Friday, July 31, 2009
Resident Evil 4; My Reintroduction to Survival Horror
RE4 tries to keep you on your toes (or, on your fingertips) by constantly changing the mechanics of how you play. You play as Leon, the main character and Ashley, the President’s captured daughter, in a typical action-adventure survival horror game fashion. Interspersed in the normal gameplay of navigating the environments and aiming and firing various weapons are sporadic (usually introduced by a short cut scene) quick-reaction button-mashing fevers (“press A to sprint” or “press L + R to dodge”). Some bosses, in addition to whatever particular puzzle or obstacle required, are played by totally different schema. The first boss fight is played by fighting a lake monster with a harpoon and motor boat. Though the button-mashing is the same, the order and presentation of the mechanic differs. This emphasis on variation keeps the game scary, because I am never able to get to a place of comfort within the game.
When a new monster or threat appears on the screen or in my ears, I characteristically shriek and mash whatever button allows me to go to the menu and as a result pause the game. I breathe deeply, make sure I am appropriately armed, and return to the horror. This “pause” allows me to recoup from my fright and prepare for whatever the fight offers. If I weren’t playing the game like such a wuss, the scariness of the “boo!” moment (often diegetic) and the gameplay battle itself (non-diegetic) might meld together a bit more.
My penultimate example comes in the form of the scariest enemy in the game, one of the only scenes I remember truly scaring me in my first playthrough. When I approach a zombie imprisoned on my way to a lever, the zombie bursts out of his metal bars and begins to attack me. This zombie is shown (in a cut scene) to have his eyes sewn shut. The blind “Wolverine”-like zombie chases after me when I run, but cannot hear me when I walk. To beat this character, I must distract him with sound (firing a gun, running footsteps, ringing a bell) to a place where he will charge and thrust his scissor-hands into the wall and get stuck. Shoot him in the back a few times, repeat. After spending the whole game running (not just moving directionally, but moving directionally and pressing B), taking my finger off the “run” button and walking slowly around this zombie (who is running) is petrifying! My expectations are defied as I have to re-learn game mechanics under these new conditions. The monster is relatively easy to defeat, but the initial re-learning of gameplay makes the slow walk around the monster terrifying.
In my brief reading about “survival-horror” games, I found the key characteristics of survival/horror to be content, under-equipping and overwhelming the character. The gore of RE4 (for instance, my cut-scene decapitation by a chainsaw-wielding zombie with a sack over his face) and the story of RE4 (a parasitic virus that eventually turns you into a ‘zombie’) never capture my imagination too much, and I blow through the game assuming an archetypal content behind the “posts” and “communication logs” I’m skipping. The gore, though occasionally inventively gruesome, is dismissible and almost boring compared to the “realistic” zombie situations my imagination is flooded with from film. I found the scariest aspects of RE4 to be the tension of consistently introducing different “types” of gameplay (described above) and when the game takes familiar situations and re-work them to surprise you. For instance, small open cabins line the pathways through the Spanish forest, but after the 5th or 6th empty cabin, I stopped entering with caution. Later, a zombie is hiding in one of these cabins, defying my expectations and scaring me in what I thought was a ‘safe’ space. Other, less dramatic examples keep the player alert- a portrait of the antagonist, a wooden box, a particular background rock- previously non-actionable, background aspects are rendered actionable and foreground. These somewhat mechanical changes in the gameplay and in my expectations of what the game would offer me were what made the content and gore of RE4 relevant, and ultimately ‘horrifying,’ to me.
Monday, July 20, 2009
The Path
Resident Evil 5
Thursday, July 16, 2009
first-person versus third-person
Also, I thought it may be interesting to see how members of our group feel about being able to choose his/her character in a third-person shooter game---which games give you this option, do you like having the option, do some games only give you the option of being male, does having a choice make the game less frightening, etc. Just some thoughts...
Tuesday, July 14, 2009
Character control in horror games
Saturday, July 11, 2009
The Privileging of Vision
In Affective Response in Digital Games, Eugenie Shinkle notes that “the ostensible freedom of virtual environments is still calculated, in large part, on the privileging of vision..." (31). This is surely the case in Bioshock. Towards the beginning of the game you are forced to navigate your avatar into dark spaces. Often you will remain engulfed in darkness for a few seconds before the lights flicker on. Here’s probably the scariest moment for me in my experience of Bioshock thus far: I’ve finished clearing a room of crazy junkies and I’m searching through some containers. Unlike many other games, when you search through corpses and containers in Bioshock time continues to pass around you. You can be attacked while looting. This diegetic element keeps the player from feeling secure while rifling through rooms and bodies. I am eager to hack into any computer or vending machine in sight largely because that does pause the game. Anyways, I’m searching through a cabinet and some steam pours out of an overhead pipe. When I turn around I can’t see anything, but when the steam clears there is a splicer standing like two feet away staring straight into the screen. I cracked his skull open with my wrench but I still felt so vulnerable. The game scared me by preventing me from feeling safe, and it did this in part by limiting my vision. Bioshock doesn’t give you a flashlight, which in my mind is a good move because it makes you feel more helpless.
Horror movies often also rely on making the viewer scared of what she/he can’t see. In a movie the camera might move in close to a person as he opens the medicine cabinet above his sink and then reveal a man standing behind him with a knife when he closes it (a particularly interesting cliché because the camera angle has placed you, the viewer, in the physical space of the killer without your knowledge. But that’s aside from the point.) Part of the helplessness and frustration of the movie is that you can’t control where you’re looking, and you can’t tell what is off-screen. In modern first person video games the player can control the camera. The frustrated fear of movies is replaced with a more visceral fear. You can look into the corners and spin around but you still can’t see what might be there. In this way the privileging of vision that the video game camera affords actually heightens your fear because it makes the places you can’t see more profound and real. If I were to walk into some creepy dark shed in a bad part of town in the middle of the night, I wouldn’t be afraid because of the inability to turn my head and look around me. In horror games, like in real life, you can look but you often cannot see.
As Bioshock progresses, the limited freedom of vision becomes less disconcerting because you know what to expect and you know that you can handle it. Part of the drive to continue in the game is the desire to become more powerful and thus less susceptible to fear.