History SoYouWantTo / WriteASurvivalHorrorGame

3rd Nov '17 2:29:02 PM KamenRiderOokalf
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* '''What "flavor" of horror?:''' Western horror is visceral (the horror comes from the threat of being eaten or otherwise painfully murdered; a prime example would be ''Franchise/DeadSpace'', where the enemies are basically ZergRush zombies with tentacles and claws and have to be mauled to death), while eastern horror is cerebral (feelings of isolation and paranoia, some RuleOfSymbolism, and "being trapped with something that hates you in a very passive-aggressive way"; a prime example would be ''SilentHill'' where there are few enemies, but the ones that are there are very symbolic and can be tied directly to regrets, frustrations and mental trauma). Something in the middle would be like ''VideoGame/TheThing2002'', where you're soaked in as much ParanoiaFuel as the writer thinks he can get away with, and he then provides a lit match in the form of an enemy [[ChestBurster popping messily out of a teammate]]. You could have something down the middle by starting out fighting hordes of zombies, and as you start to get mentally fatigued, pile on more and more Freudian imagery until the player is fighting (un)living Creator/HRGiger sculptures.

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* '''What "flavor" of horror?:''' Western horror is visceral (the horror comes from the threat of being eaten or otherwise painfully murdered; a prime example would be ''Franchise/DeadSpace'', where the enemies are basically ZergRush zombies with tentacles and claws and have to be mauled to death), while eastern horror is cerebral (feelings of isolation and paranoia, some RuleOfSymbolism, and "being trapped with something that hates you in a very passive-aggressive way"; a prime example would be ''SilentHill'' ''Franchise/SilentHill'' where there are few enemies, but the ones that are there are very symbolic and can be tied directly to regrets, frustrations and mental trauma). Something in the middle would be like ''VideoGame/TheThing2002'', where you're soaked in as much ParanoiaFuel as the writer thinks he can get away with, and he then provides a lit match in the form of an enemy [[ChestBurster popping messily out of a teammate]]. You could have something down the middle by starting out fighting hordes of zombies, and as you start to get mentally fatigued, pile on more and more Freudian imagery until the player is fighting (un)living Creator/HRGiger sculptures.



* '''Why Don't You Just Leave?:''' Not such an issue in a broken starship, but in a monster-infested suburbia, why not just hop the next bus out of town? Some games forget to give the hero a darn good reason for sticking around when there are monsters trying to ''eat his soul''. The reason could be [[HowToStopTheDeusExMachina external or internal]], ranging from "surrounded by desert" and "impassable forcefield" to [[SilentHill "my daughter's here somewhere and I'm not leaving till I've found her."]] But steer clear of the milder forms, like "the bridge is out" (why not just swim across the [[InsurmountableWaistHighFence river]]?) or "oh gee I might have to walk a couple miles down the road." At any rate, go read up on the ''Monster in the House'' plot in ''TenMoviePlots'', which is basically what SurvivalHorror ''is''.

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* '''Why Don't You Just Leave?:''' Not such an issue in a broken starship, but in a monster-infested suburbia, why not just hop the next bus out of town? Some games forget to give the hero a darn good reason for sticking around when there are monsters trying to ''eat his soul''. The reason could be [[HowToStopTheDeusExMachina external or internal]], ranging from "surrounded by desert" and "impassable forcefield" to [[SilentHill [[VideoGame/SilentHill1 "my daughter's here somewhere and I'm not leaving till I've found her."]] But steer clear of the milder forms, like "the bridge is out" (why not just swim across the [[InsurmountableWaistHighFence river]]?) or "oh gee I might have to walk a couple miles down the road." At any rate, go read up on the ''Monster in the House'' plot in ''TenMoviePlots'', which is basically what SurvivalHorror ''is''.



* DarkWorld: [[SilentHill Take a normal place and turn it into a dark, distorted version.]]

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* DarkWorld: [[SilentHill [[Franchise/SilentHill Take a normal place and turn it into a dark, distorted version.]]



