Survival-Horror Genre Going Extinct?
Destructoid is running an opinion piece looking at the state of the survival-horror genre in games, suggesting that the way it has developed over the past several years has been detrimental to its own future. "During the nineties, horror games were all the rage, with Resident Evil and Silent Hill using the negative aspects of other games to an advantage. While fixed camera angles, dodgy controls and clunky combat were seen as problematic in most games, the traditional survival horror took them as a positive boon. A seemingly less demanding public ate up these games with a big spoon, overlooking glaring faults in favor of videogames that could be genuinely terrifying." The Guardian's Games Blog has posted a response downplaying the decline of the genre, looking forward to Ubisoft's upcoming I Am Alive and wondering if independent game developers will pick up where major publishers have left off.
And then an other genre comes flying out of an air duct or dark corner!
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a.) roll a d6
b.) According to the result, choose one of the following:
1.) PC
2.) Adventure
3.) Single Player
4.) Survival Horror
5.) DRM-free
6.) Windows-only
c.)Insert result in following sentence: Is this the death of $getrandomstring() gaming?
True horror/fright can only be produced by ones imagination. While Hitchcock understood this and did a decent job of using it only books ever get it right. Instead today as with movies you mostly get sub-par lighting that hides things from your view.
Remember the mess that Doom3(?) was that you couldn't hold your shotgun and flashlight at the same time? The game imposed a limitation on you that felt forced and limited the submersion.
One game that got it right; Thief. The suspense of trying to sneak, and then panic heart-attack when you step on a squeaky floor!
I have played Alone in the Dark, and many others in the genre but none have ever had me wound-uptight as Thief did.
"The price good men pay for indifference to public affairs is to be ruled by evil men." ~Plato (427-347 BC)
Umm...What about Left4Dead? I fail to see how the genre can be 'dying' if it includes a wildly popular new release? I mean, I guess you could argue that Left4Dead isn't similar enough to to qualify as a member of the genre -- but it seems like a perfectly valid (and, frankly, awesome) way to evolve the genre. Oh, two more words:
Dead Space.
Maybe you've just got a really, really narrow definition of what qualifies as 'survival horror'?
I think most people are like me after playing regular FPS games. I don't get scared, I just get motivated and angry. They're like "oooh, are you gonna make it out alive" and I'm thinking "umm yes, and I'm gonna drive this motorcycle so far up that zombie's ass he'll be farting exhaust fumes. Then I'm gonna go BOOM HEADSHOT, BOOM HEADSHOT! Then I'll scream 'THAT'S RIGHT BITCHES!' and then break out the window all actiony and we'll see what's what then! You can't intimidate or scare me!" It's really either that or actually act really scared and freaked out about whether or not you're going to survive the entire game and who the heck wants to feel like that for like 8 hours? You could just walk around New York City alone at night for free to feel that, and most people tend to avoid that feeling. So if they'd just let me scream "****ing zombies, DIE!" and give up trying to scare me, it'd be fine but then that's not really survival horror.
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The reason games like Res. 4, Silent Hill Homecoming, and Left4Dead aren't proper survival horror is that your first reaction to seeing an enemy is to kill it. In the original Resident Evil or Silent Hill, killing everything in your path would result in you running out of ammo quickly, and/or taking massive injuries due to bashing them up close in melee.
While you could interpret survival horror as being about, as the name implies, surviving scary situations, the genre is supposed to achieve this by making you feel vulnerable and desperate. This was achieved, as stated before, by limiting your supplies so much your were forced to sneak around and avoid enemies, or by making you dread the situation, fearful you could be overwhelmed at any moment.
Silent Hill achieved both of these rather well, especially with the radio and flashlight. Keeping the flashlight off prevented enemies from finding you, but you could barely see. The radio would keep you on your toes, looking around frantically for the enemy the that is there, but you can't yet see. The general inhumanity and psychological implications of the monsters, as opposed to the zombies of Resident Evil, also added to the creepy atmosphere.
Going through with the attitude you could kill everything would easily get you killed. Survival horror is about surviving because you do so against all odds, not because of good combat skills. So, as the genre evolves into action horror, it is definitely not the same as survival horror.
Don't forget World of Goo! That's a pretty original game.