Survival horror: Difference between revisions
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''Shiryou Sensen: War of the Dead'', a 1987 title developed by Fun Factory and published by [[Victor Entertainment|Victor Music Industries]] for the [[MSX2]], PC-88 and [[TurboGrafx-16|PC Engine]] platforms,<ref name=Szczepaniak/> is considered the first true survival horror game by Kevin Gifford (of ''[[GamePro]]'' and [[1UP.com|1UP]])<ref name=Gifford>Kevin Gifford, [http://magweasel.com/2009/11/10/i-love-the-pc-engine-shiryou-sensen-war-of-the-dead/ Shiryō Sensen: War of the Dead], ''Magweasel.com'', November 10, 2009</ref> and John Szczepaniak (of ''[[Retro Gamer]]'' and ''[[The Escapist (magazine)|The Escapist]]'').<ref name=Szczepaniak>John Szczepaniak, [http://www.hardcoregaming101.net/wotd/wotd.htm War of the Dead], Hardcore Gaming 101, 15 January 2011</ref> Designed by Katsuya Iwamoto, the game was a horror [[Action role-playing game|action RPG]] revolving around a female [[SWAT]] member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It has [[Open world|open environments]] like ''[[Dragon Quest]]'' and [[Real-time game|real-time]] side-view battles like ''[[Zelda II: The Adventure of Link|Zelda II]]'', though ''War of the Dead'' departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music,<ref name=Gifford/> while the gameplay lacked a [[Level up|leveling]] system and featured [[side-scrolling shooter]] based combat with limited ammunition for each firearm, forcing the player to search for ammo and often run away from monsters in order to conserve ammo, though the player could punch or use a knife if out of ammo. The game also featured a limited item inventory and crates to store items, and introduced a [[Persistent world|day-night cycle]], where it becomes dark at night, the player can sleep to recover health, and a record is kept of how many days the player has survived.<ref name=Szczepaniak/> That same year saw the release of ''[[Laplace no Ma]]'', another hybrid of survival horror and RPG, though with more traditional RPG elements such as [[turn-based]] combat. It was mostly set in a mansion infested with [[undead]] creatures, and the player controlled a party of several characters with different professions, including a scientist who constructs tools and a journalist who takes pictures.<ref>{{moby game|id=/laplace-no-ma|name=Laplace no Ma}}</ref> In 1988, ''War of the Dead Part 2'' for the MSX2 and PC-88 abandoned the RPG elements of its predecessor, such as [[random encounter]]s, and instead adopted action-adventure elements from ''[[Metal Gear (video game)|Metal Gear]]'' while retaining the horror atmosphere of its predecessor.<ref name=Szczepaniak/> |
''Shiryou Sensen: War of the Dead'', a 1987 title developed by Fun Factory and published by [[Victor Entertainment|Victor Music Industries]] for the [[MSX2]], PC-88 and [[TurboGrafx-16|PC Engine]] platforms,<ref name=Szczepaniak/> is considered the first true survival horror game by Kevin Gifford (of ''[[GamePro]]'' and [[1UP.com|1UP]])<ref name=Gifford>Kevin Gifford, [http://magweasel.com/2009/11/10/i-love-the-pc-engine-shiryou-sensen-war-of-the-dead/ Shiryō Sensen: War of the Dead], ''Magweasel.com'', November 10, 2009</ref> and John Szczepaniak (of ''[[Retro Gamer]]'' and ''[[The Escapist (magazine)|The Escapist]]'').<ref name=Szczepaniak>John Szczepaniak, [http://www.hardcoregaming101.net/wotd/wotd.htm War of the Dead], Hardcore Gaming 101, 15 January 2011</ref> Designed by Katsuya Iwamoto, the game was a horror [[Action role-playing game|action RPG]] revolving around a female [[SWAT]] member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It has [[Open world|open environments]] like ''[[Dragon Quest]]'' and [[Real-time game|real-time]] side-view battles like ''[[Zelda II: The Adventure of Link|Zelda II]]'', though ''War of the Dead'' departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music,<ref name=Gifford/> while the gameplay lacked a [[Level up|leveling]] system and featured [[side-scrolling shooter]] based combat with limited ammunition for each firearm, forcing the player to search for ammo and often run away from monsters in order to conserve ammo, though the player could punch or use a knife if out of ammo. The game also featured a limited item inventory and crates to store items, and introduced a [[Persistent world|day-night cycle]], where it becomes dark at night, the player can sleep to recover health, and a record is kept of how many days the player has survived.<ref name=Szczepaniak/> That same year saw the release of ''[[Laplace no Ma]]'', another hybrid of survival horror and RPG, though with more traditional RPG elements such as [[turn-based]] combat. It was mostly set in a mansion infested with [[undead]] creatures, and the player controlled a party of several characters with different professions, including a scientist who constructs tools and a journalist who takes pictures.<ref>{{moby game|id=/laplace-no-ma|name=Laplace no Ma}}</ref> In 1988, ''War of the Dead Part 2'' for the MSX2 and PC-88 abandoned the RPG elements of its predecessor, such as [[random encounter]]s, and instead adopted action-adventure elements from ''[[Metal Gear (video game)|Metal Gear]]'' while retaining the horror atmosphere of its predecessor.<ref name=Szczepaniak/> |
