Famous in Germany Again

About a year ago I was lucky enough to be quoted in German Game magazine Gee in an article about horror games. Apparently I didn’t come off like some crazy lunatic, as another magazine from Deutschland has seen fit to put my opinions to print. This time around editor Christian Schöenlein of play3 has written an interesting article about how horror games work, a topic close to my heart. Schöenlein expertly covers the psychology, thematic traits, game design, and audio design elements that are at work in horror games, and his article is one I am happy to have been able to contribute to. In fact, his article is part of a special issue of play3 that is dedicated to horror games. If you live in Germany you should check it out!

2008 Was a Good Year

Out with the old, in with the new! If 2009 is anything like 2008, we’ve got a lot of horror games to look forward to. 2008 was a good year for us horror gamers; in fact, it was the best year we’ve had since 2005. A total of seven horror games were released in the West, and if we throw in DS games and games that were released in Japan only (for now, we hope), the number is closer to 10. Dead Space, Alone in the Dark 5, Silent Hill 5, Silent Hill: 0rigins, Siren: New Translation, Fatal Frame 4, and, uh, Obscure 2 were all released in 2008. Compare that to 2007, a year in which only two games released, and one of those was Escape from Bug Island.

No, 2008 was pretty good. Here’s the games that are on my radar for 2009:

  • Alan Wake. (Xbox360, PC) It looks cool, but will it ever ship?
  • Calling. (Wii) I just posted about this game a few months back.
  • Cursed Mountain. (Wii) I posted some early footage of this game about mountains, curses, and apparently Buddhism.
  • Dead Island. (Xbox360, PC) Details are sparse as ever on this one. I posted about it last year.
  • Hydrophobia. (Xbox360) Game or tech demo? You decide. I suspect that this one is never coming out, actually.
  • Resident Evil 5 (Xbox360, PS3, PC). The demo is pretty hot. This will ship soon, I think.
  • Heavy Rain (PS3). According to the developer it’s a horror game. Rock!
  • F.E.A.R. 2 / Project Origin. (Xbox360, PS3, PC). Alma is back. Interesting history to this project.
  • Rainy Woods (PS3, Xbox360). It’s Twin Peaks in game form! I posted about it.
  • Sadness (Wii). A little bit of evidence that this vaporware might actually exist popped up in 2008.
  • Unnamed, mysterious Shinji Mikami/Suda51/EA “action horror” game. And that is all we know about it.

That’s a pretty good lineup! Lots of variety, lots to look forward to.

Nanashi No Geemu Impressions


Scary stuff.

My train ride to work only takes 30 minutes, but it often feels much longer. I ride Denentoshi-sen, a line that runs from Shibuya all the way down into Yokohama, and has the unfortunate distinction of being Japan’s second-most crowded train line. Even a a short ride like mine is exhausting when you spend the trip crushed up against other commuters. But for the last couple of days the trip has gone by so quickly that I almost missed my stop. I’ve been completely engrossed with SquareEnix’s DS horror title, ナナシノゲエム (Nanashi No Geemu, lit. “Nameless Game”).

My first impression of the unnamed game was, I must admit, a little cool. The game at first appears to be Yet Another Visual Novel Adventure: the introduction consists of white text on fuzzy backgrounds and a crush on a girl who is already taken by an upperclassman. In other words, it starts off as just about every other visual novel ever made does. Don’t get me wrong, there are some real classics like Kamaitachi No Yoru within the Visual Novel genre, but most of the games are trite Choose-Your-Own-Awkward-Romance adventures with little or no actual game play. Not to mention that the story involves a cursed video game that kills those who play it in seven days; though this sort of premise pre-dates The Ring, it’s so often used in Japanese horror that it’s pretty worn out. So I was a bit disappointed to see the game open with a bunch of text describing a routine story.

But I knew from the trailer than that lurking somewhere in this game was a 3D mode and some sort of NES-era RPG, so I decided to stick around for at least the length of my train ride to work before giving up on Squeenix’s first horror game since Parasite Eve II. The story is that a new kind of game machine called the TS has become extremely popular in Japan. The TS is a combination portable game machine and phone, and its killer feature is that games can be exchanged over the air, and can be played online. There is, however, a rumor about a strange TS game that causes the death of those who play it. Since TS games are exchanged amongst friends over the wireless network, nobody really knows what this cursed game is called or if it even exists, but the rumor persists nonetheless.

