Showing posts with label survival horror. Show all posts
Showing posts with label survival horror. Show all posts

Sunday, December 13, 2009

Getting Emotional.

Recently I've seen the argument put forth that games cannot, by default, elicit the same emotions that movies do. Reason being, simply, that you're looking at computer-generated characters instead of real, living, breathing people. Is that actually the case, or is that a very strict limitation of games that can never be overcome? I give you two examples - one from an actual live performance, and one from a video game. The actual live performance is longer, but for the sake of my comparison, I think that's okay. I won't give you the insights into the Clapton song if you don't know what he's singing about, because the same context isn't readily available for the Silent Hill example. I'll simply place them next to each other and let you come to a conclusion.

Eric Clapton:





Silent Hill (ignore everything after the initial song):


Read more...

Friday, December 11, 2009

Immersion Factor OVER 9000?!?!?




It's not often a game pulls me in so completely. So completely, in fact, that I'm going to declare Silent Hill: Shattered Memories one of the most immersive games I've ever played. Every aspect is designed to make the player feel like they are part of the world, and it's working on me hook, line and sinker.

I'm not going to go into all the details just yet; I'll save that for when I've finished the game. Instead, I want to focus on a single mechanic: Harry's cell phone. When you hit the minus button on the Wiimote, Harry will take out his phone and hold it up to the screen. There are 9 menu items to pick from, including saving your game, dialing a number of your choice, listening to/reading messages, and using the phone's camera. There are phone numbers written all over the town, and if you dial one of them, you'll get some kind of an answer. It may just be an answering machine, but an answer nonetheless. And the genius part comes in once you hit "call". Not content to simply let Harry hold the phone up to his ear in the game, the developers decided to have the player do the same. The audio from the phone comes in through the Wiimote speaker, and let me tell you, it only adds about 985, 543% to feeling like you're really in Silent Hill. I almost said "hello" the first time I answered a call, and I did one of those things where you look at your phone, put it back to your ear, look at it again, put it back to your ear, etc. It's so wondrously simple an idea, yet its effect is monumental.

As I said, you can also choose to whip out the built-in camera. Doing so will cause Harry to hold it sideways, and you can take a picture of any and everything you want to. And just like talking on the phone, there's a little extra bit of immersion added to the camera. The phone's screen actually has the distortion and lag that real camera phones have, and walking around with it in the middle of your field of view makes everything seem even more disturbing. It's another small, genius move that puts a stupid grin on my face. Of course, there is an actual use for the camera besides taking random pictures of the game world. At times, you'll be prompted in some fashion to take out the camera. When you take a picture of a certain area, you'll get a voicemail or text sent to you from different people. It hasn't happened to me a lot yet, so I don't know the full extent of this part of the gameplay. Regardless, it's yet another use of the engrossing phone mechanic.

Even only a couple hours in, I already have so much more I want to talk about, but I'll hold my tongue until (probably) this weekend when I finish the game. I've heard it's relatively short, but I think I'm done measuring a game's worth in hours. The experience is what I'm after, not a mathematical division of hours played and dollars paid. So, yea. Silent Hill: Shattered Memories. Great stuff.

Read more...

Tuesday, November 10, 2009

Deadly Premonition - More Horror Bang for your Buck





In keeping with my promotion of budget titles, I give you another probably little-known game that's slated for a March 2010 release at $19.99. Developed by Access Games (the guys who made Spy Fiction) and published by Ignition Entertainment (they also published Muramasa: The Demon Blade in North America), Deadly Premonition is a survival horror game where you play as Francis Morgan, a detective out to solve a murder in - you guessed it - some fucked up place where weird shit is going down. All I've seen is the trailer that I'll have below, so I'm only slightly more informed than you are. But from watching it, the game looks interesting. One could say the graphics aren't cutting-edge, and they would be right. But there were parts in the trailer, such as the women whispering in each others' ears while some weirdo children with wings or something sit on swings, that had a suitably creepy vibe to it. I hope the game turns out well, because I love the horror genre - be it in movies or games. If nothing else, I've never played anything that, as a contextual game mechanic, had you trying to pull a woman's arm out of your mouth. That's fucked up.