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[[File:SweetHomeInGame1.png|thumb|left|''[[Sweet Home (video game)|Sweet Home]]'' (1989), pictured above, was a [[console role-playing game]] often called the first survival horror and cited as the main inspiration for ''[[Resident Evil]]''.]] |
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However, the game often considered the first true survival horror game, due to having the most influence on ''Resident Evil'', was the 1989 release ''[[Sweet Home (video game)|Sweet Home]]'', for the [[Nintendo Entertainment System]].<ref name="UGOsweethome"/> The gameplay focused on solving a variety of [[Puzzle video game|puzzles]] using items stored in a limited inventory,<ref name=Sterling>{{cite web|title=Fear 101: A Beginner's Guide to Survival Horror|author=Jim Sterling|publisher=[[IGN]]|date=June 9, 2008|url=http://uk.retro.ign.com/articles/880/880202p1.html|accessdate=2009-08-26}}</ref> while battling or escaping from horrifying creatures, which could lead to permanent death for any of the characters, thus creating tension and an emphasis on survival.<ref name=Sterling/> It was also the first attempt at creating a scary and frightening storyline within a game, mainly told through scattered diary entries left behind fifty years before the events of the game.<ref name=GameSpy>{{cite web|title=GOTW: Sweet Home|author=Max Bert|publisher=[[GameSpy]]|url=http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=27|accessdate=2009-08-28}}</ref> Developed by [[Capcom]], the game would become the main inspiration behind their later release ''[[Resident Evil]]'',<ref name="UGOsweethome"/><ref name=Sterling/> which also borrowed various other elements from the game, such as its mansion setting, "opening door" load screen,<ref name="UGOsweethome">{{ cite web | url = http://www.ugo.com/games/survival-horror-games-top-11/?cur=Sweet-home | title = Top 11 Survival Horror Games: Sweet Home | date = 2008-05-21 | publisher = [[UGO Networks]] | accessdate = 2009-04-17 }}</ref> death animations, [[multiple endings]] depending on which characters survive,<ref name=GameSpy/> dual character paths, individual character skills, limited item management, story told through diary entries and frescos, emphasis on atmosphere, and brutal horrific imagery. The latter prevented its release in the Western world, though its influence would be felt through ''Resident Evil'', which was originally intended to be a [[Video game remake|remake]] of the game.<ref name=CVG>[http://www.computerandvideogames.com/281325/features/time-machine-sweet-home/ Time Machine: Sweet Home], ''[[Computer and Video Games]]''</ref> Some thus consider ''Sweet Home'' to be the first true survival horror game.<ref>{{cite book|title=The Sweet Home of Resident Evil|first=Thomas Nowlin|last=Harrison|year=2006}}</ref> That distinction, however, is disputed: Kevin Gifford (of ''GamePro'' and 1UP) and John Szczepaniak (of ''Retro Gamer'' and ''The Escapist'') consider the 1987 title ''War of the Dead'' to be the first true survival horror,<ref name=Szczepaniak/><ref name=Gifford/> while Travis Fahs of [[IGN]] claims ''Sweet Home'' is more an RPG despite its influence and that ''Project Firestart'' (released in the same year as ''Sweet Home'') more closely embodied genre conventions despite its lack of influence.<ref name="ignhistory"/> |
However, the game often considered the first true survival horror game, due to having the most influence on ''Resident Evil'', was the 1989 release ''[[Sweet Home (video game)|Sweet Home]]'', for the [[Nintendo Entertainment System]].<ref name="UGOsweethome"/> The gameplay focused on solving a variety of [[Puzzle video game|puzzles]] using items stored in a limited inventory,<ref name=Sterling>{{cite web|title=Fear 101: A Beginner's Guide to Survival Horror|author=Jim Sterling|publisher=[[IGN]]|date=June 9, 2008|url=http://uk.retro.ign.com/articles/880/880202p1.html|accessdate=2009-08-26}}</ref> while battling or escaping from horrifying creatures, which could lead to permanent death for any of the characters, thus creating tension and an emphasis on survival.<ref name=Sterling/> It was also the first attempt at creating a scary and frightening storyline within a game, mainly told through scattered diary entries left behind fifty years before the events of the game.