The Problem with Dark Souls


Yep.

It took me a long time, but I finally figured out why I can’t play Dark Souls. I tried to play it–put a good 15 hours into it, which is longer than it takes me to complete most of the games I play. I even played a bit of Demon Souls before that, so I had some idea of what I was getting into. But in the end I came away confused, frustrated, and having made almost no progress whatsoever.

Casey, my founding partner at Robot Invader, is a huge Dark Souls fan. So are a number of my friends. Many designers I respect immensely have told me that they consider Dark Souls to be one of the best games ever made. People talk about it with such reverence, I feel like I am missing out. But every time I’ve tried to play the game seriously, I’ve felt that I was wasting my time.

The problem isn’t the difficulty. Dark Souls is incredibly difficult, but I’m sure that, with time, individual enemy encounters become more manageable than they are in the early game. One should at least become proficient with the combat system and controls, and can eventually upgrade stats and weapons. Combat might not be easy, but over time it probably seems less random. I am cool with that–I have enjoyed some pretty hard games that worked much the same way in the past. I am proud to have finished God Hand, Devil May Cry, Catherine, Siren, and the arcade version of Strider on less than $2, way back in the day. Once I did a zero continues run of Resident Evil 4. It could be that Dark Souls is just too hard for me, but I don’t think that’s the real issue.

Even after playing for what seems like a long time, I’m absolutely unable to make any progress. Perhaps I’m just playing it wrong. Maybe I’ve made some grave error in my perception of how this game is to be played, and because of that I’m making it much harder on myself than it should be. Is the first boss supposed to take 100+ attempts? Or did I screw up somewhere?

The feeling of wasting my time comes from the basic sense that I’m zigging when the game expects me to zag. This is reinforced by the occasional discovery that I have be doing it all wrong. For example, early in the game your character is told to that they can go “up or down,” but that up is the easier path. The path downwards, a series of winding stairs heading straight into the face of a cliff, is easy enough to find. The path upwards is a small staircase placed at the side of a cliff that I completely missed my first time through that area. I missed it the second time, too. And about fifty other times. I explored the area and the only other place to go, other than down, seemed to be through a graveyard into a cave. I spent a few hours trying to fight my way into that cave, and eventually made it, only to be killed immediately by even more powerful enemies. Skeletons in Dark Souls are no joke.

“Don’t go that way,” Casey said, when I asked him about it.

I eventually found the way up, and breezed through the next area until I reached a boss, whom I’ve been unable to defeat in the subsequent 10-odd hours of play.

“You’ve just got to get better,” Casey said. “That’s the fun part.”

But better at what? Combat? Better weapons? Better stats? Better at finding my way through the map?

The real issue, I think, is the way the game refuses to give the player feedback about their decisions. The rules are complex and the path to the goal is intentionally obfuscated. Am I going the right way? Which character type should I choose? Which gift? Which stats should I upgrade? Should I upgrade all my stats little by little or pour all my points into one or two abilities? Am I meant to come back to this area later or have I just missed some trick to completing it? Should I spend humanity points or hoard them for later? My experience is that the play outcome for me, for all permutations of the above questions, is the same: I die in the same spot over and over and over again. It doesn’t seem to really matter which choices I make; maybe it will matter 60 hours in, but at the 15 hour mark the complete lack of feedback from any of the decisions I’ve made leads me to feel that they are pointless.

There are other hard games that refrain from holding your hand as you play. I think pretty much everybody hit a shelf moment when they encountered the very first lava spider boss in Devil May Cry. You’re meant to figure out that you need to grind for upgrades, or simply become incredibly good at playing, or select the easy mode. That boss is a forcing function: you learn how to play or you adjust the difficulty or you quit. And once you’ve passed this moment, you have a better idea of what is expected of you as a player, and the game now knows something about how you choose to play. But a lot of people I know just gave up at that point. Siren is another hard game that does a terrible job of telling you the “correct” way to play, and you can get lost for hours on end, making no progress whatsoever, until it clicks. When it does, it’s an amazing game. But a lot of people quit long before they get there.

