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Finding Fear: Putting the Horror Back in Horror Games
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Friday, October 15, 2010
EDITOR'S NOTEfrom James DeRosa

As we ramp up to Halloween, Chris' article seems especially timely. I love the sentiment of his piece, but I can't play horror games. I have no problem with scary movies, but controlling a fictional character that can actually die creates a very strong proxy effect in me.

Ghosts aren't scary -- annoying maybe, but not scary. Not in any practical sense anyway. Maybe I'm weird, but the things that terrify me are things that exist: human evil, more than anything. And maybe big lizards. 

Wouldn't logic dictate that the scariest thing is something that exists? For example, the thing that scares me in the middle of the night isn't the boogeyman or that girl from The Ring, but the idea of a person breaking into my house, with unknown intent. People are scarier than any ghost or demon, simply because people exist.

So why is it then that just about every horror game revolves around ghosts or other supernatural scares in some way?

 

You'd think that with so much hype and hyperbole over game violence -- and game developers being more willing than ever to utilize serious and brutal violence -- that there would be some horror games based on the simple but terrifying premise of people doing bad things to other people. Some games come close: BioShock is an example, but even that games cloaks itself in a realm of fantasy. I would like some real-world fear -- something that doesn't go "boo!" but instead hits us in a more subtle way.

One of the scariest movies I've ever seen is Henry: Portrait of a Serial Killer. It portrays a man who kills not because he gets a thrill out of it, but because it's a way to relieve his boredom. It features an infamous scene where he and his partner break into a family's house and murder them. This scene alone is more horrifying than any supernatural demon or ghost could ever be. Because it's happened, and we know it's happened. 

Games seem to take another approach entirely. The closest I've seen any major title come to approaching this style is Heavy Rain. It uses a dense tone and lonesome atmosphere to create a perpetually bleak sense of place. Though the game is not in the horror genre -- it's more of a thriller -- it could have been. I would love to see a horror game like Heavy Rain that relies on plausibility and tone. Right now, we mostly get loud noises and spooky creatures that are more at home in a Halloween maze than anywhere else. 

Maybe it's because people percieve the medium as pure entertainment and empowerment, but personally, I don't think horror should always be entertaining. Sometimes it should be traumatic, and it should be unpleasant. It should be horrific. A scare shouldn't make you jump in your seat and make you giggle afterwards, it should make you feel uneasy. Fear is an unpleasant sensation, and people seem to forget that.

 
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Comments (7)
October 14, 2010


While ghosts and demons rarely scare anyone anymore, the fear of the absolute unknown is still just as scary. Like you said in this article, someone breaking into a house with unknown intent, emphasis on unknown, is scary. If said person were to break in with a known intent then you could react better based on that knowledge. One of the problems is, in my opinion, that with horror games that use ghosts or demons the player has learned that these creatures are fallible in game logic, that there is always a set way to defeat them. A truly scary game would be one where the logic of the game world or its denizens changes, where it is unknown. Of course this is an immensely difficult obstacle to overcome, as games are restricted by the logic that programmers can implement in them, but I'm sure if a developer really put some thought into it, a new breed of horror games will arise. Hopefully it won't be based on clunky tank controls and awkward camera angles though.



(Edit: I'm aware that Eternal Darkness messed with the player by throwing unexpected meltdowns of typical game logic at them, but I haven't played it nor have I seen that design in a game since)


Robsavillo
October 14, 2010


The only games that honestly frighten me are those that force me to risk something important. Demon's Souls immediately comes to mind -- black phantom invasions (where another player literally invades your single-player game world) would cause my heart to race with fear because of the repercussions and possibility of failure.


Bm_luke
October 14, 2010


The problem with creating an "ordinary scary" as you describe is that it requires the player to be equally helpless, which is fine for atmosphere but terrible for entertainment.  One demented everyman with a knife can easily destroy a real life, and that's the scariest thing ever to exist, but every game character in existence has "Press A to Just Kill That Guy."



Take that away to create the feeling of helplessness and you haven't created an atmosphere of vulnerable horror, you've created a "Playing as the stupid sidekick level" - and gamers hate those.


Scott_pilgrim_avatar
October 15, 2010


Damnit, Rob! You beat me to the Demon's Souls drop!


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October 16, 2010


Games made by Frictional Games might be for you, well maybe not... so how about Condemmed?


Jamespic4
October 16, 2010


@Randy Amnesia is pretty damn scary.


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October 16, 2010


I agree, and Horror is actually pretty much my favorite genre in gaming. I've actually begun to design a horror game, one  based in a pseudo reality hard to explain but hecka fun.


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