<ref name=GameSpy>{{cite web|title=GOTW: Sweet Home|author=Max Bert|publisher=[[GameSpy]]|url=http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=27|accessdate=2009-08-28}}</ref> Developed by [[Capcom]], the game would become the main inspiration behind their later release ''[[Resident Evil]]'',<ref name="UGOsweethome"/><ref name=Sterling/> which also borrowed various other elements from the game, such as its mansion setting, "opening door" load screen,<ref name="UGOsweethome">{{ cite web | url = http://www.ugo.com/games/survival-horror-games-top-11/?cur=Sweet-home | title = Top 11 Survival Horror Games: Sweet Home | date = 2008-05-21 | publisher = [[UGO Networks]] | accessdate = 2009-04-17 }}</ref> death animations, [[multiple endings]] depending on which characters survive,<ref name=GameSpy/> dual character paths, individual character skills, limited item management, story told through diary entries and frescos, emphasis on atmosphere, and brutal horrific imagery. The latter prevented its release in the Western world, though its influence would be felt through ''Resident Evil'', which was originally intended to be a [[Video game remake|remake]] of the game.<ref name=CVG>[http://www.computerandvideogames.com/281325/features/time-machine-sweet-home/ Time Machine: Sweet Home], ''[[Computer and Video Games]]''</ref> Some thus consider ''Sweet Home'' to be the first true survival horror game.<ref>{{cite book|title=The Sweet Home of Resident Evil|first=Thomas Nowlin|last=Harrison|year=2006}}</ref> That distinction, however, is disputed: Kevin Gifford (of ''GamePro'' and 1UP) and John Szczepaniak (of ''Retro Gamer'' and ''The Escapist'') consider the 1987 title ''War of the Dead'' to be the first true survival horror,<ref name=Szczepaniak/><ref name=Gifford/> while Travis Fahs of [[IGN]] claims ''Sweet Home'' is more an RPG despite its influence and that ''Project Firestart'' (released in the same year as ''Sweet Home'') more closely embodied genre conventions despite its lack of influence.<ref name="ignhistory"/> |
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In 1998, Capcom released the successful sequel ''[[Resident Evil 2]]'', which series creator [[Shinji Mikami]] intended to tap into the classic notion of horror as "the ordinary made strange," thus rather than setting the game in a creepy mansion no one would visit, he wanted to use familiar urban settings transformed by the chaos of a viral outbreak. The game sold over five million copies, proving the popularity of survival horror. That same year saw the release of [[Square (company)|Square]]'s ''[[Parasite Eve (video game)|Parasite Eve]]'', which combined elements from ''Resident Evil'' with the RPG gameplay of ''[[Final Fantasy]]''. It was followed by a more action-based sequel, ''[[Parasite Eve II]]'', the following year.<ref name="ignhistory5"/> The same year, ''[[Galerians]]'' discarded the use of guns in favour of psychic powers that make it difficult to fight more than one enemy at a time.<ref>{{cite web |url=http://uk.psx.ign.com/articles/163/163319p1.html |title=Galerians Review |accessdate=2010-04-05 |publisher=[[IGN]] |date=April 5, 2000}}</ref> The same year, ''[[Blue Stinger]]'' was a fully 3D survival horror for the [[Dreamcast]] incorporating action elements from [[beat 'em up]] and [[shooter game]]s.<ref>{{cite web|title=Blue Stinger - Dreamcast|publisher=Spong|url=http://spong.com/game/11022596/Blue-Stinger-Dreamcast|accessdate=2011-05-09}}</ref><ref name="Bartholowstingerreview">Bartholow, Peter. [http://www.gamespot.com/dreamcast/adventure/bluestinger/index.html Blue Stinger review for DreamCast at GameSpot]. ''[[GameSpot]]''. Accessed July 17, 2005.</ref> |
In 1998, Capcom released the successful sequel ''[[Resident Evil 2]]'', which series creator [[Shinji Mikami]] intended to tap into the classic notion of horror as "the ordinary made strange," thus rather than setting the game in a creepy mansion no one would visit, he wanted to use familiar urban settings transformed by the chaos of a viral outbreak. The game sold over five million copies, proving the popularity of survival horror. That same year saw the release of [[Square (company)|Square]]'s ''[[Parasite Eve (video game)|Parasite Eve]]'', which combined elements from ''Resident Evil'' with the RPG gameplay of ''[[Final Fantasy]]''. It was followed by a more action-based sequel, ''[[Parasite Eve II]]'', the following year.<ref name="ignhistory5"/> The same year, ''[[Galerians]]'' discarded the use of guns in favour of psychic powers that make it difficult to fight more than one enemy at a time.<ref>{{cite web |url=http://uk.psx.ign.com/articles/163/163319p1.html |title=Galerians Review |accessdate=2010-04-05 |publisher=[[IGN]] |date=April 5, 2000}}</ref> The same year, ''[[Blue Stinger]]'' was a fully 3D survival horror for the [[Dreamcast]] incorporating action elements from [[beat 'em up]] and [[shooter game]]s.<ref>{{cite web|title=Blue Stinger - Dreamcast|publisher=Spong|url=http://spong.com/game/11022596/Blue-Stinger-Dreamcast|accessdate=2011-05-09}}</ref><ref name="Bartholowstingerreview">Bartholow, Peter. [http://www.gamespot.com/dreamcast/adventure/bluestinger/index.html Blue Stinger review for DreamCast at GameSpot]. ''[[GameSpot]]''. Accessed July 17, 2005.</ref> |
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[[File:Jamesvspatient.jpg|thumb|left|The ''[[Silent Hill]]'' series, pictured above, introduced a [[psychological horror]] style to the genre. The most renowned was ''[[Silent Hill 2]]'' (2001), for its strong narrative.]] |
