Dementium: The Annoying

I’m on vacation at the moment (cooling my heels in Southern California on the beach) and trying to catch up on my DS gaming. I’m like three Phoenix Wright versions behind, and my friends are already on their second play-through of The World Ends With You. I tried to play some more of Dementium: The Ward, but I’m having trouble staying interested in it.

The problem is two-fold: first, the story is mostly non-existent: you’re trapped in a crazy mental institution, get out. I mean, there’s probably more to it than that, but so far that’s all I’ve encountered. The level design doesn’t properly build tension either: though there is blood splattered everywhere, there’s no sense that things are getting better or worse as you progress; it’s just more similar-looking hallways and lots and lots of closets.

The bigger problem, though, is the save system. The game helpfully auto-saves for you every time you enter a new room, so you can turn the machine off at any time and come back to where you were. However, if you die your save file is reset to the beginning of the chapter, forcing you to redo work. This might have been an OK idea if the chapters were short, but they’re not; twice I’ve played for close to an hour only to die at the exact same location and lose all of my progress. Losing two hours of game play (not to mention two hours covering the same material) is a pretty bad flaw, and it’s enough for me to put the game down.

That said, the rest of the game works ok. Being on the DS doesn’t hamper the horror factor at all, though the aforementioned story problems keep the game from being very scary. The stylus-based mouse look works perfectly, and I like the infinite-beam flashlight. I hope that the game gets better because the components are all there.

Holy Crap, 5 Years!

Holy crap, this site has been up for five years! My first post was on August 6, 2003, which on Wednesday of this week will have been exactly 5 years ago. Damn, it doesn’t feel like that much time has passed, but the blog archive proves it. It also shows that I’ve managed to post on average two items a week for the last five years (487 posts total), which I think is a pretty good rate considering the duration and the slowness with which I am actually able to progress on games for the Quest. Speaking of the Quest, my stats page shows that I’m close to 50% complete, which will be a big milestone; for the longest time I wasn’t able to get past 35% because horror games were being released so fast that I could barely keep up, but now that the releases have slowed down a little I’m gaining a little ground.

This site began as a simple spreadsheet which I printed out and posted on my bulletin board. My original intent had been to just catalog all of the horror games available so that I could have a convenient shopping list when I went to the game store. There couldn’t be that many of them, I figured. Once I started to research the genre I realized how wrong I was. This was in late 2002, and I was writing GBA games from home after a short stint on the East Coast. That summer I had completed Silent Hill 2, and my budding interest in horror games blossomed into an acute obsession. I pretty quickly realized that a simple spreadsheet wasn’t going to cut it if I really wanted to catalog all of the obscure games in this genre, and being a programmer the most logical solution seemed to be to write some code.

The first page titled Chris’ Survival Horror Quest was the search page. Actually, it looks pretty much the same now as it did then–pretty crappy. But back then I had this awful powder blue color scheme and no images of any kind (I’m a programmer, so the laws of the universe require me to be bad at art). I built up the info and screenshot pages, but I realized that having the ability to comment on games would be great, so I made myself a comments system. Once I had a way for people to leave comments, I realized that I had enough infrastructure for a blog (although in 2003 that word wasn’t yet in wide circulation, and I remember calling my front page the “news page”). Though the site has changed a lot since then (it’s been through two major layout changes, I eventually had to kill the comments system on game info pages, and the database content itself has changed a couple of times), the basic format is the same: front page musings on horror game design and developments, a section for more in-depth features, a forum for community discussion, and a database of horror game information and reviews.

In celebration of this anniversary, I’ve made a bunch of minor improvements to the site. The most obvious is the new right bar, but I’ve also tried to clean up and make improvements to lots of the other pages on this site. One of the things I’ve added is the ability to quote other people in comments and to wrap spoilers in special spoiler tags. I hope that these changes will make the site more fun, easier to navigate, and more informative.

Thanks for reading, especially those of you who’ve been here since the beginning. Horror games are fun, but it’s you guys, the people who read my stuff and give me feedback, that drives me to maintain this site. Hope to see you here for another half-decade!

Dilapidated Fight Club

I finished Condemned 2: Bloodshot yesterday evening and I’ve just posted a review. It’s a pretty good game, and at some points it’s absolutely brilliant, but I found the story and level progression to be a bit random and unfocused. Still, the Condemned series represents an example of how horror games can diverge from the formulas defined by Resident Evil and Silent Hill and still be very high quality. I enjoyed Condemned 2, though I think that the original had a better story.

Wait, wasn’t this thing cancelled?

