|
|||||||||||||||
Current Texts Comic Imprint Calendar Search PHP-Classes Container-Wizard main.s21 |
|||||||||||||||
Categories
{{login}}
|
Fear, Suspense and Horror in Video Games
The "Shalebridge Cradle" out of Thief: Deadly Shadows was a masterpiece in suspense and horror. F.E.A.R. is said to be more extreme, yet my fragile nerves aren't willing to take the test. ShockNow let me start with the classic of all horror elements: shock. This is fairly easy to produce, and is often overused. The problem with shock is that it only delivers a short experience. Yes, it will scare the crap out of me when suddenly there's some incarnation of death in front of me, yet this experience is forgotten quickly. Light and DarknessNext to shock, darkness is a cheap effect. It works, yes, but it can be overdone, and usually it is. Often, games are just damn dark. But the problem is, that players have ways to circumvent that - setting gamma correction higher or brightening up their screens. Doing so will make the game look crappy, ruining the experience altogether. So I'd advise to use darkness sparingly, and not as a general line. Keep darkness in a game under the threshold that makes the player tamper with his screen settings. DesorientationA good thing that instills fear into the hearts of the feebleminded is desorientation. Impair the players ability to see. Those flashes when the ghost girl spoke to me in Shalebridge Cradle blinded me for a short time - I felt that this time was far too long, what could sneak up in this time, who knows...? So imagine, you're highly concentrated, sneaking around some opponents, and then the screen goes black, you don't see anything anymore, you can only hear primal growls. This will immerse the player even further, so now its the right time to shock his heart out of him. Primal fearsBugs!Someone writing a review for Thief 3 was delighted about one fact: no spiders in the game. To assume that people are afraid of spiders is a sure bet. While I myself have no phobia regarding spiders, I feel somewhat uneasy. I can pick them up and set them free outside, but it always feels a little bit strange to touch one big black spider. So I shared the reviewers comfort of not having big, black, hairy spiders in the games. But why not present a crawling, bug-infested corridor to the player as in Indiana Jones and the Temple of Doom? EscapeI once had a very disturbing dream about trying to escape in a donut shaped object, which was of course not possible, as I was running endless. When I replayed Unreal, I recognized a certain scene from the game to have inspired my dream, when I felt a sudden chilling effect. Likewise, I somewhat panicked when I was about to leave the cradle, delighted, but then suddenly couldn't. The SurrealCradle had a surreal touch. Especially when I travelled to the past, I had a slight fish-eye view, and everything was dominated by a sick green undertone. Faceless schemes representing the former wardens could only be heard whispering. Also, I remember the dream scenes of Max Payne; walking into a corridor, it began to stretch endlessly. The beauty and the beastNow you have monsters behind every corner, fine. But why not use a more subtle approach? Slight variations of what is considered normal can be disturbing. Players are usually confronted with monsters in an eerie, dark setting, but why not use a normal environment, but then let the player develop a feeling of that "something is not quite right". Madness is surely among the fears of man, the idea of slowly loosing my integrity to a level were I can't trust myself, or the others, or anything. Imagine that you go into a shop or talk with your boss (in the game), and suddenly, just for a glimpse, the scenery is overlaid with "something else". You have these short flashes, at first you can't figure out, you only realize that something goes wrong, and it goes wrong badly. And then you see more and more, and apparently no one objects to having deformed people walking around or that hideous women give their breast to alien/human hybrids. LonelinessNow loneliness can be scary too - the kind of loneliness where you wake up one morning and everyone else is gone, leaving you in an empty city or spacestation to find out what happened. Now here I think of a bright, USS Enterprise-type spaceship or a daylight town; everything is bright and well, so no reason to be afraid. But then there will be sounds, and visions, and strange occurences. Imagine walking on the silent decks of the Enterprise, suddenly hearing some soft whailing noises, coming closer, moving farther away - all in plain brightness. Or having hallucinations, which are happening in your point of view, so you can't turn away from them, and hearing voices, in your head, of course. CommentsPlease note: comments posted won't be visible immediately, as they will be checked for harmful content. |