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[[Konami]]'s ''[[Silent Hill (video game)|Silent Hill]]'', released in 1999, drew heavily from ''Resident Evil'' while using realtime 3D environments in contrast to ''Resident Evil'''s pre-rendered graphics.<ref name="review_gamepro">{{cite web|url=http://www.gamepro.com/article/reviews/73/silent-hill/|accessdate=2009-04-17|date=2000-11-24|author=Bobba Fatt|publisher=[[GamePro]]|title=Review : Silent Hill (PlayStation)}}</ref> ''Silent Hill'' in particular was praised for moving away from [[B movie]] horror elements to the [[Psychological horror|psychological style]] seen in [[Art film|art house]] or [[J-Horror|Japanese horror]] films,<ref name="horrorfilm"/> due to the game's emphasis on a disturbing atmosphere rather than visceral horror.<ref name="review_gamerev">{{cite web|url=http://www.gamerevolution.com/oldsite/games/sony/adventure/silent_hill.htm|accessdate=2009-04-17|date=1999-03-01|author=Baldric|title=Game Revolution Review Page - Game Revolution|publisher=[[Game Revolution]] }}</ref> The game also featured stealth elements, making use of the fog to dodge enemies or turning off the flashlight to avoid detection, which helps preserve ammo as well as [[Health (gaming)|health]].<ref name="gamesradar-2">{{cite web|title=The sneaky history of stealth games: Hide and seek through the ages|page=2|author=Shane Patterson|publisher=[[GamesRadar]]|date=February 3, 2009|url=http://www.gamesradar.com/f/the-sneaky-history-of-stealth-games/a-2009020393535662028/p-2|accessdate=2009-06-21}}</ref> The original ''Silent Hill'' is considered one of the scariest games of all time,<ref>{{cite web|url=http://www.gametrailers.com/player/14536.html|title=Gametrailers.com - GT Countdown - Top Ten Scariest Games|date=2007-10-27|accessdate=2009-04-17|publisher=[[GameTrailers]]}}</ref> and the strong narrative from ''[[Silent Hill 2]]'' in 2001 has made the [[Silent Hill|''Silent Hill'' series]] one of the most influential in the genre.<ref name="fear101"/> According to IGN, the "golden age of survival horror came to a crescendo" with the release of ''Silent Hill''.<ref name="ignhistory5"/> |
[[Konami]]'s ''[[Silent Hill (video game)|Silent Hill]]'', released in 1999, drew heavily from ''Resident Evil'' while using realtime 3D environments in contrast to ''Resident Evil'''s pre-rendered graphics.<ref name="review_gamepro">{{cite web|url=http://www.gamepro.com/article/reviews/73/silent-hill/|accessdate=2009-04-17|date=2000-11-24|author=Bobba Fatt|publisher=[[GamePro]]|title=Review : Silent Hill (PlayStation)}}</ref> ''Silent Hill'' in particular was praised for moving away from [[B movie]] horror elements to the [[Psychological horror|psychological style]] seen in [[Art film|art house]] or [[J-Horror|Japanese horror]] films,<ref name="horrorfilm"/> due to the game's emphasis on a disturbing atmosphere rather than visceral horror.<ref name="review_gamerev">{{cite web|url=http://www.gamerevolution.com/oldsite/games/sony/adventure/silent_hill.htm|accessdate=2009-04-17|date=1999-03-01|author=Baldric|title=Game Revolution Review Page - Game Revolution|publisher=[[Game Revolution]] }}</ref> The game also featured stealth elements, making use of the fog to dodge enemies or turning off the flashlight to avoid detection, which helps preserve ammo as well as [[Health (gaming)|health]].<ref name="gamesradar-2">{{cite web|title=The sneaky history of stealth games: Hide and seek through the ages|page=2|author=Shane Patterson|publisher=[[GamesRadar]]|date=February 3, 2009|url=http://www.gamesradar.com/f/the-sneaky-history-of-stealth-games/a-2009020393535662028/p-2|accessdate=2009-06-21}}</ref> The original ''Silent Hill'' is considered one of the scariest games of all time,<ref>{{cite web|url=http://www.gametrailers.com/player/14536.html|title=Gametrailers.com - GT Countdown - Top Ten Scariest Games|date=2007-10-27|accessdate=2009-04-17|publisher=[[GameTrailers]]}}</ref> and the strong narrative from ''[[Silent Hill 2]]'' in 2001 has made the [[Silent Hill|''Silent Hill'' series]] one of the most influential in the genre.<ref name="fear101"/> According to IGN, the "golden age of survival horror came to a crescendo" with the release of ''Silent Hill''.<ref name="ignhistory5"/> |
Revision as of 14:36, 13 July 2011
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Survival horror is a subgenre of action-adventure video games inspired by horror fiction. These games make the player vulnerable by providing them with less ammunition and fewer heavy weapons than other action games. Although combat can be a part of the gameplay, the player is in various ways made to feel less powerful than in typical action games, because of limited ammunition, health, speed, or other limitations. The player is also challenged to find items that unlock the path to new areas, and solve puzzles at certain locations. Games make use of strong horror themes, and the player is often challenged to navigate dark maze-like environments, and react to unexpected attacks from enemies.