I’m ready to believe that there is a threshold of understanding to Dark Souls, and surpassing it makes a number of unanswered questions clear. That inflection point probably makes it more clear what the game expects of you, and you can start to strategize and make informed decisions. But until you reach that point, you’re flying blind. Dark Souls isn’t going to tell you if you’ve chosen the easy road or the hard road, or even if you’re on a road that is going anywhere at all. It’s not going to tell you if your approach is advantageous or problematic. It’s not going to tell you what it expects you to do.

So, I guess you can stick around long enough to figure it out, or you can become frustrated with the absolute lack of progress or feedback and quit. After 15 hours of feeling like I have no idea what I am doing and am wasting my time, I quit.

Inventory

With a grunt the man pulls himself up over the ancient stone ledge. The passage is small and narrow; he proceeds on all fours, drawing centuries-old air in ragged breaths. Just as his exhaustion nears its peak he reaches the end of the tunnel and pulls himself upright into the secret chamber. The artifact is there, resting on a stone pedestal, glowing softly in the darkness. Waiting for him.

He reaches for it but hesitates. Its eyes are reflective, like the sheen of oil in water. It is grinning with teeth the length of his finger. It is horrible to look at, and for an instant he imagines himself leaving it there, resealing the passage cut directly into the limestone, carefully making his way back through the gauntlet of traps, returning the outer rock to its original position, and burning the notebook that contains all of his research.

But no, he’s come this far, there’s no way he’s turning back now. He reaches out and swipes it from its resting place in one smooth motion. He puts his knapsack on the ground, opens the flap, and jams the artifact into it, hopefully deep enough that he won’t have to look at it.

It doesn’t fit.

Two large rations occupy most of the space of the pack, and in the corners he has stuffed medical gauze, his house keys, and a wad of bills in the highly devalued local currency. In the side pockets he has his flashlight, a lighter, and his notebook. All things he’ll need to make it back home alive. He tries to wedge the artifact in again.

It doesn’t fit.

He sits down on the floor of the chamber and stares at the bag. It is jam-packed with stuff, overflowing. And yet, he can’t bring himself to get rid of anything. An ancient cursed statuette from a dead civilization won’t do him much good if he trips over a wire on the way back through the Hall of Trials and breaks his leg without his splint kit handy. What if his camel has deserted him and he must walk back to the village? He’ll never make it without extra food. Not to mention it being wasteful. It’s not like he can leave some stuff here and come back for it later.

In one hand, the artifact, looking straight through him with its mirror eyes. In the other, his knapsack, filled to the brim. He stares at them. What can he do?

Let’s fund some indie horror games


DreadOut needs your help!

I don’t think it is an exaggeration to say that the best horror games in the last few years have not come from traditional console game developers. They’ve come from independent developers, run on PCs rather than consoles, and are scarier than anything we’ve seen from the console space in years. Amnesia and its predecessors, Lone Survivor, and Slender are just a few. If you’ve been paying attention to Steam’s Greenlight program, you may have noticed that there are more indie horror games in development than you can shake a stick at.

But some of these games need help to reach completion. I propose that we help them out by donating some cash or voting on Greenlight. I’ll highlight two games here but feel free to link to more in the comments below. There’s a lot to see!

DreadOut is a Fatal Frame-esque third person horror game by an Indonesian developer, and man it looks awesome. The developer is close to meeting their funding goal ($25k, which is like a rounding error for the level of quality that they are pushing), but only has 4 days left. Drop everything and go give them some cash! There’s also a playable demo for all platforms if you need convincing. Thanks much to Michael from Frightening for the tip-off about this one. Michael also has a pretty cool video preview up.

The Forest is something completely different. It’s an open world horror game something or another–I’m not really sure. But the trailer is super hot and all it needs is Greenlight votes. So go vote for it.

There are more–a lot more–in development or recently released. Post your favorites in the comments and let’s help these guys bring their games to market.

