Tuesday 9 June 2009

Alan wake – The future of horror games?

E3 2009 is over, I hope you enjoyed it? I thought it was certainly the best E3 in a long time, they got their action together. What did you think of E3 this year? The other big surprise from watching the Microsoft conference (other than “Splinter Cell: Conviction” which I spoke about in my last post) was “Alan Wake” which I thought was going to end up being another “Duke Nukem Forever” with it either being cancelled or finally released with out of date ideas and mechanics. If you haven’t seen any gameplay footage of “Alan Wake” check it out below, I have to say its looks great and the timing for its revelation or release date for Spring 2010 couldn’t be better with the recently disappointing yet promising horror game “Resident Evil 5” and the lack of horror games in development these days.



“Horror Survival” is one of my favourite sub genres within video games, being quite fond of the genre since the PlayStation days of the original “Resident Evil” and “Silent Hill” which were based around unforgiving and unique mechanics and design approaches. The whole item management element for an example, where you had to plan out what items you think you would need for journey to the next location trying to predict what enemies/scenarios you would encounter. This was interesting element/mechanic which allows the designers to control the player’s psychology to embrace a sense of uncertainly and fear making the player feel weak and vulnerable.

Most of the horror games these days lack this sense of horror or suspense with titles like “Dead Space” or “Resident Evil 5” focused towards more visceral approach towards gameplay and expressing of “horror” via gory shock value and panic whereas old horror games were far more psychological experiences. I don’t find these recent horror games that frightening, (more unnerving perhaps?) but why is that? I think it’s not just the obvious game direction of “never outgunned, but always outnumbered” but for the player’s purpose/reward for interacting with such experience is empowerment and that’s one of the issues with the approaches towards horror within video games medium is that horror isn’t meant to make you feel good. It’s meant to make you feel bleak, desperate, weak, etc for your character and hopefully at the end, the character survives the incident and you are relieved for this result but I wouldn’t say this is empowerment. This is debatable; I would like to know what you guys think of this? Is this still empowerment if the player goes through emotional hell for just the character’s safety/ survival?

Lately, I’ve been playing a PlayStation 3 game called “Siren: Blood Curse”, not sure if you have hear of it? If you like horror games, I recommend it, it’s very unique and most frightening and intense game I’ve played in a long time. http://www.eurogamer.net/articles/siren-blood-curse-review .It’s another great PlayStation 3 exclusive that Sony fails to market which is great shame as it deserves more credit. Anyway “Siren” takes place on remote Japanese cursed island where you play as 8 different character's perspectives over the course of the story, cutting back and forth on the timeline and revealing alternatives viewpoints and plot twists, basically imagine “Lost” meets “Ring” or “The grudge” (any J-horror movie). What I find interesting and smart is how the creators play about with the player’s feelings/motives via playing with different characters as every character has own set of ablitlies/actions within the context of their situation and characteristics. For an example, you play as “Bella Monroe” who is a young girl stuck inside of hospital who is too young to defend herself from the shibito (which is what the enemies are called in this game which are basically zombies) so she can’t pick objects to use as weapons but she is small giving her a great ablility to hide in many places forcing the player to sneak past the shibito making the player feel weak, small and tense . You also play as her father “Sam Monroe” who is grouped with another character equiped with weapons found within the mines, shooting any shibito encountered which makes you so grateful and powerful for such simple primary function in most games which makes this very empowering. The game explores a diverse array of moods/situations which solves the issue with horror I spoke about earlier and also pacing of player emotion. If look at “Resident Evil 4” (I think RE4 is best 3rd person shooter ever) I thought forwards the end of the game, it wasn’t frightening as I was too empowered, I felt like god and I could take out Godzilla with a knife whereas “Silent hill 2” was too tense for me and wasn’t empowering enough to carry on playing.

This is where I wonder what path is “Alan Wake” is going to take; more psychological or more action style of gameplay with such personal characteristic narrative as being “Alan Wake”? Will the game be embracing empowerment as “Alan Wake” like “Resident Evil 4” batting the horror incident becoming more powerful as the game progresses or will be more personal journey of surviving such incident? One of my concerns for this game that it may end up being an action game with horror elements like “Dead Space”, I guess its too early to tell but I think this would be obvious option for “Remedy Entertainment” as empowerment is easier to place within action games rather horror games. I hope they have the ambition to try otherwise, like with “Siren: Blood Curse”, balance player empowerment with emotions of fear and suspense, maybe even empathy.