The term "survival horror" was first used for the original Japanese release of Resident Evil in 1996, which was influenced by earlier games with a horror theme such as 1989's Sweet Home. The name has been used since then for games with similar gameplay, and has been retroactively applied to games as old as Haunted House from 1982. Starting with the release of Resident Evil 4 in 2005, the genre began to incorporate more features from action games, which has led game journalists to question whether long-standing survival horror franchises have abandoned the genre. Still, the survival horror genre has persisted in one form or another.
Definition
Survival horror refers to a subgenre of action-adventure video games which draws heavily upon the conventions of horror fiction.[1][2] The player character is vulnerable and under-armed,[3] which puts emphasis on puzzle-solving and evasion, rather than violence.[4] Games commonly challenge the player to manage their inventory[5] and ration scarce resources such as ammunition.[3][4] Another major theme throughout the genre is that of isolation. Typically, these games contain relatively few non-player characters and, as a result, frequently tell much of their story second-hand through the use of journals, texts, or audio logs.[6]
While many action games feature lone protagonists versus swarms of enemies in a suspenseful environment,[7] survival horror games are distinct from otherwise horror-themed action games.[8][9] Rather, they de-emphasize combat in favor of challenges such as hiding or running from enemies and solving puzzles.[7] Still, it is not unusual for survival horror games to draw upon elements from first-person shooters, action-adventure games, or even role-playing games.[1] "Survival horror is different from typical game genres in that it is not defined strictly by specific mechanics, but subject matter, tone, pacing, and design philosophy."[6]
Game design
De-emphasized combat
Survival horror games are a subgenre of action-adventure game,[2] where the player is unable to fully prepare or arm their avatar.[3] The player must face a large number of enemies,[10] but ammunition is sparser than in other games,[11] and powerful weapons such as rocket launchers are rare.[3] Thus, players are more vulnerable than in other action games,[3] and the hostility of the environment sets up a narrative where the odds are weighed decisively against the avatar.[1] This gameplay shifts away from direct combat, and players must learn to evade enemies or turn the environment against them.[7] Games try to enhance the experience of vulnerability by making the game single player rather than multiplayer,[10] and by giving the player an avatar who is more frail than the typical action game hero.[11]
The survival horror genre is also known for other non-combat challenges, such as solving puzzles at certain locations in the game world,[7] and collecting and managing an inventory of items. Areas of the game world will be off limits until the player gains certain items. Occasionally, levels are designed with alternative routes.[5] Levels also challenge players with maze-like environments, which test the player's navigational skills.[7] Levels are often designed as dark and claustrophobic to challenge the player and provide suspense,[3][12] although games in the genre also make use of enormous spatial environments.[1]
Enemy design
A survival horror storyline usually involves the investigation and confrontation of horrific forces,[13] and thus many games transform common elements from horror fiction into gameplay challenges.[3] Early releases utilized camera angles seen in horror films, which allowed enemies to lurk in areas that are concealed from the player's view.[14] Also, many survival horror games make use of off-screen sound or other warning cues to notify the player of impending danger. This feedback assists the player, but also creates feelings of anxiety and uncertainty.[13]
Games typically feature a variety of monsters with unique behavior patterns.[5] Enemies can appear unexpectedly or suddenly,[3] and levels are often designed with scripted sequences where enemies drop from the ceiling or crash through windows.[12] Survival horror games, like many action-adventure games, are structured around the boss encounter where the player must confront a formidable opponent in order to advance to the next area. These boss encounters draw elements from antagonists seen in classic horror stories, and defeating the boss will advance the story of the game.[1]
History
Origins
The origins of the survival horror game can be traced back to earlier horror fiction. Archetypes have been linked to the books of H. P. Lovecraft, which include investigative narratives, or journeys through the depths. Comparisons have been made between Lovecraft's Cthulhoid Old Ones and the boss encounters seen in many survival horror games. Themes of survival have also been traced to the slasher film subgenre, where the protagonist endures a confrontation with the ultimate antagonist.[1] Another major influence on the genre is Japanese horror, including classical Noh theatre, the books of Edogawa Rampo,[15] and Japanese cinema.[16] The survival horror genre largely draws from both Western (mainly American) and Asian (mainly Japanese) traditions,[16] with the Western approach to horror generally favouring action-oriented visceral horror while the Japanese approach tends to favour psychological horror.[7]