Year Walk

Given the tremendous glut of mobile games available today, it surprises me that there aren’t more horror games. There are a number of zombie shooters, a bunch of Halloween-themed games, and some interesting text adventures, but very little designed to actually scare you. Other than End Night and amateur-hour Slenderman knock-offs, serious attempts at horror are all but nonexistent on Android and iOS. Don’t even get me started about Dead Space Mobile.

Until now, anyway. Recently Swedish developer Simogo has released Year Walk for iOS devices, and it’s pretty dang awesome. The premise involves an ancient Swedish tradition of “year walking,” walking through the forest at night on a certain day of the year after fasting in order to have a vision of the future. You’ll explore a confusing landscape by scrolling and swiping to move in first person, and along the way puzzles will present themselves. The game even has a companion app that explains in more detail the mythical characters that appear in the game, and you really must download that as well.

As far as horror games go, Year Walk is pretty good. It has some flaws–I’m not sure about swiping down to move forward and several of the puzzles are just pattern memory things–but they are minor. The art and sound is very strong, and the story is very interesting (though I can’t tell you why). It’s a little bit light on the horror aspects, to tell you the truth, though horror is by far the best genre to describe this game. All in all, the design is solid, interesting, innovative, but not revolutionary.

What makes Year Walk so special is that the core gameplay has been architected around a tablet interface. This isn’t just a horror game on a tablet, it’s a tablet horror game. Everything from interesting multi-touch puzzles to the presentation of the world itself to the integration of the companion app fits naturally with the host platform. Year Walk is a native citizen of mobile, and its design works because of this deep understanding of the types of interactions that only a mobile device can provide. I can’t give you too many details without spoiling it, but it’s hard to imagine this game running on any other platform.

If you have an iPad, give Year Walk a go. I hope we see a lot more like it.

Dark Escape 3D

Every once in a while I get an angry message asking me why I omit PC games from this site, or why I fail to include visual novels and light gun shooters. The reason is mostly logistic: I have a limited capacity to buy and play games and so I need to contain my research in some way to make the project feasible. When I look at the number of PC horror games that have ever been made, and the lengthy steps required to purchase and run these games, it is an easy decision to avoid them purely on cost/benefit grounds. The same can be said for visual novels: the form is slow, there are a ton of them, and I don’t expect to learn a whole lot about how horror games can be made by reading text set against static images (even when the text is really good!).

Light gun games are also omitted for this reason. In my youth I spent inordinate amounts of money on Lethal Enforcers, Terminator 2, Time Crisis, and House of the Dead, and even now I enjoy a good light gun shooter every now and then. But these games are rarely designed to actually scare you–they are almost always designed to be challenging target practice systems wrapped up in some arbitrary contextual skin. You can shoot vampires in Vampire Night, and zombies in House of the Dead, but neither game was designed to actually frighten you. Even the Silent Hill arcade shooter is just the dispatching of zombie nurses over and over with some fog in the background and film grain in the fore.

There are, however, exceptions to every rule, and when it comes to light gun shooters, the exception seems to be a game called Dark Escape 3D. It’s a big arcade cabinet, the kind where you go in and sit down, and it sports all kinds of technical features: a vibrating seat, 3D screen (complete with glasses tethered to the cabinet), 5.1 surround sound, and even a heart rate monitor built into the handle of the turret-like guns mounted in front of the screen. If you believe the marketing, the game is designed not only to scare you but to adjust your score depending on how scared you become.

I located this behemoth at the local arcade while visiting Japan on holiday. It cost about $2 for one play and $1 for each continue, but I couldn’t pass it up. I was, unfortunately, disappointed.

It’s not that Dark Escape 3D is a bad game. As shooters go, I’d say it’s fairly mediocre–there are a lot of cheap hits and the targeting reticle is often deactivated, which is pretty annoying. The visuals seem designed to show off the 3D effect rather than present the game. Though the game looks nice, the design is nowhere near the quality of say, Time Crisis 2 or House of the Dead 2. But, you know, it’s a shooter: you point the gun at stuff and pull the trigger and that’s about all there is to it. So it’s not bad.

