Database Maintenance

As I am sure the regulars of this site are aware, I am way, way behind on my database maintenance. Part of the reason is that adding new games to the list is always controversial, and another part of the reason has to do with the crazy busy schedule I’ve had lately. But the biggest reason is that adding games to the database takes time. I need to dig up a lot of information about each game before I can add it, and it is not uncommon for the process to take several hours.

Recently, fourms member SyberiaWinx wrote me to complain about my failure to add Ronin Blade (aka Soul of the Samurai) to the database. She was kind enough to supply all the information I need to actually add the game, making the process much, much easier on me (though I still need to see more information about this game before I’m convinced it’s horror, but that’s another issue altogether).

So maybe instead of waiting around for me to get my ass in gear and update the database, you guys can help me out. Below I’ve listed a bunch of games that I know are missing from the database, as well as the information I need to be able to add each game. If you have some free time and want to expedite the game-adding process, it would be super helpful if you could dig up this information and post it here. It will cut down my time-to-add time by close to 90%.

Here’s the info I need before I can add a game to the database:

  • The name of the title in all regions that it was released
  • The release date in North America. If it didn’t come out in North America, the release date in its country of origin.
  • The regions (America, Japan, Europe) that the game was released in.
  • The systems (PC, PS2, Xbox360, etc) that the game was released on.
  • The average score of at least 10 reviews. You can use GameFaqs or MetaCritic as long as they have > 10 reviews, but if those sites do not list the game or do not contain enough reviews, you need to track down more. The world score isn’t useful unless there are a minimum of 10 reviews computed in the average. GameFaqs user reviews are unreliable and should only be used as a last resort. Please post links to the reviews you used to calculate the average. Please calculate the actual decimal average of the reviews as X/100.
  • Links to at least five screen shots, ideally at 640×448 resolution or larger for PS1 and PS2 games. Ideally showing game play and not menus or cut scenes. Ideally with no other review site’s water mark (IGN, etc) on the image.
  • The name of the developer.
  • Any official web sites that may exist.

Here are the games that I know I am missing. Feel free to suggest other games or tell me that some of the items in this list are wrong. Please review the inclusion requirements before posting.

  • F.E.A.R. (added!)
  • Twilight Syndrome Saikai (and perhaps the rest of the Twilight Syndrome series–need more info)
  • Soul of the Samurai (if it is indeed a horror game)
  • The Darkness (added!)
  • Gakkou no Kaidan G (maybe; can’t find any info about this game) (discarded!)
  • Silent Hill 5 (added!)
  • Dino Crisis (1, and maybe 2) (Added!)
  • Obscure 2 (added!)
  • Escape from Bug Island (begrudgingly) (added!)
  • Condemned 2 (I guess? Is this series really about horror?) (added!)
  • Vampire Rain (maybe? if it’s more than a brawler/shooter with vampires, I’m game)
  • Harker (maybe? again, don’t know enough about it)
  • Alan Wake (looks awesome, but is it horror?)

(Thanks to various forum members for helping to compile this list)

So, what do you think? If you think one of these games, or even some other game that I don’t have listed here is quest-worthy, and if you have some spare time on your hands, it would be pretty awesome if you could help me track the requisite information down.

Sex and Death: Symbolism in Silent Hill 2


Helloooooo Nurse!

Let me take a moment to recommend this facinating article about symbolism in Silent Hill 2. The author picks apart the characters, the locations, and the plot of the story to show how we can interpret each as a manifestation of the protagonist’s particular psychological problems. Really well throught out and worth a read.

In much less excting Silent Hill news, here’s some video of Silent Hill Arcade that I have mentioned before. It appears to be House of the Dead 2 + fog. Hooray.

Friday the 13th E3 News Bombardment!

In as few words as possible, here’s some horror-related news and links from E3. Konami has officially announced (with screen shots) the development of Silent Hill 5, to be completed by Harker-developer The Collective. A new Resident Evil 5 trailer is available (Africa!). Also more information on Left 4 Dead and Condemned 2.

And in some non-E3 news, I’ve finally tracked down Ghost Vibration and Nanatsu no Hikan: Senritsu no Bishou on a trip to Tokyo this week. These have eluded me for a few years, so I’m glad to add them to the collection.