Some common elements of survival horror games can be found in the 1982 Atari 2600 game Haunted House. Gameplay was typical of future survival horror titles, as it emphasized puzzle-solving and evasive action, rather than violence.[4] The game made use of monsters commonly featured in horror fiction, such as bats and ghosts which each had unique behaviors. Gameplay also incorporated item collection and inventory management, along with areas that are inaccessible until the appropriate item is found. Because it has several features that have been seen in later survival horror games, some reviewers have retroactively classified this game as the first in the genre.[5] That same year saw the release of another early horror game, Bandai's Terror House, based on traditional Japanese horror,[17] released as a Bandai LCD Solarpower handheld game. It was a solar-powered game with two LCD panels on top of each other to enable impressive scene changes and early pseudo-3D effects.[18] The amount of ambient light the game received also had an effect on the gaming experience.[19] Another early example of a horror game released that year was Sega's arcade game Monster Bash, which introduced classic horror-movie monsters, including the likes of Dracula, the Frankenstein monster, and werewolves, helping to lay the foundations for future survival horror games.[20] Its 1986 remake Ghost House had gameplay specifically designed around the horror theme, featuring haunted house stages full of traps and secrets, and enemies that were fast, powerful, and intimidating, forcing players to learn the intricacies of the house and rely on their wits.[6]
In 1985, Magical Zoo's The Screamer was a bio-horror RPG released for the NEC PC-88 that was set in a post-apocalyptic research facility, while the gameplay featured shooter-based combat and permanent death.[21][22] The latter half of the 1980s saw the release of several other horror-themed games, including Konami's Castlevania in 1986, and Sega's Kenseiden and Namco's Splatterhouse in 1988, though despite the macabre imagery of these games, their gameplay did not diverge much from other action games at the time.[6] Splatterhouse in particular is notable for its large amount of bloodshed and terror, despite being an arcade beat 'em up with very little emphasis on survival.[23]
Shiryou Sensen: War of the Dead, a 1987 title developed by Fun Factory and published by Victor Music Industries for the MSX2, PC-88 and PC Engine platforms,[24] is considered the first true survival horror game by Kevin Gifford (of GamePro and 1UP)[25] and John Szczepaniak (of Retro Gamer and The Escapist).[24] Designed by Katsuya Iwamoto, the game was a horror action RPG revolving around a female SWAT member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It has open environments like Dragon Quest and real-time side-view battles like Zelda II, though War of the Dead departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music,[25] while the gameplay lacked a leveling system and featured side-scrolling shooter based combat with limited ammunition for each firearm, forcing the player to search for ammo and often run away from monsters in order to conserve ammo, though the player could punch or use a knife if out of ammo. The game also featured a limited item inventory and crates to store items, and introduced a day-night cycle, where it becomes dark at night, the player can sleep to recover health, and a record is kept of how many days the player has survived.[24] That same year saw the release of Laplace no Ma, another hybrid of survival horror and RPG, though with more traditional RPG elements such as turn-based combat. It was mostly set in a mansion infested with undead creatures, and the player controlled a party of several characters with different professions, including a scientist who constructs tools and a journalist who takes pictures.[26] In 1988, War of the Dead Part 2 for the MSX2 and PC-88 abandoned the RPG elements of its predecessor, such as random encounters, and instead adopted action-adventure elements from Metal Gear while retaining the horror atmosphere of its predecessor.[24]
However, the game often considered the first true survival horror game, due to having the most influence on Resident Evil, was the 1989 release Sweet Home, for the Nintendo Entertainment System.[27] The gameplay focused on solving a variety of puzzles using items stored in a limited inventory,[28] while battling or escaping from horrifying creatures, which could lead to permanent death for any of the characters, thus creating tension and an emphasis on survival.[28] It was also the first attempt at creating a scary and frightening storyline within a game, mainly told through scattered diary entries left behind fifty years before the events of the game.[29] Developed by Capcom, the game would become the main inspiration behind their later release Resident Evil,[27][28] which also borrowed various other elements from the game, such as its mansion setting, "opening door" load screen,[27] death animations, multiple endings depending on which characters survive,[29] dual character paths, individual character skills, limited item management, story told through diary entries and frescos, emphasis on atmosphere, and brutal horrific imagery. The latter prevented its release in the Western world, though its influence would be felt through Resident Evil, which was originally intended to be a remake of the game.[30] Some thus consider Sweet Home to be the first true survival horror game.[31] That distinction, however, is disputed: Kevin Gifford (of GamePro and 1UP) and John Szczepaniak (of Retro Gamer and The Escapist) consider the 1987 title War of the Dead to be the first true survival horror,[24][25] while Travis Fahs of IGN claims Sweet Home is more an RPG despite its influence and that Project Firestart (released in the same year as Sweet Home) more closely embodied genre conventions despite its lack of influence.[6]
In 1989, Electronic Arts published Project Firestart, developed by Dynamix. Unlike most other early games in the genre, it featured a science fiction setting inspired by the movie Alien, but had gameplay that closely resembled later survival horror games in many ways. Travis Fahs of IGN considers it the first to achieve "the kind of fully formed vision of survival horror as we know it today," citing its balance of action and adventure, limited ammunition, weak weaponry, vulnerable main character, feeling of isolation, storytelling through journals, graphic violence, and use of dynamically triggered music—all of which were characteristic elements of later games in the survival horror genre. Despite this, it is not likely a direct influence on later games in the genre and the similarities are largely coincidental.[6]