And surprisingly, it actually managed to pull off a pretty good scare. I didn’t expect it to get the drop on me, but early in the game there is


These guys? You shoot them.

a moment when a pop-out scare fires and the sound system wails and the vibrating seat gives you a good bump, and when that happened the heart rate monitor told me that mine had increased by 10 beats per second. I’m dubious about the 3D display but the force feedback in the seat and the powerful sound system actually delivered a pretty good punch (proving once again that horror really is all about the sound).

The problem is, the effect was significantly diminished when the game tried it again a minute later. By the third pop-out scare my heart rate, as reported by the game, was holding steady, and I was already becoming bored. Though it tries to be scary, Dark Escape 3D is just another light gun shooter: zombies come out and you shoot them in the head before they can scrape you. Then the camera moves and more zombies come out and you shoot them. After the third of fourth zombie face has jumped out of nowhere to fill your screen and scream bloody murder, the pattern is pretty clear; you shoot it in the head and move on.

Dark Escape 3D has a lot of tools at its disposal, but all it does with them is pop-out scares. Just one after another, over and over. I was hoping the heart rate monitor would be put to some game play use (e.g. you could detect when the player had begun to relax and schedule a pop-out scare at that time), but unfortunately it seems relegated to a HUD element and some worthless score bonus at the end of a stage. The pop-out scare is a highly effective–and totally legitimate–way to scare people, but it only works when they aren’t expecting it. It’s best used sparingly, in small doses. There’s a reason that everybody remembers the zombie dogs crashing through the window in Resident Evil: it’s the first pop-out moment in the game and so it was a legitimately terrifying event. Dark Escape 3D doesn’t understand this. It just hits you with a pop-out zombie and then another and then another. The power of the scare is lost after the first few.

The problem, I guess, is that even with near-perfect environmental controls, the developers of Dark Escape 3D are still stuck with the fact that they are making an arcade game. They need to kill the player off every three minutes or so to ensure a steady stream of quarters. The market for arcade games is drying up fast in Japan–the spot where I found Dark Escape used to be a haven for weird games and is now entirely shooters, driving games, UFO catchers, and virtual horse racing games. So given those constraints there is little choice but to make a shooter. And because they made a shooter, all the tech at their disposal ended up being wasted on a petty gimmick.

15 minutes later and $5 poorer, I stepped out of the cabinet with a reaffirmed belief that I am not missing much by omitting light gun games from the Quest. The format is simply not expressive enough to actually experiment with interesting emotional mechanics.

The Value of Uncertainty Part 2: Negative Space


This unassuming scene is key to mapping the negative space in Kiyoshi Kurosawa’s Cure.

In the last post I wrote a little bit about the value of uncertainty in the mechanics of horror games. The idea is that the game may obfuscate certain game play systems (health, remaining ammunition, the location of enemies, etc) in order to keep the player off balance. A key trait of effective horror is the feeling that one has lost control; denying the player precise information lowers his own self-confidence. It’s a lot more uncomfortable to make a blind decision than an informed one, to chart a new route rather than follow a routine path. Many horror games take explicit steps to hobble the player’s ability to see the system behind the context of the game, to keep him in the dark about key information in order to prevent the mechanics from becoming comfortable.

Another interesting trait of horror games is that the exact same logic is often applied to the narrative. Horror game narratives are vine-like, twisting and turning in ways that you don’t expect. Suspense is the feeling of knowing that something is coming but not knowing what, or when, it will arrive; this is true whether the suspense is generated by a static-emitting radio radar, a long staircase that seems to go impossibly deep into the ground, or the suggestion that an ancient curse may still be in effect. If the player knows what’s going to happen ahead of time, the feeling of tension is lost; as with the mechanics obfuscation, it is necessary to hide details of the story from the player so that they are forced to operate with incomplete information. They are not in control.

