Resident Evil 6 is
on the way, but it is going to be more of an action game with less emphasis on
horror. The reasoning behind this shift away from horror is that the market for
the genre “is small, compared to the number of units Call of Duty and
all those action games sell,” according to Resident
Evil: Revelations producer Masachika Kawata (Graft, 2012). Many would
point to this as further proof that the horror genre is dead. However, I see this
as an evolutionary step towards action-horror becoming its own genre. Many
horror games use fast-paced action to create terror and a sense of urgency much
like a chase scene in a slasher film. A great example of this is Valve’s Left 4 Dead series, which is a
multiplayer first-person shooter in which players work together to survive the
zombie apocalypse.
What I am saying is that action is not the death of horror,
but another aspect of it that does not take away from survival-horror games and
it does not ruin horror as a genre. When gamers look at these two subgenres—action-horror
and survival-horror—they view them as conflicting categories, fighting for the
right to be called horror. In reality these are two parts of a whole that each
have their own strengths and weaknesses which we will be going over.
After the jump, I will go over the differences of survival-horror and action-horror
Action-horror
Pace
Action games tend to be fast and frantic to maintain a certain level of excitement for the player. This is true for action-horror games; however, these games use pacing to create tense, panic-filled scenarios for the player (Graft, 2011).
Action games tend to be fast and frantic to maintain a certain level of excitement for the player. This is true for action-horror games; however, these games use pacing to create tense, panic-filled scenarios for the player (Graft, 2011).
Combat/Gameplay
Action-horror games usually have strong combat elements that represent the majority of gameplay, focusing less on puzzles and exploration (Perron, 2009).
Action-horror games usually have strong combat elements that represent the majority of gameplay, focusing less on puzzles and exploration (Perron, 2009).
Story
Action-horror games usually have simple, straightforward plots, save for a few examples(Chris, n.d.; Perron, 2009).
Action-horror games usually have simple, straightforward plots, save for a few examples(Chris, n.d.; Perron, 2009).
Scares
Players are placed in overwhelming circumstances to cause panic and instill terror (Perron, n.d.).
Players are placed in overwhelming circumstances to cause panic and instill terror (Perron, n.d.).
Characters
Protagonists in action-horror games are usually well-versed in combat with a strong appearance and persona (Chris, n.d.).
Protagonists in action-horror games are usually well-versed in combat with a strong appearance and persona (Chris, n.d.).
Enemies
Enemies, if encountered in greater numbers, are weaker than the player but can easily overwhelm them; whereas singular enemies or bosses are extremely powerful to compensate for the amount of power given to players.
Enemies, if encountered in greater numbers, are weaker than the player but can easily overwhelm them; whereas singular enemies or bosses are extremely powerful to compensate for the amount of power given to players.
Survival-horror
Pace
Survival-horror games on the other hand are slower games that rely on their pace to build atmosphere.
Survival-horror games on the other hand are slower games that rely on their pace to build atmosphere.
Combat/Gameplay
This type of game puts exploration and solving puzzles over combat, often making avoiding combat a better option than confronting enemies.
This type of game puts exploration and solving puzzles over combat, often making avoiding combat a better option than confronting enemies.
Story
One of the most important elements in survival-horror is the narrative, sometimes with gameplay coming second (Chris, n.d.; Perron, 2009).
One of the most important elements in survival-horror is the narrative, sometimes with gameplay coming second (Chris, n.d.; Perron, 2009).
Scares
Survival-horror games use their slow pace to build tension along with various literary techniques to instill fear in the player(Perron, n.d.).
Survival-horror games use their slow pace to build tension along with various literary techniques to instill fear in the player(Perron, n.d.).
Characters
Protagonists in survival-horror games tend to be sympathetic and weak and appears to have little-to-no control over the events in the story(Chris, n.d.).
Protagonists in survival-horror games tend to be sympathetic and weak and appears to have little-to-no control over the events in the story(Chris, n.d.).
Enemies
There are a lot less enemies in survival-horror game than in action-horror, but while fewer they are much more powerful than the player and can easily kill them
Keep in mind that these are very basic guidelines and not every game is going to follow these entirely. As a matter of fact, some games have attempted to blur the lines of these with strong action and deep narrative.
There are a lot less enemies in survival-horror game than in action-horror, but while fewer they are much more powerful than the player and can easily kill them
Keep in mind that these are very basic guidelines and not every game is going to follow these entirely. As a matter of fact, some games have attempted to blur the lines of these with strong action and deep narrative.
References
Chris. (n.d.). Designing Characters to be Scared For [Article].
Retrieved From: http://www.dreamdawn.com/sh/features/character_design.php
Graft, K. (2011, January 24). The New Theory Of Horror: Dead
Space 2's Creative Director Speaks. Retrieved From: http://www.gamasutra.com/view/feature/134635/the_new_theory_of_horror_dead_.php
Graft, K. (2012, March 22). 'Survival horror' market too
small for Resident Evil, says Capcom producer. Retrieved From: http://www.gamasutra.com/view/news/167135/Survival_horror_market_too_small_for_Resident_Evil_says_Capcom_producer.php
Barker, C., Perron, B., et al. (2009, October 15). Horror Video Games: Essays on the Fusion of
Fear and Play. Available From: http://books.google.com/books?hl=en&lr=&id=pNaQLQC9XhEC&oi=fnd&pg=PA62&dq=action+horror%3B+survival+horror&ots=TQfcY8mDTC&sig=LUKhrtrRXsASPLAebu4Y6quxFTc#v=onepage&q&f=false
Perron, B. (n.d.). Coming to Play at Frightening Yourself
:Welcome to the World of Horror Video Games Retrieved From: http://www.aestheticsofplay.org/perron.php
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