For the first five minutes I was sure that Nanashi No Geemu was going to be lame. And then the aforementioned cursed game showed up. What’s so awesome about it is not just that there’s a Dragon Quest-like RPG embedded inside this DS game, it’s that the developers have gone all out in their attention to detail. In my initial post about this game, I noted that the game appears to show corruption errors that are common on tile-based game consoles like the NES. As the screen scrolls around, little bits of junk tiles appear off on the sides, which back in the day indicated some sort of mismatch between tile indexes and the actual contents of VRAM. This is a pretty hard-core detail, and I love it. But the attention to detail doesn’t stop there. The whole presentation, from the moment the game boots up, is expertly done. There’s even a fake DS launch screen (appropriately renamed to say “TS”) from which the nameless game (nameless because the name appears all garbled) is opened. Everything from the difficult-to-read 8×8 pixel Japanese font to the background music has been meticulously recreated for this title. If I saw just the RPG running without any context, I would easily believe it to be a title from the mid 1980s.

What’s so fantastic to me about this is that the developers are using a game-within-a-game to generate a plausible world within which horrific events can occur. Dragon Quest is possibly the most well-known game franchise ever in Japan; I’d wager that the vast majority of Japanese people between the ages of 15 and 30 have played at least one DraQue game. So what SquareEnix is doing here is tapping into a familiar, believable, even nostalgic memory shared by most gamers in Japan, and using that to legitimize the otherwise unbelievable otherworldly events that occur in the game. The game and its surrounding context is the axis by which they are able to help the player suspend their disbelief. The story is about a person playing a corrupted game on a handheld gaming device, and it is presented by giving you a corrupted game to play on your actual handheld gaming device. This is, to me, an excellent example of how horror can be developed without graphical prowess, or gore, or even any sort of scary monster. All Nanashi No Geemu provides is a convincing context and a story, and it works really well.

Fortunately, Nanashi No Geemu also uses a 3D first-person exploration mode. The interface is similar to the one created by Cing for Hotel Dusk: Room 215, and while it is pretty good the only reason it works at all is because the story context has been set up by the corrupted NES RPG. The majority of the game play seems to be moving around an area, looking for things and trying to solve minor puzzles. The nameless game interrupts these searches periodically, and playing it either gives you hints about how to progress or causes things in the real world to change. I’ve only put a few hours into the game so far, but it seems like a pretty neat formula.

But by far the most impressive thing about this title is the use of another game to make the story events believable. I’ll post a full review when I am done, but so far I am hooked. My only concern is that playing Nanashi No Geemu may cause me to miss my station and be late to work.

REC

Last year my network of horror-aficionado friends started talking about a hard-to-find Spanish film called REC. The few reviews available were stellar, and I was intrigued with the idea of a Blair Witch-style film about zombies (as I mentioned in my Cloverfield review, the handicam approach to horror seems to be pretty viable). But, as far as I know, REC isn’t available in the US. It was remade this year (one year after the original release; predictably, the remake staring English-speakers is inferior to the original), so maybe now it will come out on DVD, but at the moment it’s a hard film to find in the States.

But not so in Japan! This weekend I sat down with a friend and watched the film, and while it didn’t totally blow me away, I found it to be an extremely capable zombie flick. There’s an immediacy about the movie, partially because it’s all handheld photography but also because events occur in succession faster than the characters are able to respond. A TV crew doing a show about how firefighters spend their evenings find themselves trapped in a small apartment building when the government blocks all of the exits and declares a quarantine. The crew, along with a couple of firefighters and the residents of the building, have no idea why they’ve been sealed off or when they’ll be able to leave. And the old woman upstairs seems to be having some problems; she keeps screaming at the top of her lungs.

Based on this fairly simple premise, REC takes off like a bolt and doesn’t really ever slow down. It’s one revelation after another, and though a few moments are pretty predictable for the most part the characters and the audience figure things out at the same pace. The end is a mixed bag; on the one hand it is one of the most tension-filled scenes in the film, but on the other it veers dangerously close to the trap of trying to explain everything.