Wherefore art thou Dialog Trees?

Survival horror has its roots in the Adventure genre, and even today we can see versions most standard adventure game systems in modern survival horror games. But there is one mechanic–a staple of classic adventure games–that doesn’t seem to be used for horror games: dialog trees. If you’ve ever played any time of adventure game, you’ve most likely experienced a dialog tree; a non-player character will address the protagonist and you’ll be prompted to chose from a list of canned responses. Depending on your response, the non-player character’s reaction can change, and often deft navigation of the conversation is required to progress. This sort of system has persisted in adventure games for years. Even modern adventure games like Indigo Prophecy, Shenmue, and Phoenix Wright make use of dialog trees to allow for interactive conversation. So ubiquitous is this system that it ranks up with item puzzles on the list of core adventure game mechanics.

And yet, I can’t think of a single horror game that uses dialog trees. Well, that’s not really true; there are a few minor games like Kyoufu Shinbun Heiseiban and Kamaitachi No Yoru that do employ dialog trees, but these are mostly text adventure (or almost-text-adventure) games. Many horror games require the player to make choices (such as The Suffering‘s morality system), but these choices are usually binary (yes or no questions) and, unlike classic dialog trees, do not contain multiple levels of branching choices.

So what happened? Survival horror games, for all intents and purposes, are adventure games. Item interaction has been simplified and combat typically plays a much larger role, but almost all classic adventure mechanics can be found in modern horror games. Were dialog systems left behind because they somehow work against the developer’s attempts to build tension? Or perhaps they were discarded because there just are not that many people to talk to?

I don’t really know the answer, but I suspect that it has to do with the idea that horror try to be more “cinematic” than other types of games in order to better unsettle the player. Horror games are the only modern genre that I know of that consistently use cinematography and shot composition techniques to communicate certain feelings to the player (there are examples in other genres, of course, but they are typically the exception to the rule), and most horror games omit on-screen HUDs in order to better immerse the player. It seems safe to assume that the omission of dialog trees has something to do with the horror content in scary games; it may be the case that dialog trees give the player too much decision-making power in a genre that aims to make you feel helpless and out of control. Or it might be that decision trees are pointless unless the player’s decisions appear to actually affect the situation or story, and horror games require such a high level of detailed content that branching isn’t practical.

The thing about dialog trees is that they usually go hand-in-hand with non-player characters. Furthermore, these characters usually give you multiple opportunities to talk to them, so if you fail to make the correct decisions in the dialog tree you have a way to start over again from the beginning. Horror games rarely have this type of NPC; those that do appear only have a few things to say, and are not used for conversation. So perhaps the issue is that providing NPCs that can be spoken to multiple times somehow degrades the overall horror impact of the game. If the player is really to believe that their character is trapped in some dire situation, does it really make sense for people to be standing around nonchalantly, waiting to be spoken to? Giving the player NPCs to talk to, especially when they are in the thick of a high-tension scene, could be very damaging to the oppressing feeling of isolation that most horror games strive to create.

Or, it might be that dialog trees have no place in horror games because they break up the pacing. One classic problem with dialog trees is that they cause the action to stop cold while the player makes a decision, which actively works against the smooth, movie-like feel that many horror games strive for. Pacing wasn’t much of an issue back in the 2D adventure game days because the entire game was played at the player’s pace, but for a horror game good pacing has become key to building tension. Resident Evil controls its pacing by forcing the player through a funnel of locked rooms that contain keys to other locked rooms. Silent Hill, being a more linear experience, controls pacing by creating actual architecture that dictates the player’s speed (consider the impossibly-long underground stairway into the prison section of Silent Hill 2). Other games use timers, cut scenes, and a variety of mechanics to make sure that the player moves through the game at a predictable pace so that the timing of horror elements can be dictated. Without that control, the game could lose much of its impact because the developers would be unable to sequence story events in such a way that tension is increased at a steady rate.