It’s E3 time again, and there’s been a few blips on the horror game radar. Of particular note is the tons of press that Resident Evil 5 has been getting, even though it’s not due out until next year. There’s also a little video of water physics from tech demo / horror game Hydrophobia. And Dead Space, which used to look like Bioshock to me and now looks like Doom 3, has gotten a fair bit of coverage itself. Oh, and Dead Rising 2 is coming out for Wii. Bet you didn’t see that one coming!

I went to E3 a couple of times before it was cancelled and reincarnated as (as far as I can tell) exactly the same thing, and I didn’t like it very much. It’s cool to see what everybody in the industry is working on, but it also brought out the worst parts of the industry (namely, shameless marketing to cover lacking content). I’m not there this year (and really have no desire to ever go again), and since it’s been transmogrified into the “E3 Media Summit” maybe it’s gotten better. I’m still waiting for more information on games like Dead Island, Alan Wake, and Rainy Woods.

In real life, I work on virtual life

I don’t like to post very much about my personal life; this isn’t a personal blog and I’m not really a fan of putting personal information on the internet. But on the other hand, I suppose that my thoughts might be more interesting to read if I talk a little more about myself. Plus, I have an opportunity to promote some of my day-job work and I’m not going to miss it.

For the past year or so I’ve been working on a project called Lively by Google, which was just released today. I left the game industry last year and joined Google after my previous employer shuttered the office that I was working in. I’m pretty passionate about video game development (if you couldn’t tell from this blog), so some of my friends were a bit shocked to see me leave the industry and get a “regular” software engineering job. But what they didn’t know is that I was secretly working on something that, while not exactly a game, is pretty darn close. Lively is a free 3D virtual world for hanging out and chatting with friends. It’s about as far away as one can get from horror games, but I’ve really enjoyed working on it and am looking forward to seeing how it is received. If you have a Windows computer and are interested in browser-based 3D chatting and room creation, check it out.

Hellnight Walkthrough!

I’ve had many, many requests for a walkthrough for Dark Messiah, aka Hellnight, a fantastic first-person horror game for PS1. I recently posted a review of this great game and as a result received even more requests for a walkthrough. Well, in response to that post, one dedicated reader named Rob decided to actually sit down and write a complete guide to beating the game with Naomi. On top of the walkthrough text himself, Rob also produced a complete set of annotated maps for the game, which is extremely helpful for a game like this.

Read the walkthrough here! Also, if you have no idea what this Hellnight stuff is about, here’s a pretty good write-up about the game.

No Cure for Obscure 2


Aha! I’ve found the script!

I finished Obscure 2 last night. It was not good. You should not play this game. I wrote a review with details if you are interested.

OK, ok, I’ll provide a little more context. Obscure 2 is a game that cuts its own throat with a terrible plot and asinine characters. It’s got the right elements to make a good game, but in the end it was really quite bad. It’s too bad because I enjoyed the first game more than I expected to.

Games-As-Products Part 2: Theories

In the last post I talked about how game reviewers often approach their reviews of games as if the games are consumer products. They evaluate each feature in isolation from the others, and at the end assign a score based on some attempt to objectively determine the “quality” of the game. This is in stark contrast to reviews of other media, such as books and film and music, which are reviewed based on the reviewer’s subjective opinion of the work.

Actually, it’s not just reviewers that assume this attitude. Just look at the back of the box of any game: the game is invariably described in terms of the features that it contains. Consider the “Product Features” section from Amazon.com’s page on Resident Evil 4 for the Wii:

  • Advanced AI makes enemies smarter than ever and use their cunning in deadly attacks
  • Use the Action button for better player control
  • New ‘Aim and Shoot’ targeting for zeroing in on enemies with your weapons
  • Behind the camera view for intuitive movement
  • Conversations and monologues can be heard in real time

Now, in addition to being pretty poor English, this list of “features” fails really dramatically to effectively describe Resident Evil 4. They are similar to the back of the box (though the box at least contains a few plot details). Now compare that list of features with the product descriptions of the first Resident Evil film (a synopsis of the plot is given), the Resident Evil soundtrack CD (samples can be listened to), and even this Resident Evil book (the first page can be read). All of these other forms of entertainment give some sort of information about the content of the work, not just a sterile description of “features.” The game page is much more similar to the page for the Resident Evil 4 Chainsaw Controller, which is a consumer product and, as such, contains a list of product features.