This is how horror films should be made. Not that they all have to be shaky handicam productions, just that the formula is simple and the execution excellent. All extraneous bits (monsters, gore, sex scenes) have been removed in service to the central focus of the film: scaring the viewers. Though REC isn’t a perfect horror film, and though it’s not the type of movie that leaves you pondering the plot after the credits roll, I was pretty happy with it. Skip the remake (and even the trailer for the remake–they reveal some key scenes) and find yourself a copy of the DVD.

Horror Games Extinct Due to Evolution?

Jim Sterling has an interesting article over at Destructoid called How Survival Horror Evolved Itself Into Extinction. In it he argues that as games have become more technically advanced, the key features that made PS1- and PS2-era horror games scary have been, well, fixed. Sterling talks about the difficulty of having to deal with awkward controls and fixed camera angles as key elements of the survival horror formula, and in his estimation, the post-Resident Evil 4 world won’t abide by those types of mechanics.

Though the piece is well written and well thought-out, I don’t agree with Sterling’s conclusions because I don’t think that awkward controls and fixed camera angles are the key design elements of good horror games. Shot composition is definitely extremely important, but we’ve had well-composited moving cameras since the original Silent Hill. Control problems are something I’ve discussed here at some length, but fundamentally I don’t think there’s any reason that an easy-to-control game can’t be scary (see also: games like Siren, Clock Tower: The First Fear, etc).

Sterling does have a point when it comes to the lack of horror games this generation (I mean, excepting Alone in the Dark 5, Dead Space, Resident Evil 5, Silent Hill 5, Siren: New Translation, F.E.A.R., Condemned 1 and 2, and Fatal Frame 4, though to be fair I think that Jim would discount all of those games except Fatal Frame and Siren as being too action-oriented to be considered classic survival horror). And I even think he’s not too far off in his estimation that the mainstream-ification of games has something to do with the dearth of horror games currently available.

But I don’t think it’s quite as simple as “players are used to Halo and Resident Evil 4 and won’t accept anything else.” I think a better answer is “publishers don’t believe that anything other than Halo and Rock Band will sell, and it costs so much to make games nowadays that there’s no way they are going to take a risk on a niche genre.” This is another well covered topic on this site, and while I hate to be the guy who beats the stuffing out of this particular dead horse, it’s true: the market climate that next-gen consoles create is one of conservatism and risk-aversion. You can’t double and triple development costs while erasing the installed base without some creative casualties, and genres like survival horror sound like risky bets to most publishers. Resident Evil is not like Halo, and it’s not like GTA, and it’s not like Metal Gear Solid or Gran Turismo or Madden or any of the other top-tier games from the last few years (publishers have a pretty short memory), and therefore it’s weird. So, their reaction is pretty logical: change the format to something more like other things that have sold well recently.

This doesn’t mean that gamers themselves are tired of the format, or that they are unwilling to accept last-gen controls or game systems. In fact, most other genres haven’t changed one bit from the previous generation when it comes to control; it’s still just as hard to shoot people in GTA as it was last time around. But publishers see too much risk because next gen costs are so high, so they take the safe position of believing in whatever is currently the rage. The result, unfortunately, is a contraction of available genres.

The way to solve this problem is to lower development costs and expand the audience. However, Microsoft and Sony are both failing to do that; their machines cost too much at retail and making a competitive next-gen game is an increasingly expensive proposition. Nintendo has the right idea, which is probably why we’ve seen a number of horror games announced for that platform (Fatal Frame 4 is out, there’s also Cursed Mountain, Sadness, and a couple of others).

It’s not that gamers’ tastes have changed with the times or that advancing technology has left survival horror games behind, it’s that the genre itself is too niche to warrant developing for at the moment. Those games that do make it to market will be the ones that publishers feel comfortable with, which is to say that they will resemble last year’s hits. This isn’t an extinction, it’s a pause while we wait for the installed base of next-gen consoles to grow to such a size that niche genres like survival horror are not viewed as risky.

Resident Evil 5 Demo Impressions

The Resident Evil 5 demo went live on Xbox Live today, but only for residents of Japan. Luckily enough, I happen to now be a resident of Japan, and I’ve put a little time into the demo (if you live in another country you’ll have to wait, but if you are adventurous you could try this). The game is very clearly an evolution of Resident Evil 4–it’s the same basic interface, the same controls, the same enemy reactions, the same sort of game play. Run into a house, barricade the doors, fight off the hoards of zombies that approach. The graphics are in HD now and look great, but they retain the same sort of feeling as the previous game; dilapidated shantytowns inhabited by angry zombies are again the norm. There’s even a couple of analogs for the chainsaw man, including an axe-wielding giant. The second character, Shiva, seems to be more of a burden than a help, which is unfortunate; Resident Evil 0 had really nicely controlled AI partners that didn’t need a lot of hand-holding.