There are many names for this approach, but my favorite is negative space. In this context, the term describes the bits of the story that are never explicitly communicated to the player. If we write a complete narrative down on index cards, with one event per card, and then pour the whole lot on the table, the cards that land face down are in the negative space. The reader can probably piece the story together from the cards that land face up, but he’ll have to use his imagination to fill in the blanks.

Akira Yamaoka described his approach to the narrative in Silent Hill as “creating space for the imagination.” He provides a pretty nice framework for thinking about negative space: he talks about the “stacking” of clues, fragments of (often conflicting) information that provide enough detail for the player to form a working theory about what is going on. The key to Yamaoka’s approach is that these clues are designed to mislead the player into thinking they understand the story so that a late scene can pull the rug out from under them when the “true horror” is revealed. Remember, the goal is to keep the player from becoming comfortable.

It’s important to underscore the connection Yamaoka makes between negative space and the player’s imagination. In fact, the purpose of the negative space, above and beyond keeping the player uncomfortable, is to provide an area for the mind to explore. Noel Carroll writes,

Nevertheless, a great deal of the sustaining interest in horror stories concerns the discover of the unknown. The majority of horror stories are, to a significant extent, representations of process of discovery, as well as often occasions for hypothesis formation on the part of the audience and, as such, these stories engage us in the drama of proof.

We’ve all seen predictable horror films, and they are always terrible; even an artistically elegant film cannot sustain our interest if the arc of the plot is obvious from the onset. We enjoy horror in no small part because it allows us to explore that which we do not know–to try to map the negative space.

It’s also interesting to note that the mere suggestion of the existence of negative space can increase the effectiveness of a narrative. I’m a big fan of Haruki Murakami’s novels because they are always about that which is unsaid; The Wind-up Bird Chronicle, one of my all-time favorite books, has enough negative space to house the Titanic. Another Murakami work, South of the Border, West of the Sun, is a good example of negative space as a passing suggestion of something far below the surface of the narrative. In it a man is suddenly reunited with a childhood friend, and he begins to fall for her. But the years intervening their childhood friendship and adult romance are a mystery, and her behavior is sometimes unexplainable. The book can be read as a simple drama about a man having a midlife crisis, but in typical Murakami fashion the ending reveals a small detail that throws all of the preceding events into question: the protagonist realizes that he cannot actually prove that his mysterious lover exists. The key to this revelation is so minor that you might gloss right over it, but for an astute reader it is the equivalent of Yamaoka’s “true horror”: the author has just thrown us into the deep end in the final pages by suggesting, only suggesting, that things are not as they appear.

I’ve

written before about how culture shock can be a major horror affordance. The idea is that when we consume horror media that comes from another culture, we are thrown off balance because we cannot read the tropes and cliches. The work may not actually be complicated, but it’s almost certainly based on themes and patterns that are culturally specific. Another way to say that is that a foreign culture is often a large negative space upon which the work rests. When we look into the pool it appears to be very deep indeed. This might be why so many terrible foreign movies found resonance in the West in the early 2000s. After The Ring (a very nice film) opened the floodgates, all manner of cheap copycats and C-grade films from Japan, Korea, and China were suddenly snapped up by publishing companies, subtitled, and released to an unsuspecting public. Since the mere suggestion of negative space is enough to deepen the impact of a horror work, even the crappy movies seemed like a breath of fresh air because they were implicitly tied to foreign norms. People ate up films that would otherwise be regarded as absolute schlock because they were actually exploring an imagination space built out of unfamiliar cultural cues rather than one constructed by an agile narrative.

Negative space serves two major functions in horror narratives: it deepens our interest by forcing us to think about what is going on, and it keeps us unbalanced (and therefore, not in control) by reinforcing the idea that we are operating with incomplete knowledge. I’m a pretty hardcore Siren fan, and after 100%-ing that game I have a pretty good idea of what happens and why, but there are still a lot of questions that I don’t have answers to. Though most of the questions are eventually resolved, Catherine is keeps you guessing for most of the game. Hell Night doles its plot out in reliable chunks, but late in the game it does something that forces you to reevaluate all of your assumptions. And of course, Silent Hill 2, the king of negative space in games, remains one of the most highly respected narratives in game history. It’s no accident that these games are highly regarded; the existence of negative space is a boilerplate requirement for horror narratives.