So the games-as-products mindset doesn’t begin and end with reviewers. Games are advertised this way, and marketing makes a big deal out of the special features that each game contains (consider the common tactic of releasing a “game play video” to show off some unique mechanic; Alone in the Dark 5 is a recent example). Reviewers are not solely to blame for this product-oriented approach (and actually, I think that many reviewers try very hard to give readers good information without realizing that their style of writing is vasty different than other forms of media).

The real question is, why does this discrepancy exist? Why are games treated differently than other types of products? Maybe it has to do with the persistent association with toys. The Nintendo Entertainment System’s primary competitor in 1985 was Teddy Ruxpin, and to this day many people consider video games a branch of children’s toys rather than a medium (which is also the cause of a lot of controversy surrounding video game violence, I think). Or it might have something to do with video games being interactive: perhaps by enumerating features that are related to how the game is played, marketing is attempting to show how playing this game will be better than playing anything that you’ve ever played before (which, if you think about it, makes game reviewer’s tendency to compare games to other titles make more sense). Or maybe it is because games are sold with PCs and game consoles (which are certainly consumer products), and the product-ness of these host platforms “rubs off” on the media as a whole.

Those aren’t bad explanations, and they probably are at least partially true, but I think that there’s a more important reason that trumps them all: the price point. Games cost too much, both to develop and for the consumer. High development costs push the street price up, and the street price is extremely high compared to other media. Here in California, it costs $10 to go to a movie in a theater. Renting a movie is around $3.00. Buying a DVD is usually around $15. A new novel costs between $8 and $30 (hardbacks are more expensive, but paperbacks are always available eventually). CDs cost $15, and though that form of media is on the way out, it is being replaced by digital distribution models like iTunes that work out to just slightly less. But a new game for your Xbox360


Most PS2 games didn’t review well.

or PS3 is $59.99. A game for the Wii is probably $49.99. Though budget titles do exist, they are the exception rather than the rule (and usually hover between $20 and $30). That means a new game can cost four times the cost of a new DVD!

Now, some might make an argument here about the length of a given game vs a movie or book. But I think that “length” is just another technical detail, not a real metric of quality. If you read the reviews of The Orange Box, you might have noticed reviewer after reviewer harping on the amazing “value” that the set provides (several high-quality games for the price of one). But no reviewer rewards a long book for having “value” because it takes you longer to read it; in fact, excessive length is often considered a negative when books and films are reviewed. And other media isn’t priced based on its length; Neal Stephenson’s excellent Cryptonomicon only costs $8.99 despite its lengthy 1168 pages. His interesting In the Beginning… There Was the Command Line is a thin volume (160 pages), and it still costs about the same. No, the “duration of entertainment” isn’t a factor in pricing other types of media, and I don’t see why it should be for games either (and, as an aside, 100-hour RPGs don’t cost more than 5 hour adventure games, so even within the game market length doesn’t seem to be a factor).

The problem with expensive games is that a lot of games are actually pretty bad, and the consumer can’t tell which are good and which are bad by looking at the box. When I did research for my article on sales vs game scores, I found that, across all PS2 games, the majority of titles got a rating lower than 80%. About 20% of all PS2 games got “good” reviews and the rest got mediocre to poor. That’s in keeping with Sturgeon’s Law, which stipulates that most things are really crap, which I think applies to movies and books as well. The difference, of course, is that for $8 – $20, the amount of risk that the consumer assumes when buying a book or movie that they know nothing about is very small. $50 – $60 is a much larger investment, and therefore the consumer is likely to be much more careful about what he buys.

My theory is that the high price point of games moves them out of the “disposable media” category and into the “product investment” category in the consumer’s mind. In that context, the consumer needs to know if his purchase is really going to be worth the money. And as I mentioned in the last post, things like plot are subjective and are not guaranteed to be liked by everyone, so marketing, reviewers, and in turn, consumers, fall back on objective facts about the game in an attempt to define where that $59.99 is going. You can see this mindset everywhere in the game industry if you look for it; consider, for example, the customers who got angry that Halo 3 only supports “640p”, as if 80 pixels of screen real estate have any tangible effect on the quality of the game. You can see this mentality in the way that games and game hardware is marketed: the PS3 had better be able to make games that we’ve never seen before; otherwise what’s the point of spending all that money for it? And I think that endless flame wars amongst fanboys usually boil down to insecurity about a purchasing decision; once a fan has made up his mind to drop his cash on a specific game or system, it’s common to really want to believe that the decision was correct and the money not wasted.