I feel like this game is a culmination of all of Capcom’s recent Resident Evil work. The co-op mode works off the rules defined by Resident Evil Outbreak, the moment-to-moment game play is all Resident Evil 4, and the play-with-a-partner puzzles are straight out of Resident Evil 0. One biggest change compared to RE4 is that the item select menu does not pause the game; switching weapons and using health items doesn’t stop the crazy knife-wielding zombie dudes from bearing down on you. While this change makes the combat all the more stressful, I think its a feature that was necessitated by the network play requirements of this game rather than the horror aspects (Outbreak, if I remember correctly, works the same way).

The demo contains two missions, “Public Assembly” and “Shanty Town”. Both are hard. It’s been a couple of years since I played Resident Evil 4, and my Xbox controller is running out of batteries which causes the game to pause annoyingly every few minutes, but I was still surprised by the level of difficulty that the demo commands. I have only played about an hour so far, but in that hour I’ve died several times and I have yet to complete either mission. I suspect that the final game will be quite challenging, though I also think that it will get easier as I remember how this type of game is supposed to be played.

Interestingly, the zombies themselves come in several shapes, sizes, and ethnicities. I wonder if Capcom added non-black zombies to the game to address the accusations of racism that early gameplay videos received. In any case, other than their appearance the zombies themselves seem to be absolutely the same as those in Resident Evil 4.

All that said, I think that the co-op mode may be the feature that sets this game apart from its predecessors. There’s a lot of opportunity for interesting co-op play (one character reaches a sniper location and covers the other, etc), and games like Gears of War, which were clearly inspired by Resident Evil 4, have received a lot of praise for their multiplayer. I’m really interested to try this online with friends and see how well it works (offline co-op, a rare feature nowadays, is also supported).

Is Action the Death of Horror?

Pow! Take that, traditional horror games!

Site regular and forums member death2all recently e-mailed me with a simple question: do I think that the proliferation of “action-horror” games is the death knell for the survival horror genre? Will games that put an emphasis on action, such as Resident Evil 4 and Dead Space, replace the traditional survival horror recipe of item puzzles, slow paced traversal, and vulnerable protagonists?

This is a legitimate question and I’ve spent some time thinking about my response, but it is also dangerously close to asinine arguments about the appropriate categorization of specific games. So please, in responding to this post, try to keep the topic focused on what the recent rise in action-oriented horror games means for the genre rather than which games merit labels like “action-horror” or “survival horror.”

The short answer to death2all’s question is no, I don’t think that the recent rise of action-oriented horror games means that the survival horror genre is in decline. I don’t think that horror and action are incompatible, and I believe that there are many legitimate formats for horror that can peacefully coexist. In games that star a powerful protagonist, traditional-style fear can still be invoked by making the player responsible for less-capable non-player characters. I think that game reviewers will normally prefer games that they perceive to be “new” and “innovative,” and are more likely reward new formats with higher scores, but that doesn’t mean that “traditional” games are any less fun. The economic environment that new consoles cause is not conducive to niche genres like survival horror, and in less risky environments (like the DS) we see a huge number of “traditional” adventure games, many of which are horror-themed. So no, I think it’s a phase, I think it’s diversification, I don’t think it’s a bad

Did not destroy horror games.

thing and I don’t think the genre is going away.

But to really provide a more nuanced answer, I think that it’s worth exploring the assumptions that the question itself is loaded with. The implicit assumption here is that games that focus on action are a recent development, and that they are an indication that the previous format has been left behind. First of all, I don’t think action-oriented horror games began with Resident Evil 4. Of course there are games like The Suffering that merged horror themes with gunplay much earlier than the most recent Resident Evil. But if we go even further back in time, we find games like Zombie Revenge (2000), Nightmare Creatures (1997), and the Splatterhouse series (1990). The advent of this type of game, not to mention hoards of similar titles that employ horror as a visual theme rather than a core design mechanic, did not diminish the quality or popularity of the “traditional” survival horror genre. No, action-oriented horror games are nothing new, and I don’t think there is any reason to believe that this latest round will become the only viable horror format. What is different about more recent action-horror games is that they are actually focused on scaring the player rather than just hijacking familiar horror themes. Consider Condemned. This is a very action-heavy game that is quite an effective horror game despite its emphasis on fisticuffs. Scary content and action are not mutually exclusive, and I think that we’re going to see genre blending to good effect in the future.

