled out of the laboratory, onto the elevator, and up, and up, and up, leaving behind a wide and thick river of dried blood. I know I have to follow. I do not want to."
You want to talk scary games? Play Thief: The Dark Project. That is the scariest game I have ever played, bar none.
Go ahead. Start playing level two. You'll beg to stop playing, but won't be able to take your hand off the mouse.
If it's any consolation, it was posted in the Games category where the /. gods have decided that 95% of stories are not worthy of beeing seen -- except by the dozen or so of us who bothered to look at what categories were available and checked the Games box. We should totally start a "/. Games category readers' club" or something.
Anyways, back on topic: I don't think that writer has played enough video games. My roommate has a morbid fascination with scary games and she could probably list off several that are way scarier than FF7 -- a game that I've tried seriously to play at least three or four times over the years but keep putting down because of all the silliness that kills the dark mood (mini-game carnivals, beach resorts, whorehouse humor, etc.).
On the topic of Japanese RPGs: It'd be great if some western-world company were to do remakes of JRPGs in a way that appeals better to non-asians. This is how we got Robotech; I guess it's also how we got Lunar, which I still didn't care much for (mostly because the plot was still too cliche). The development of Japanese RPGs was derailed at some point, and now they've all got the same recycled plots but with some new battle system gimmick. The sad part is that gamers eat it up and talk about how great each new JRPG is instead of calling the game companies out on the carpet for it. Chrono Trigger came frustratingly close to being a good game, but they screwed it up by not tying up loose ends in the plot (like what the hell is Lavos other than some spikey thing that wants to eat the world?). Final Fantsy 7 was close, but had too much cheesiness and more mini-games than regular combat encounters (it's almost like the designers had ADD and couldn't stand the idea of a consistently dark, deep plot).
Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
System Shock 2 really was a great game because of the atmosphere (so were Thief I and II, for that matter). The level designers did a superb job at doing what TFA mentioned above - using the level design to indicate that "you should probably go in there next," while at the same time giving you the feeling of "like hell I'm going in there!!"
I've read that the biggest reason there are no friendly characters to interact with was due to technical limitations, and the use of recorded logs throughout the game was their workaround, but honestly, it's comes off as a stroke of thematic genius. A great deal of the atmosphere of SS2 was that all these horrible things had happened on board the Von Braun and the Rickenbacker, and those horrible things could happen to you as well as you open that door or round the next corner. But we're so used to seeing visual cues in horror movies and other games that using audio cues instead - horrifying, visceral sounds of people meeting their demise, dashing any hopes you had that you'd be able to catch up with them - proves to be superbly effective.
I'm really looking forward to Bioshock, because I trust the team at Irrational to be able to re-evoke the same emotional response that they did with System Shock 2.