Whatever the reason, it seems like horror developers have consistently chosen to discard dialog trees from their game designs. These sorts of decisions are what separate horror games from the pack; the designers of these titles are actively considering which game mechanics will allow them to better communicate emotion to the player and which will be detrimental to that goal. All decisions of a good horror game design must be in service to the horror experience; without this focus the player will never become emotionally engaged and the game will fail to rise above simple mechanics and environments. By omitting dialog trees from their game designs, I think that horror game developers are striving to remove impediments to emotional engagement.

Rule of Rose Impressions


Nice art, but where’s the game?

I tried to play Rule of Rose again today after almost a year hiatus. I don’t know exactly how to put this, as I know a lot of horror fans enjoyed this game, but I think that it’s terrible. There are so many problems with it I don’t even know where to begin. The game mechanics are simultaneously trite and poorly implemented; though you spend most of the game running around and investigating, the areas you visit are very similar (boring) and the running mechanics themselves are flawed. Combat is a joke; getting accosted by even the most under-evolved enemy peon is likely to result in your death because the melee mechanics are absolutely terrible, and each enemy hit does about three times more damage than any single health item can restore. The game design seems to be thus: find an item, give it to the dog so that he can use it to find the next item, repeat until you find everything or get really angry and turn the machine off. Finally, the promising premise of adolescent girl cruelty taken to the extreme seems to be wasted on meaningless dialog and repetitive missions.

The only thing that Rule of Rose seems to have going for it is its style. The game looks pretty phenomenal, especially the cut scenes (though the game is dark enough that I had to adjust my TV to maximum brightness). The style of 1930’s Victorian England works pretty well, and it’s backed up by some great art and music. The style is also cohesive across the whole game, from the user interface in the pause menu to the locales.

And maybe, for some people, style is enough. I touched on this idea in my review of Kuon, another game that has plenty of nice art and terrible game play. I suspect the people who are enjoying Rule of Rose like the style and the art and the premise enough to give the game play aspects a pass.

However, I’m not one of those people. I faulted the Silent Hill movie for being too much style and not enough substance, and I’m going to go ahead and fault Rule of Rose for the same offense. I should note that I’ve not finished the game yet, so my impression may yet change (it’s certainly happened before), but at the moment I’d much rather watch Rule of Rose the movie than try to drudge my way through Rule of Rose the game.

I sleep now!

Holy crap this has been a crazy month! First a bunch of stuff happened at work, then I got on some planes and flew around the country, then I came back and got in my car and drove all over Northern California, then I moved all of my belongings to a new place, and now I am getting ready for a trip to Japan. All of this has occurred within a 3 week span, and I’m exhausted!

Not exhausted enough to stop thinking about horror games, however. It seems that the database is in dire need of attention. It is missing a crapload of new games like F.E.A.R. and The Darkness, as well as old standards that really should be added (yeah, yeah, Dino Crisis, I know). It also contains a bunch of games that have been cancelled or otherwise changed since I added them. I hope to revamp the contents of the database again soon to bring it up to date.

This site has also been the target of a couple of very annoying spam bots. I’ve made it a little more difficult to post on this site: you now need to prove that you are not a robot by entering some text in the post dialog. It’s a simple solution and seems pretty effective.

So, in leu of any real horror game material at the moment, I’m going to instead recommend to you a few books that I have enjoyed recently. 999 is one of the best horror short-story collections I have ever read. I particularly liked the Gene Wolfe and Joyce Carol Oats stories, but there are a large number of other gems as well. I am also right in the middle of The Best of H. P. Lovecraft: Bloodcurdling Tales of Horror and the Macabre, which has served as a great introduction to this author. I’ve not read Lovecraft much before, and reading his works now is interesting because it is clear that he has had a significant influence on modern American horror. The stories all follow a similar pattern and the mechanics of each tale seem almost cliché, but I think that they feel that way because his works have been copied so much since they were written, not because they were cliché when they were written. Finally, though not strictly a horror film, Paprika is the best animated movie I have seen in a very long time. It is sort of an anime version of postmodern Japanese surrealism–think Haruki Murakami.

What have you been reading/playing/watching?

Chris’ E3 2006 Report

This year I was prepared for E3 to suck. E3 2005 was a horrific experience: not only was there a huge dearth of good games, developers seemed to make up for it by increasing their reliance on digital booty (and not-so-digital booth babes) to draw attention to their games. There was almost nothing interesting on display that year, and I came away considerably depressed.