What is happening here is not the replacement of one genre with another. Resident Evil 4, and to a lesser extent The Suffering before it, represents a unification of two traditionally opposed styles of game play: PC games vs console games. In fact, this is the second time the Resident Evil series has been the catalyst for

Bicultural kids are always hot.

such a unification. When the original Resident Evil shipped in 1995, it represented a merger of the PC-exclusive Adventure genre with more action-oriented console games. It was one of the first adventure games to support direct control over the protagonist (a norm for console games but much rarer in the point-and-click PC world), and it injected a huge amount of zombie combat into a traditionally puzzle-oriented design. The hybrid format that Resident Evil provided proved popular with gamers from both sides of the aisle, and it’s not much of an exaggeration to say that the series created the horror genre as we know it today. But since then, PC games have shifted away from slow-paced adventure games and towards frantic, action-heavy first person shooters. Resident Evil 4 is the result of the merger of console-style horror games (that is, a genre originally based on PC games) with contemporary PC action games. As with the first game in the series, Resident Evil 4 retains aspects from both of its genetic parents, and is appealing to a very wide audience. In that way it is more similar to the original Resident Evil than any other game in the series.

Games are not created in a vacuum; game design is like DNA, combining and mutating with each generation. What we’re seeing now is the result of experimental couplings of different types of genres, and I am encouraged that the results seem to be pretty successful. But like DNA, only strong traits of game designs survive, and I think that the aspects of “traditional” survival horror games will continue to be compelling even if they are paired with unfamiliar game mechanics. This isn’t the end of the genre, it’s a step in the evolutionary cycle, one that we’ve taken several times before. I think that the result will be diversification and improvement: not every experiment will result in success, and some games will appear to have hardly changed, but in the end we’ll have more types of horror games and a wider audience gamers to enjoy them. I can’t see how that’s a bad thing.

NTT is Japanese for “sloth”

I’ve been in Japan for a month now. I signed a lease on an apartment at the beginning of November. I won’t have an internet connection until the middle of December. I am so behind on the happenings of the world (whoa, we have a new president!), particularly the survival horror world. My games are still in transit and I haven’t been playing anything other than Jake Hunter: Detective Chronicles for the DS, which I am enjoying despite its pretty awful metacritic score. Here’s some stuff that I managed to hear about lately: there’s an interview with Cursed Mountain’s developers about the game (thanks forums member suedepup) and an interesting-sounding conference on horror games that’s been announced for early next year. I have a blog post about the transition from traditional horror games to action-oriented horror games half-written on my computer, but until I can find a way to connect the damn thing to the rest of the world the post itself will have to wait. super dramatic sigh

Halloween in Japan

Though this is technically my second Halloween in Japan, it is my first in a decade and my first in Tokyo. Halloween is not a big holiday here–it is probably better known as a day when foreign students get drunk and cause trouble than as a day related to pumpkins, trick or treating, or things lurking under the stairs. This year there is actually quite a bit of Halloween cheer (paper pumpkins in store windows and black and orange color themes are abundant), which I am told is a recent development, but otherwise October 31 is pretty much the same as October 30.

But that does not mean that there is a lack of horror media for us to enjoy. With seven titles released so far 2008 has been great year for horror games. Here’s hoping that you are enjoying this year’s celebration of ghosts, goblins, and other things that go bump in the night.

I’m Hip in the UK

UK “lifestyle community” Xtaster was nice enough to hit me up for an interview about horror games as part of their Halloween-related content. The interview is live now, and it’s been nicely annotated with images from some great horror games. It’s really nice to be able to reach beyond this blog and talk about horror games with more casual readers this way; I maintain my assertion that horror games are a much more widely accessible genre than many other forms of mainstream games, and part of the reason that they are so great is that they are enjoyed by a diverse audience. My hope is that interviews like this one will help spur gamers who are new to horror (or to gaming in general) to give the genre an chance and further broaden its appeal.