Jonesy

5 comments:

Unknown said...

I think you've touched on a few key issues in this 'ere post, Jonesy.

Survival Horror ... as it was originally conceived and delivered to players is likely, for all intents and purposes, dead, IMO. As you've noted, a horror game, at its core cannot generally be a positive experience. It has to be bleak and arduous. But this doesn't really fit within the gaming design ethos of the day.

It is, indeed, time for the notion of Survival Horror to change and morph into something else. Siren is a great example of how they've taken empowerment and used it to mix up gameplay and make it more 'palatable' for an audience that may not wish to entirely indulge in a Silent Hill 2 style escapade of never-ending tension.

Having said all that ... perhaps again we're at an odd crossroads. Horror in films, of late, has gone further down the route of torture porn which is something that you cannot really execute in a game (case in point, Saw, which seems to be a different take on the movie's execution).

Which leads us to a larger, sociological question: What are we afraid of today and how far do we want these fears examined and manipulated by an interactive experience?

Anonymous said...

perhaps the psychological horror with it's slow build-up has gotten itself to the point where it is the definite niche as a sub-genre and hence as you've noticed the dominance of action based survival horror where instantaneous value or gratification is the key, less 'imagination' on part of the user and more 'reality'

i think there's room for all types of horror games, as there are people who 'enjoy' the experience of feeling a desperate struggle, fear being a strong driver, but i could understand why most would prefer empowerment, being a form of desirable entertainment

indeed there are many more emotions yet to be fully explored in games and when those experiences are eventually employed, we can see for ourselves whether we enjoy them in our games(!!)

James said...

I am also a fairly big fan of survival horror games and Alan Wake certainly looks like it could be a good one.

Siren:Blood Curse does look decent as well, it was a pretty interesting experiment offering the game as individual downloadable chapters. I wonder how many people got the game that way or did they wait for the retail release.

The part of the game you described with the little girl who has to run and hide, kind of defines what a survival horror game should be to me. It should impose limits on the player so they have to think about how to survive (progress) in the game. When you give the player too much power then they don’t really have those kinds of feelings.

james m said...

I think that there are loads more interesting things to do with the Survival Horror genre than has been explored in games so far, particularly with regards to psychological horror. Games such as Enemy Zero, Eternal Darkness, Fatal Frame and Silent Hill: The Room all do some crazy cool stuff with messing with the player's mind - it's just a shame that the game experience overall doesn't always do the great ideas justice. I don't think that Horror games need to concern themselves with being empowering, or even 'enjoyable' experiences at all, but certainly they should be compelling.
Your experience with Silent Hill 2 is interesting because, as much as I love the Silent Hill series, it's always been a little frustrating due to the awkward nature of the combat - which spoils the immersion and pulls me back out of the game. So I'm very curious to see how the Wii re-imagining of Silent Hill 1 turns out since they've acknowledged the rubbish combat and stripped it out completely.

Jonesy said...

@ Prakash

Very good point, I agree! It’s funny you say that because I’m currently writing up about modern fears and expectations from recent trend of horror movies within my next post which hopefully be should posted tomorrow or Wednesday, which causes for another discussion.

I think that’s main issue with recent horror games is that trying to fit them within the popular trend of empowerment and being spectacular with big set pieces which is easier to sell and market to people as they instantly involved and engaged just like Resident Evil 5 (which I just finished, guilty pressure it was alright actually). Horror games need a revamp/new approach within their design for appeal of horror and marketability of being horror.

@ Anonymous and James M

I agree with you that games (not just horror games) need to explore more emotions and deeper into ones already explored and horror games have offered a lot for unique player experiences over the years but I think with unique concepts and ideas need lot of definement and tweaking to push through well without feeling gimmicky/disconnected towards the overall experience. What’s what the western game developers are very good at, defining and polishing old tried and tested ideas (perfect example: Call of Duty 4) for solid experience whereas eastern developers are so far experimental and think about creativity of the context and concepts rather than the designing an player’s experience. I think there needs to be some middle ground towards the development of a horror game as the flesh ideas add a sense of mystery and unique identity creating the fear factor for the player but there needs to level of polish to keep the player engaged. I’m going to stop now as I was going to go off on a rant about possible future horror game approaches, anyway thank you people for your comments, it was really interesting to hear what you had to say about this topic. Thanks again!