I’m happy to report that E3 2006 was much more interesting than last year. The console wars are moving into full gear, so Sony, Microsoft, and Nintendo were all trying to get their best stuff on the show floor. No pulled punches here, each of these companies is really trying to do the others in. With all the increased competition, there was really an impetus for developers to make good games, and I saw quite a few titles that looked very promising at the show.

On the software side, Microsoft and Sony had showings that were sufficient but not outstanding. Microsoft had some very cool looking Xbox360 games on display, including Capcom’s Dead Rising and Rare’s Viva Pinata. There were a number of driving games that all looked the same (though Full Auto 2 might be fun), and a couple of third-person shooters that I instantly forgot about (except for Too Human… Silicon Knights, we’ve been waiting for years for THIS? what the hell?). Sony’s booth was a little weaker, though it did have a lot more PS3 titles on display than I was expecting. Heavily Sword looked like a very nice Devil May Cry with physics on everything and a female protagonist, and a couple of the other PS3 titles had nice graphics, but there wasn’t anything really new to see here. The best games in the Sony booth, in my opinion, were God of War 2 and Okami, both PS2 titles. The PSP showing was really bad… excepting Loco Roco and a new Ratchet and Clank, they really didn’t have anything compelling on the PSP. It was a barren wasteland.

Just to get this particular fan boy side note out of the way, there was not perceptual difference in graphical quality between the Xbox360 and the PS3. Now, I’m aware that the fanboys would like to believe that one of these systems is way better than the other so that they can justify their next console purchase, but as far as I am concerned, the machines are pretty much the same. I’m sure that further down the line there will be some games that differentiate one machine from the next, but there’s only so many shaders and polygons you can throw into a 3D scene before people stop noticing the difference. Excepting things like price point (both systems are too expensive!), there’s no real difference between these systems… if you are trying to decide which one to buy, pick based on the library of games available, not based on which one you think is “more powerful.”

So if the show had just been Microsoft and Sony, I would have been pretty depressed. Even Konami and Capcom had booths that were less interesting than usual this year (excepting the new Silent Hill PSP game and Dead Rising). But then Nintendo came along and saved the entire show.

Despite the name, the Nintendo Wii was by far the strongest thing on the show floor. There was a HUGE line (5 hour wait at some points) to get into the Nintendo booth, and once you were inside you had to wait for 30 to 40 minutes to try the Wii games. They had tons of them: little mini games, experimental games, a couple of first person shooters (Red Steel and Metroid), the new Zelda, the new Mario, and a couple of surprises, like a new Sonic game. The controller is awesome: though the ease of control depends upon how the game implements the data it gets from the “wiimote”, the controller itself works really, really well. It’s amazingly precise, has no lag, and feels comfortable immediately in your hands. Old favorites like Super Mario Galaxy were extremely easy to pick up and play (using the nunchuck controller, it’s not that different than a regular pad), and games that used the wiimote in crazy new ways (like Wario Ware) were amazingly fun. The amount of laughter I heard coming from hardened industry professionals was more than enough to convince me that the machine rocks hard. Nintendo beat the crap out of Sony and Microsoft at E3 this year by showing games that were actually fun to play (they looked pretty good too, not that it mattered).

And that’s about it. After checking out the Nintendo booth for several hours, I wasn’t really interested in much else in the show. Rule of Rose is coming to America by Christmas, which is good news, but the other games I was looking for (Siren 2, for example) are just too minor to make it to the show floor. However, I was pretty excited by the direction the industry seems to have been forced to move in by Nintendo. I was also very happy to see the amount of T&A on the show floor (both digital and hired by desperate publishers) was at an all-time low, which makes me think that the industry might actually get around to maturing sometime in the near future. I think it was a pretty good show.

In Summary

Show Highlights: Nintendo Wii. Holy shit!
Show Lowlights: The PSP. Also Too Human.
Wish I Could Have Played It: Viva Pinata

Best of Show: Super Mario Galaxies
Runner Up: God of War 2, Dead Rising