The Value of Uncertainty


Low visibility. No HUD.

My TV was hissing. It was a small set, 15 inches across, set on a short table in one corner of my ten-tatami-mat room in Kyoto. It was 1998, the middle of the night, and though my hosts were two floors below me, I worried that the sound would reach through the thin walls and wake them. It was a familiar hiss–it is the sound of an detuned radio, the sound of white noise, static. This particular static was coming from a radio clipped to the belt of a man standing in a dark hallway, a large pipe in his hand, his small flashlight casting a narrow oval of light around him. It was also a harsh sound, one that made me uneasy. I wondered if my host family could hear it. More importantly, I wondered where the mangled nurses that it was trying to warn me about were lurking beyond the beam of the flashlight. This is one of my clearest memories of my first experience with Silent Hill.

At the time I was convinced that the radio sounds played a key role in Silent Hill’s brand of fear. And a decade and a half later, I still think that the radio, and the greater soundscape that Silent Hill employs, is a big part of what makes the series scary. But the radio isn’t just a great sound, it serves a specific gameplay purpose: it is a fuzzy form of radar. Its job is to escalate the level of tension felt by the player and also to warn him of enemies in the immediate area. Though many games employ some form of radar, this one is a bit different because it is so indistinct. When the static sound flairs you know that enemies are close, but it’s not possible to tell how close, or in which direction they reside, or even how many of them there might be. It wasn’t the thought of lurking nurses that scared me, it was knowing that they were near and not knowing exactly how near. There’s something insidious about that, about having enough information to be concerned but not enough to act. Without the radio, the scares would have devolved into surprise attacks, which might work once or twice but would thereafter become routine. With a more specific radar, the uncertainty about the location of the enemies would be removed and dispatching them would become routine. Much has been written about how the sound of Silent Hill’s radio is itself a tension inducer, but I wonder if the fuzziness of the information it provides is also an important aspect of its function.

Silent Hill isn’t the only horror game with a fuzzy radar. In the early Resident Evil games, the sound of zombie moans and their lumbering footfalls warned you that danger was near, even if the angle of the camera restricted your view of the room. Like the Silent Hill radio, this communication was indistinct; it put you on your guard but did not give you enough information to anticipate the position


Better visibility, but still no HUD. No specific information.

of the enemies. Fatal Frame has a visual radar, a glowing filament that brightens near areas of interest, but it too is non-directional. Enemy Zero is an entire game based around the concept of a fuzzy radar: the alien monsters roaming the space ship where the game takes place are invisible, their position revealed only by the incessant beeping of a warning device. The closer the enemies are, the faster it beeps; beeps beyond a certain frequency mean that you’re probably already dead. It’s an incredibly obtuse way to warn the player of impending danger, but then again, that’s probably the point.

Of course, none of these games have any kind of actual radar on the HUD–they don’t have a HUD at all. In fact, only a very small number of horror games actually have any sort of on-screen display. The absence of a HUD is often chalked up to “immersive” game design; the theory is that removing elements that do not appear within the game world itself increases the immediate believability of that world. I suspect that this is true, especially in games like ICO, but I think that horror games have another, more important reason to omit the HUD. Like the fuzziness of the Silent Hill radar radio, obscuring the HUD is a way to obfuscate the details of the game state from the player.