In 1992, Infogrames released Alone in the Dark, which has been considered a forefather of the genre.[5][32] The game featured a lone protagonist against hordes of monsters, and made use of traditional adventure game challenges such as puzzle-solving and finding hidden keys to new areas. Graphically, Alone in the Dark utilized static prerendered camera views that were cinematic in nature. Although players had the ability to fight monsters as in action games, players also had the option to evade or block them.[2] Many monsters could not be killed, and thus could only be dealt with using problem-solving abilities.[33] The game also used the mechanism of notes and books as expository devices.[4] Many of these elements were used in later survival horror games, and thus the game is credited with making the survival horror genre possible.[2]
In 1994, Riverhillsoft released the first fully 3D survival horror game, Doctor Hauzer, for the 3DO. Both the player character and the environment were rendered entirely in polygons, while allowing the player to switch the view between three different perspectives: third-person, first-person, and overhead view. In a departure from most other survival horror games before and after it, Doctor Hauzer also lacked any enemies, but the main threat was instead the sentient house that the game takes place in, with the player having to survive the house's traps and solve puzzles. It also made effective use of sound, including background music that heightens tension and changes depending on the situation, and the sound of the player character's echoing footsteps that can change depending on the surface; these would later be used more effectively in Resident Evil. The game is today considered a formative step in the creation of the survival horror genre, improving on Alone in the Dark while paving the way for Resident Evil.[34]
In 1995, Human Entertainment's Clock Tower: The First Fear was a survival horror game that employed point-and-click graphic adventure gameplay and added a unique twist of its own: a deadly stalker known as Scissorman that chased players throughout the game.[35] The game also introduced stealth game elements,[36] and was unique for its lack of combat, with the player only able to run away or outsmart Scissorman in order to survive for as long as possible, and it featured up to nine different possible endings.[37] The same year, WARP's horror adventure game D featured a first-person perspective, CGI full-motion video, gameplay that consisted entirely of puzzle-solving, and taboo content such as violence and cannibalism.[38][39]
The term "survival horror" was first used by Capcom to market their 1996 release, Resident Evil.[40][41] The game was mainly inspired by Capcom's 1989 title Sweet Home,[27] which it was originally intended to be a remake of.[30] Resident Evil also adopted several features seen in Alone in the Dark, including its fixed cinematic camera angles and some of its puzzle-solving challenges,[2] as well as Doctor Hauzer, such as its echoing footstep sounds and dynamic background music.[34] The control scheme in Resident Evil also became a staple of the genre, and future titles would imitate its challenge of rationing highly limited resources and items.[4] The game's commercial success is credited with helping the PlayStation become the dominant game console,[2] and also led to a series of Resident Evil films.[1] Many games have tried to replicate the successful formula seen in Resident Evil, and every subsequent survival horror game has arguably taken a stance in relation to it.[1]
Golden age
The success of Resident Evil in 1996 was responsible for its template being used as the basis for a wave of successful survival horror games, many of which were referred to as "Resident Evil clones".[42] The golden age of survival horror started by Resident Evil would eventually reach its peak around the turn of the millennium with Silent Hill, followed by a general decline a few years later.[42] Among the Resident Evil clones at the time, there were several survival horror titles that stood out, such as Clock Tower 2 (1996) and Clock Tower Ghost Head (1998) for the PlayStation. These Clock Tower games proved to be hits, capitalizing on the success of Resident Evil while staying true to the graphic-adventure gameplay of the original Clock Tower rather than following the Resident Evil formula.[35] Riverhillsoft's Overblood, released in 1996, is considered one of the first survival horror games to make use of a fully three-dimensional virtual environment,[1] second only to Riverhillsoft's own Doctor Hauzer in 1994.[34] The Note in 1997 and Hellnight in 1998 experimented with using a real-time 3D first-person perspective rather than pre-rendered backgrounds like Resident Evil.[35]
In 1998, Capcom released the successful sequel Resident Evil 2, which series creator Shinji Mikami intended to tap into the classic notion of horror as "the ordinary made strange," thus rather than setting the game in a creepy mansion no one would visit, he wanted to use familiar urban settings transformed by the chaos of a viral outbreak. The game sold over five million copies, proving the popularity of survival horror. That same year saw the release of Square's Parasite Eve, which combined elements from Resident Evil with the RPG gameplay of Final Fantasy. It was followed by a more action-based sequel, Parasite Eve II, the following year.[35] The same year, Galerians discarded the use of guns in favour of psychic powers that make it difficult to fight more than one enemy at a time.[43] The same year, Blue Stinger was a fully 3D survival horror for the Dreamcast incorporating action elements from beat 'em up and shooter games.[44][45]