The price point for games, and, to a lesser extent, game systems, changes the tone and context within which games are perceived in the market. If all games cost $15 new, I don’t think we’d have very many discussions about quality in terms of feature sets; at a lower price, the risk of failure is lower and people will be more willing to try new things, and I think the conversation would shift to being about the content rather than being about the technology. Alas, until games can reach a much larger market, or until they can break out of the never-ending technical arms race, there’s not much hope that the street price of video games will fall any time soon. You can see, though, that some companies are trying; Nintendo’s strategy of cheaper hardware, cheaper games, and a wider target audience is definitely designed with these goals in mind. The jury is still out on whether or not they’ll actually be able to make a long-term difference, though some people think that the evidence is already clear.

The Games-as-Products Reviewer Mindset

What if you opened up the paper one day and read a review for a new book that went like this:

“This book was printed on the new XBS series of printers, and you can really see the improvement in quality of the words on the page. The font is crisp and easy-to-read, and the page numbers are all carefully arranged at the upper corners of each page. One thing that’s not so hot is the texture of the front and back covers–it’s just seems a little too flat and smooth. We would have preferred a little more variety. Overall, a solid book. 4/5 Stars.”

Maybe on the next page there might be a movie review:

“The explosion effects in particular look really nice, which is not a surprise since this film was shot on the latest high-end digital cameras and composited using a $200,000 editing system. We did notice some aliasing when in the blood particles when two of the characters get into a fight, but it wasn’t enough to ruin the experience. The water scenes, unfortunately, look really bad; I don’t know if the camera crew just picked the wrong day for shooting or what, but the dialog scene in front of the lake looks really unrealistic. The alien ship looks all right, but it’s just not as impressive this time around as it was in the original film. 60%.”

What would a review of a new album look like in this fictional paper?

“While it’s impressive that the four man set can create such a diverse sound, you can tell that they had to cut some corners in order to accommodate their restricted resources. The high-hat, for example, seems totally underused; we only counted three instances in the first track where it is audible. Maybe if the band upgraded to Gibson guitars they’d be able to achieve real brilliance, but as it is we only see a glimmer. And the vocals are pretty old-school; it’s hard to go back to just one person singing now that the industry norm has progressed to 2- and 3-man vocal teams. I say give this one a rental.”

If you read these reviews in your local paper, you’d probably be pretty annoyed. I mean, the reviews don’t tell you anything substantive about the works that they are critiquing; the focus is entirely on details of the production, not the content itself. Who cares if the words on the page are extra crisp? What you want to know is if the book is interesting or not!

This is how game journalists, for the most part, review games. There are a couple of noteworthy exceptions out there, but the majority of critics review games like consumer products rather than like other entertainment media. I mean, if you’re going to buy a new camera or something, you probably want to know what version of USB it supports and how many megapixels it shoots, and if you are a little more hardcore then maybe you care about how the white balance can be adjusted. Critical reviews of such consumer products are focused on the feature set of each product. Games are often reviewed the same way: as an enumeration and consideration of the list of features the game offers (quality of graphics, number of levels, improvement over another game, etc).

But reviews of most non-game media are focused on critiquing whether the work is worth your time or not. Don’t get me wrong, technical details still have a place in such reviews (it’s normal for critics to point out bad performances by actors, etc), but the main message of most book, film, and music reviews are “was this thing interesting or funny or enjoyable?” And “interesting, fun, and enjoyable” are all things that have very little to do with technical details. Is Phoenix Wright a technically complex game? No. Is it a lot of fun? Yeah, it is. But it gets scores lower than it deserves because it’s built on simple 2D graphics and text.

I want you to consider this excellent review of the movie The Italian Job by film critic David Edelstein. Go on, read it–I’ll wait. Edelstein opens the review by enumerating all of the reasons that The Italian Job is a bad film: it’s a remake, it’s an advertising vehicle for the MINI Cooper, and it’s just one cliche after another. Then he spends the rest of the article describing why, despite all these technical flaws, he loved the film so much. Edelstein understands that what makes a film good is not its special effects, or even its script or its editing or the performances of its actors; good films are those that make the viewer feel something. The Italian Job was an exciting film for Edelstein, and his review is consequently glowing.

Part of the problem with game reviews, I think, is that game journalists often try to offer objective analysis of the games that they review. It’s easier to be objective about something if you just stick to the obvious facts, which is maybe why games get treated like products rather than works of art. But in reviews of other media, there’s no attempt to be objective; enjoyment is intrinsically subjective anyway, so why bother? The reviewers don’t all have to agree, and all you have to do to get quality reviews is find a critic with whom your tastes are aligned. Like every other form of media, games are more than the sum of their parts; the only real metric by which we should be judging games is “is it fun.”

In the next post on this subject, I’ll discuss my theory on why the industry works this way.