Obfuscation of game state is an idea that shows up in all sorts of places in horror game design. Take the Resident Evil health system: rather than a health bar or number, classic Resident Evil gives you a three state abstraction: FINE, CAUTION, and DANGER. Each state indicates a range of health values; sometimes you will take a hit and the state will not change, other times a hit may cause you to go directly from FINE to DANGER. Of course, under the hood these states map to something like a health bar, and dedicated players have deciphered the underlying system, but during normal play this system obfuscates the amount of health you have. Your health value is further obscured by the herb combination system. Are three herbs taken individually as powerful as three herbs combined? Is a green and a red herb combined the same as three green herbs? Does combining with a blue herb affect the amount of health recovered? The Silent Hill series has played with non-obvious health meters too: depending on the game, the information you get is limited to a pulsating color or an image that becomes more noisy as damage is taken. Siren doesn’t provide a health meter at all.

How near is the Slenderman in Slender? Can the creatures in Amnesia: The Dark Descent see you or not? You can hear the monster in


Lots of specific information.

Hellnight coming, but which direction is he coming from?. How many bullets left do you have in your gun in Resident Evil, Silent Hill, or Siren? You can check in the pause menu, sure, but in the heat of battle there’s no way to tell. Speaking of Siren, how close does a shibito need to before he realizes you are there? How far away can your footfalls be heard if you walk rather than crouch? What’s in the darkness beyond the small oasis that your flashlight affords?

I think that horror games, more than any other genre, go out of their way to hide specific details about the game simulation from the player. It’s not that details such as health or ammo supply are not relevant to the simulation, it’s that the game wishes to keep you in a constant state of uncertainty. To that end these games obfuscate all kinds of details that are considered incisive in other genres: health, ammo supplies, enemy locations, and even the core rules of the game itself. The end result, I think, is a scarier game.

As a counterpoint, let’s consider a game that not obfuscate its game state: Dead Space. Though Dead Space has no 2D HUD, it still provides the player with plenty of information–much more than the other games discussed in this post. Isaac’s life bar is attached to his back, his gun prominently displays the number of shots remaining, and he has a special gadget that shows him where to go whenever he is lost. This information is reassuring. In the heat of battle, we can rest easy if Isaac has full health; even a couple of direct hits aren’t likely to kill him. We know where we’re going, and how much ammo and health we have, at all times. Though there’s some uncertainty in the narrative (a topic I’ll tackle next time), the game mechanics leave nothing vague. As a result, I felt that Dead Space lost a lot of its horror bite; it’s missing that overwhelming feeling of oppression that the others are able to pull off. All the information makes it a bit too easy to relax.

Uncertainty is a valuable commodity amongst horror games because it is part of the greater plan to make you feel that you are not in control of the situation. Loss of control, I have come to believe, is one of the core traits of all successful horror games; those games that evoke a feeling of helplessness are the ones we find the most frightening. Causing the player to believe that the events unfolding within the game are beyond his control is a complex task, and uncertainty is only a small part of it. But even so, making the player to feel uncertain about key game rules helps to knock his confidence down a peg or two. And when every system in the game is intentionally obfuscated, the feeling of uncertainty, and therefore lack of control, is strong indeed.

Alan Wake’s American Nightmare

I had heard something about a new Alan Wake game, released as a short XBLA downloadable title, way back in February of this year. I jotted the game down in my mental list of titles to look up later and then promptly forgot about it. The game came and went without much of a murmur, obscure to even to the collective consciousness of my twitter feed.

Then sometime last month I noticed that the game was on sale. Not via the XBLA dashboard, mind you: it’s impossible to find anything game-related there nowadays. Somebody on Twitter, maybe a Remedy employee, mentioned that Alan Wake’s American Nightmare had gone on sale. I booted up my trusty 360 and after ten minutes of struggling to find the game in Microsoft’s labyrinthine user interface, I finally discovered it wedged between an ad for a sports drink and a promo for The Avengers. There was little reason to wait for a sale, though–the game only costs $15 full price.

Though I enjoyed the original Alan Wake, the DLC missions didn’t grip me and eventually I left them unfinished. Frankly, I was expecting American Nightmare to be more of the same. And while it is a throughly Alan Wake game, I am happy to report that it is really good. So good, in fact, that I like it more than the first Wake game.

You can read my review for details. The game is interesting, fun, and very smartly designed. I am a fan.