I think that's a good rule, and is doubly true in games where death means you do it again. One of the design principles in the movie Alien was that you do not want to show the monster. Doing the same scene twice in the same pattern breaks any immersion (which is, again, a very difficult problem to solve in game design). Amnesia as I recall had very frequent checkpoints, and dying set you back a minute or so, only to encounter the same scare puzzle shortly after. So returning the the elevator you're feeling like you missed something and then, ta-dah, the elevator eerily has acquired a bloody fourth floor button letting you know you're about get shat on.īy consequence, I mean, you have some sort of reason to want to avoid death. So you go through the elevator to floor one. You enter this giant hospital and you know its going to be a huge daunting task if its full of monsters, but its not. My absolute favorite horror moment is in the original Silent Hill. Towards the end you're pretty desensitized to the nature of that game's fucked up shit, and you just want to mow them down or get by the efficiently. In the first half of these games, you tend to be weak and there are genuinely frightening moments. One thing I think the resident evil series has done well especially in number 7 and the number 2 remake, is realize that players won't be scared for the whole game. The amnesia monsters are horrifying, yes, but in the context of a horror game, not especially memorable in my opinion. But the lack of consequence for death made it feel kind of gamey. It was a horror game in that you were in a horror environment with entities that were scary.
0 Comments
Leave a Reply. |