The Survival of Survival Horror
Rich writes with this excerpt from GameTopius:
"When it comes to pacing and combat, Resident Evil 5 is being compared to Dead Space, as opposed to its previous peers, Silent Hill, Clocktower, and Siren. This is understandable: Resident Evil 5 is joining Dead Space in a new quadrant of the survival horror genre. These games are akin to survival horror in their look and style, and sometimes in the trappings of their stories, but when it comes to gameplay, they are faster paced, and emphasize tighter controls and tactical decision-making, not the ability to use as few bullets as possible on hard-to-hit monstrosities. The reasons for these gameplay changes have been carefully examined by designers and gamers alike."
Left 4 Dead is THE survival horror game.
I can't really call RE5 survival horror when the main characters are zombie hunters by trade.
Dead Space is definitely survival horror, but sci-fi flavored.
They're using their grammar skills there.
I agree on the lack of scare in these newer games, but I'd like to have my scares while having some semblance of decent controls. The genre essentially says "Here's the game, here's the archaic and awful controls with which we cripple you in order to make the game scarier."
Survival Horror, to my mind, was a combination of two types of games. The most obvious is horror. Zombies and other scary creatures wandering about. However, the presence of horror enemies does not necessarily make something survival horror.
Take Painkiller. Painkiller is an old school First Person Shooter. You see something, and you shoot it. However, it was creative in the nature of it's scary looking and scary moving enemies. Since each level was different, not all stand out as horror, but the Asylum creeped me out enough.
The thing about Painkiller though is that you are, yourself a scary, unstoppable killing machine. The game makes it easy to start up again where you died, you get tons of power ups and ammo, and your main weapon is an unlimited ammo flying cuisinart. This is actually not uncommon for games, or for horror themed games.
Now, people are used to the original Resident Evil as survival horror, and it is, but there are more also more recent games that emphasize the other part of survival horror, survival.
Take Haunting Ground. In Haunting Ground your character is essentially a completely helpless teenage girl with no really effective way of fighting the horror. The big game mechanic? Well, when a big, horrifying guy comes along, hide under some furniture and wait for him to give up in frustration and leave. You don't have an effective way to fight back.
Now, the newer Resident Evils seem to have abandoned this to an extent. I haven't played 5, in 4 it is possible to run out of ammo. However... you do a lot more shooting than running in my opinion. At least I do... my approach to the original Resident Evil was to avoid using weapons as much as possible. Run past the zombies, try to avoid going dangerouse places... when dogs enter a room get to the door as quick as possible and don't go back unless you have too. For me a successful, "room run" meant I ran through the room without getting bit and without using up precious ammo. Shooting at something and missing, on the other hand was (for the game) annoying or even depressing, especially with rarer ammo for stronger weapons.
The original Resident Evil was meant to evoke the feeling of the original Dawn of the Dead. Part of the fun of that movie was thinking about post apocalyptic survival. It wasn't just about scary zombies, it was about finding supplies and safe places to stay.
Left4Dead is kind of a mix, I think it tries to evoke survival horror by requiring you to rely on your team, limits on some kinds of ammo and health, and the fact that attacking witches really isn't a good idea.
"MIT betrayed all of its basic principles."
True, RE has historically had crippling controls. Fixing their controls with RE4 and moreso with RE5 isn't a problem in and of itself, but I think the threat from monsters should have been cranked up correspondingly.
Want to know a survival horror game? The first time I played Tom Clancy's Rainbow Six. I approached it as a first person shooter for about one minute; then I realized that one bullet from a unseen assailant can instantly kill me. From that point on, I crept forward as carefully as in any zombie-infested underground research lab. A survival horror game loses its horror if you ever get to the point of seeing a monster onscreen and thinking "I can kill that, no problem." A single zombie in the middle of an empty room should still make you nervous.