Horror in Gaming - Survival Checklist of Death (Pt 3)

 Happy Halloween, Gamerheads!!!!! We're almost to the finish line, so here's  the finish of this particular feature on Horror in gaming. I hope you're ready for the season to come to a head, because The Virtua SPEWWWWWWWWWWWWWKINESS is gonna keep on keeping on!

The tropes we know and love/hate from the horror we love/hate have been used and abused to great and terrible effect. What you do and what you don't do can be very situational and very fickle. A lot of things work off of something else. 

Weapons

If you have a gun, being able to shoot every single enemy once CAN make the game boring. How do you fix this? Left 4 Dead made their one-hit zombies extremely plentiful and added very tough zombies sprinkled in among them. That brings about satisfying gameplay as you mow down the small-fries while also filling a Tank Zombie full of bullets to bring it down like a mammoth. It's satisfaction and it's of the good kind. 

Giving the shotgun a good, heavy sound and damage output will make your player happy. The melee chopping and hitting hard with good reaction will make them okay with low ammunition. Making your main character Doom Guy and equipping him to the teeth will require many demons of different types and stages keeping you guessing and looking for secrets. Interesting gameplay and scary strong monsters make awesome guns okay. 

Setting up the Scares

What made PT so amazing was the scare factors and the visuals. You literally have no defenses against these things. If you do one thing wrong at the wrong time, something will kill you and you may get lost and need to backtrack. All of this evokes fear, along with the setting, which grew steadily darker the more you went. Setting off with jump scares from the start is annoying. Waiting it out, keeping the setting dark, foreboding and unsettling, then unleashing the jump scares and other scares will keep your customers happy. 



Throwing a monster and/or body horror guy straight from the first scene is robbing your audience. You are trying to jingle keys in front of their face and it is insulting. This can't be done at the very start, in broad daylight, it simply kills it from the very start. If you start at 10 and keep it at 10, how am I supposed to feel unsettled? Agony had nothing but blood and guts and spurting red stuff everywhere from start to finish. Just because we don't live in that in real life does not mean it is interesting!

Breaking the Tension

Comedy and romance can work in a horror story. In fact, it is good to keep a bit of every genre in your story. The problem is, you need to stick to it and not derail the main draw, which is horror! If you cut the tension with a joke or some sudden girl wanting to be kissed, it kills the suspense completely! Having the horrible creature jump out and juggle eyeballs, without proper context and character concept, is jarring and assassinates any chance of being scared of your horrible creature.

By the same concept, seeing your horrible creature in full view while also cutting and stabbing with gore had better also have some good build up. If we see the creature kill a bunch of people, little by little, come out of the shadows and stare your character down while also attempting to kill them, builds fear of the creature. Nemesis did this to tremendous effect in Resident Evil 3 while Alien: Colonial Marine glitches the Alien Queen while also killing the gameplay by not having the proper gameplay to begin with? What? Build up your villains, get me scared! Stick to your mechanics! It's not a hard concept.

Resources

How much do you starve your player of health, ammunition and other items? What is too much or too little? Some games will get it so right that you will naturally conserve your resources while keeping a steady flow of death. Other games, if you shoot one bullet out of line, you have already used too much and you need to backtrack to get the bullet back into your gun. Deep Fear took this concept and said, "no, I'll just put a place where you can replenish health and ammunition infinitely", this broke the tension as a whole. 

This concept needs to work throughout the entire game the same way each time, or it will not work. This is a very delicate game mechanic, but it can be so beautifully pulled off as to make your game one where the player will return time and time again. 

The Ending

Yes, your game needs an END. It does not need to keep going for decades upon decades upon however long as a series/loosely strung together bunch of games. D took a good way about this, in that each game was a separate concept. The problem there is that some of the games could have benefitted from taking more of the first game's idea. When games have endings, with stories today, you can bet they're either going to retcon the last ending to continue the series or just ignore the lore and continue regardless. Neither of these are a good idea, but happens so wearily often! 

The story is one of the hardest parts to get right. Resident Evil 7 did this concept a lot of justice all the way up until it gave you a choice between saving two ladies. One breaks the story entirely, the other only breaks the story a little bit. The choice should have never been in the game, as the story was already a little convoluted, but that's just how it goes. 

This is also a good place to draw this Saturn SPEWWWWKIES!!!! 2024 feature to a close. It is a lot of fun to explore but it is vast and there is so much to talk about. Halloween is fun to celebrate and fighting off horrific creatures is a fantastic way to spend the holiday. Invite over some friends and play some local multiplayer or LANs. Share some scares this season and remember to jump out when they least expect it! VirtuaAAAAHHHHH!!!!!

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