For more info on the game, their website is pretty cool. There's a blog from the game director which is obviously translated into English from Japanese. Good times.



Read more...

Monday, February 9, 2009

First Impressions - Siren: New Translation





Much to my delight, I recently received my hard copy of Siren: New Translation in the mail. You see, I had to import the damn thing since Sony seems to be hell-bent on pissing off at least some people all of the time. Anyways, now I can play it, which makes me all warm and fuzzy inside. I actually played the demo when it first arrived in the Japanese store, but for whatever reason, it didn’t instantly grab me the way the final product did. Maybe I just wasn’t in a survival horror mood, or I could have been in the middle of playing a bunch of other stuff – who knows. But for a first impression, the Siren I’m playing now nailed it from the get-go.

The game starts off with a suitably creepy home video-like perspective of some bizarre killings being performed by people in hooded clothing. The people behind the camera are part of a news crew who are on a supposedly deserted island in Japan. Why they’re there, I’m not really sure at this point. What I do know is that they soon find themselves on the run from the disturbing locals, and they’re none too happy about it. The game takes a really interesting approach in the way its levels are spread out – each chapter is broken up into episodes, just like a TV show, and so far each episode lasts between 5 - 15 minutes. You play as different characters, and switching between them during the episodes gives a unique perspective to the way the story plays out. One episode has you playing as a high school student, while another starts you off as one of the TV crewmen. Each person seems to play the same, but I’m guessing the developers opted for multiple characters as a way of fleshing out the story in an interesting and different way than what's normally seen from games in this genre (or any genre, for that matter).


With Siren being a survival horror game, the atmosphere needs to have a certain dread in the air, and it certainly has that in spades. Some of the characters carry flashlights, but even with them turned on, you can’t see very far in front of you. Everything is near pitch-black, and ambient noises from within the blackness surrounding you add to the creepy-as-shit vibe the game has going for it. You can also hear the mumblings and crazy laughter from the zombie-like enemies in every direction, and a lot of the time you don’t know where they are until you’re right on top of them. That is, until you get the “sight-jacking” ability. “Sight jacking” allows you to see from the enemies’ perspectives, and the mechanic is implemented with a vertical split-screen – the normal third-person view of your character on the left, and the first-person viewpoint of an enemy on the right. You might think it would get confusing, but I found it to be a really cool effect, and it’s also pretty damn useful. I used it one time to wait for a guy to turn a corner, and as he walked away, I beat him about ten times in the back of the head with a shovel. It was awesome. That’s not to say you can run around beating people with gardening tools all the time – your best bet is to avoid contact as much as possible, because they can fuck you up pretty bad if they get a chance. When you’re nearby an enemy, the controller vibrates a bit and you can hear a heartbeat sound that can only mean bad things. Once they’ve spotted you, the screen turns all kinds of trippy colors, and pants are shat as you run away like a little girl. By “you,” I mean me. And by “run away like a little girl,” I mean just that. What you often find yourself doing is running into a house to hide in the closet or under a bed or something. Your pursuer follows you, and you can see them searching for you from the safety (or lack thereof) of your hiding spot. Once they leave, it’s up to you to either stay put or book it the fuck out of there. So far every encounter like that has been insanely tense, and I can’t see the mechanic wearing thin any time soon.

Overall, Siren has really impressed me. I wasn’t sure how it would fare, since I actually have the original PS2 version of the game, and I found it really hard to control. The controls in the new version still hamper your movement in a lot of regards, but not to the point of the fun being taken away. I’m a firm believer that for a survival horror game to be genuinely effective, you have to feel – at least on some level – totally helpless. Siren does just that, and if the suspense can sustain itself over the course of the entire game, I might have just found my new favorite series. Fatal Frame is one of my all-time favorites, but the next entry is on the Wii, so fuck that. Luckily for me, Siren seems able enough to take the place of that once great franchise, and gives me a new reason to turn the lights off again.
Read more...