Konami's Silent Hill, released in 1999, drew heavily from Resident Evil while using realtime 3D environments in contrast to Resident Evil's pre-rendered graphics.[46] Silent Hill in particular was praised for moving away from B movie horror elements to the psychological style seen in art house or Japanese horror films,[1] due to the game's emphasis on a disturbing atmosphere rather than visceral horror.[47] The game also featured stealth elements, making use of the fog to dodge enemies or turning off the flashlight to avoid detection, which helps preserve ammo as well as health.[48] The original Silent Hill is considered one of the scariest games of all time,[49] and the strong narrative from Silent Hill 2 in 2001 has made the Silent Hill series one of the most influential in the genre.[4] According to IGN, the "golden age of survival horror came to a crescendo" with the release of Silent Hill.[35]
Fatal Frame from 2001 was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them.[33][50] The Fatal Frame series has since gained a reputation as one of the most distinctive in the genre,[51] with the first game in the series credited as one of the best-written survival horror games ever made, by UGO Networks.[50] Meanwhile, Capcom incorporated shooter elements into several survival horror titles, such as 2000's Resident Evil Survivor which used both light gun shooter and first-person shooter elements, and 2003's Resident Evil: Dead Aim which used light gun and third-person shooter elements.[52]
Western developers also began to return to the survival horror formula.[4] The Thing from 2002 has been called a survival horror game, although it is distinct from other titles in the genre due to its emphasis on action, and the challenge of holding a team together.[53] The 2004 title Doom 3 is sometimes categorized as survival horror, although it is considered an Americanized take on the genre due to the player's ability to directly confront monsters with weaponry.[33] Thus, it is usually considered a first-person shooter with survival horror elements.[54] Regardless, the genre's increased popularity led Western developers to incorporate horror elements into action games, rather than follow the Japanese survival style.[4]
Overall, the traditional survival horror genre continued to be dominated by Japanese designers and aesthetics.[4] 2002's Clock Tower 3 eschewed the graphic adventure game formula seen in the original Clock Tower, and embraced full 3D survival horror gameplay.[4][55] In 2003, Resident Evil Outbreak introduced online multiplayer and cooperative gameplay to the genre.[56] Sony employed Silent Hill director Keiichiro Toyama to develop Siren.[4] The game was released in 2004,[57] and added unprecedented challenge to the genre by making the player mostly defenseless, thus making it vital to learn the enemy's patrol routes and hide from their field of vision.[58] However, reviewers eventually criticized the traditional Japanese survival horror formula for becoming stagnant.[4] As the console market drifted towards Western-style action games,[7] players became impatient with the limited resources and cumbersome controls seen in Japanese titles such as Resident Evil Code: Veronica and Silent Hill 4: The Room.[4]
Transformation
In 2005, Resident Evil 4 attempted to redefine the genre by emphasizing reflexes and precision aiming,[59] thus broadening the gameplay of the series with elements from the wider action genre.[60] Its ambitions paid off, earning the title several Game of the Year awards for 2005,[61][62] and the top rank on IGN's Readers' Picks Top 99 Games list.[63] However, this also led some reviewers to suggest that the Resident Evil series had abandoned the survival horror genre,[32][64] by demolishing the genre conventions that it had established.[4] Other major survival horror series followed suit by developing their combat systems to feature more action, such as Silent Hill Homecoming,[32] and the 2008 version of Alone in the Dark.[65] These changes were part of an overall trend among console games to shift towards visceral action gameplay.[7] These changes in gameplay have led some purists to suggest that the genre has deteriorated into the conventions of other action games.[7][32] Jim Sterling suggests that the genre lost its core gameplay when it improved the combat interface, thus shifting the gameplay away from hiding and running towards direct combat.[32] Leigh Alexander, the news director of Gamasutra, argues that this represents a shift towards more Western horror aesthetics, which emphasize action and gore rather than the psychological experience of Japanese horror.[7]
The original genre has persisted in one form or another. The 2005 release of F.E.A.R. was praised for both its atmospheric tension and fast action,[33] successfully combining Japanese horror with cinematic action,[66] while Dead Space from 2008 brought the survival horror genre to a science fiction setting.[67] However, critics argue that these titles represent the continuing trend away from pure survival horror and towards general action.[32][68] The release of Left 4 Dead in 2008 helped popularize cooperative multiplayer among survival horror games,[69] although it is mostly a shooter game at its core.[70] Meanwhile, the Fatal Frame series has remained true to the roots of the genre,[32] even as Fatal Frame IV transitioned from the use of fixed cameras to an over-the-shoulder viewpoint.[71] More recently, the 2009 release of Resident Evil 5 has been praised despite critics questioning its status as a true survival horror game.[72][73] Examples of independent survival horror games are the Penumbra series and Amnesia: The Dark Descent by Frictional Games, both of which were praised for creating a horrific setting and atmosphere without the overuse of violence or gore.[74][75] In 2010, the cult game Deadly Premonition by Access Games was notable for introducing open world nonlinear gameplay and a comedy horror theme to the genre.[76] Overall, game developers have continued to make and release survival horror games, and the genre continues to grow among independent video game developers.[14]
References
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External links