* ''Franchise/ResidentEvil'' and ''SilentHill'' are the {{trope codifier}}s for the genre. ''Resident Evil'''s brand of horror is heavily focused on [[BodyHorror grotesque abominations]] and [[ZombieApocalypse zombie mayhem]], while ''Silent Hill'' helped pioneer the more psychological brand of survival horror. Both spawned [[LongRunners long-running]] franchises that continue strong to this day,[[note]]well, not ''Silent Hill,'' sadly, it's as good as dead thanks to Creator/{{Konami}} completely [[CreatorBreakdown losing their god-damned minds]] and turning it into a pachinko machine where you ''[[MemeticMutation HIT THE LEVER!]]''[[/note]] with several installments of varying quality each under their belts.

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* ''Franchise/ResidentEvil'' and ''SilentHill'' ''Franchise/SilentHill'' are the {{trope codifier}}s for the genre. ''Resident Evil'''s brand of horror is heavily focused on [[BodyHorror grotesque abominations]] and [[ZombieApocalypse zombie mayhem]], while ''Silent Hill'' helped pioneer the more psychological brand of survival horror. Both spawned [[LongRunners long-running]] franchises that continue strong to this day,[[note]]well, not ''Silent Hill,'' sadly, it's as good as dead thanks to Creator/{{Konami}} completely [[CreatorBreakdown losing their god-damned minds]] and turning it into a pachinko machine where you ''[[MemeticMutation HIT THE LEVER!]]''[[/note]] with several installments of varying quality each under their belts.
14th Aug '17 5:26:06 PM viking1911
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Added DiffLines:

** Or, you can do what ''VideoGame/DeadSpace'' did. Make both headshots and body shots borderline useless and force players to target enemy limbs instead.
13th May '17 9:00:12 AM Kuruni
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* {{Cuckold}}. Horror can be derived from sources other than violent dismemberment.
7th Apr '17 10:54:37 PM Miracle@StOlaf
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** Nor should you make the mistake of assuming that the inability to kill enemies equates to giving the player no means to at least temporarily ward off threats. The need to stop what you were doing to run away from the ImplacableMan every 30 seconds quickly stops being scary and starts being ''annoying'', which is not the effect you're supposed to be going for. ''VideoGame/SilentHillShatteredMemories'' is one example of how to handle the defenseless approach well: You can only run away from enemies, but they also never show up in areas where you have to solve a puzzle.

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** Nor should you make the mistake of assuming that the inability to kill enemies equates to giving the player no means to at least temporarily ward off threats. dispense with threats so they can make progress through the game. The need to stop drop what you were doing to run away from the ImplacableMan every 30 seconds quickly stops being scary and starts being ''annoying'', which is not the effect you're supposed to be going for. ''VideoGame/SilentHillShatteredMemories'' is one example of how to handle the defenseless approach well: You can only run away from enemies, but they also never show up in areas where you have to solve a puzzle.
23rd Nov '16 4:10:16 PM ArcaneAzmadi
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* ''Franchise/ResidentEvil'' and ''SilentHill'' are the {{trope codifier}}s for the genre. ''Resident Evil'''s brand of horror is heavily focused on [[BodyHorror grotesque abominations]] and [[ZombieApocalypse zombie mayhem]], while ''Silent Hill'' helped pioneer the more psychological brand of survival horror. Both spawned [[LongRunners long-running]] franchises that continue strong to this day, with several installments of varying quality each under their belts.

to:

* ''Franchise/ResidentEvil'' and ''SilentHill'' are the {{trope codifier}}s for the genre. ''Resident Evil'''s brand of horror is heavily focused on [[BodyHorror grotesque abominations]] and [[ZombieApocalypse zombie mayhem]], while ''Silent Hill'' helped pioneer the more psychological brand of survival horror. Both spawned [[LongRunners long-running]] franchises that continue strong to this day, day,[[note]]well, not ''Silent Hill,'' sadly, it's as good as dead thanks to Creator/{{Konami}} completely [[CreatorBreakdown losing their god-damned minds]] and turning it into a pachinko machine where you ''[[MemeticMutation HIT THE LEVER!]]''[[/note]] with several installments of varying quality each under their belts.
10th Nov '16 3:46:43 AM Arivne
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* Use SchmuckBait. Instead of enforcing a InsurmountableWaistHighFence, allow players to try it, ''then'' kill them off. If the bridge is out, why not just swim across the river? Because there is a BorderPatrol aquatic horror waiting and a human's poor aquatic maneuvering means it is [[ControllableHelplessness impossible to escape or fight back]].
22nd Oct '16 2:36:17 PM Xtifr
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* ''VideoGame/{{Manhunt}}''. [[DoingInTheWizard Trading away supernatural entities for all-too-human criminals]], these games are notable for their stealth mechanics, compelling atmosphere, and [[BloodierAndGorier brutally gory executions]] that whipped the MoralGuardians into a riot. The first game follows the story of a DeathRow inmate forced into playing TheMostDangerousGame at the behest of a SnuffFilm director, and the second is about two BedlamHouse patients forced into unraveling a GovernmentConspiracy. The first game truly nails its atmosphere, and while the second game got some flack for being a SlasherMovie ClicheStorm, it's still worth checking out, especially since [[TheReveal its main twist]] makes it [[SpiritualAdaptation a more compelling video game adaptation]] of [[spoiler:''Film/FightClub'']] than [[InNameOnly the actual video game]].

to:

* ''VideoGame/{{Manhunt}}''. [[DoingInTheWizard Trading away supernatural entities for all-too-human criminals]], these games are notable for their stealth mechanics, compelling atmosphere, and [[BloodierAndGorier brutally gory executions]] that whipped the MoralGuardians into a riot. The first game follows the story of a DeathRow inmate forced into playing TheMostDangerousGame HuntingTheMostDangerousGame at the behest of a SnuffFilm director, and the second is about two BedlamHouse patients forced into unraveling a GovernmentConspiracy. The first game truly nails its atmosphere, and while the second game got some flack for being a SlasherMovie ClicheStorm, it's still worth checking out, especially since [[TheReveal its main twist]] makes it [[SpiritualAdaptation a more compelling video game adaptation]] of [[spoiler:''Film/FightClub'']] than [[InNameOnly the actual video game]].
9th Sep '16 1:44:16 PM babyhenchy1
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* ''VideoGame/AlienIsolation''. Taking a page from ''Amnesia'' giving the player little defense, while it may drag at points, ''Isolation'' shows off how much [[ArtificialBrilliance solid A.I.]] can benefit a game within this genre. The Xenomorph's unpredictable behavior and ability to learn the player's patterns means that the player needs to constantly adapt, change up, and stay on their toes to stay alive.

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* ''VideoGame/AlienIsolation''. Taking a page from ''Amnesia'' giving the player little defense, while it may drag at points, ''Isolation'' shows off how much [[ArtificialBrilliance solid A.I.]] can benefit a game within this genre. The Xenomorph's unpredictable behavior and ability to learn the player's patterns means that the player needs to constantly adapt, change up, and stay on their toes to stay alive. This is in addition to careful early-game pacing and well-placed {{Apocalyptic Log}}s to keep the player [[ParanoiaFuel paranoid]] about what's around the next corner.
15th Jul '16 1:04:27 AM babyhenchy1
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* ''VideoGame/AlienIsolation''. Taking a page from ''Amnesia'' giving the player little defense, while it may drag at points, ''Isolation'' shows off how much [[ArtificialBrilliance solid A.I.]] can benefit a game within this genre. The Xenomorph's unpredictable behavior and ability to learn the player's patterns means that the player needs to constantly adapt, change up, and stay on their toes to stay alive.
14th Jun '16 8:20:53 PM Miracle@StOlaf
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** Nor should you make the mistake of assuming that the inability to kill enemies equates to giving the player no means to at least temporarily ward off threats. The need to stop what you were doing to run away from the ImplacableMan every 30 seconds quickly stops being scary and starts being ''annoying'', which is not the effect you're supposed to be going for.

to:

** Nor should you make the mistake of assuming that the inability to kill enemies equates to giving the player no means to at least temporarily ward off threats. The need to stop what you were doing to run away from the ImplacableMan every 30 seconds quickly stops being scary and starts being ''annoying'', which is not the effect you're supposed to be going for. ''VideoGame/SilentHillShatteredMemories'' is one example of how to handle the defenseless approach well: You can only run away from enemies, but they also never show up in areas where you have to solve a puzzle.
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