Now then.
Let me start by saying this: I don’t have a lot of experience in
“survival horror”. Or horror in general,
if you don’t feel like subdividing into smaller categories. I’ve played my share of games, but there are
still huge gaps I haven’t put much effort into filling. How big are these gaps? Well, let me put it this way: the first Resident Evil game I played from start
to finish was Resident Evil 5. I’m not
much in the way of the horror genre, and with the Month of Pumpkinpalooza
almost over I can’t help but feel like I’m missing out. I should try to broaden my horizons.
So that’s why I tried out The Evil Within. Not
finished, mind, because I never would have done that in time for this
post. But I’ve taken strides with
it. And conceptually speaking, there’s
no beter game to start out with. It’s by
the guy who practically made survival horror a thing (plus helped with Killer7)! It sounded like a nightmare come to life
thanks to a couple of previews! It’s a
bold counterclaim against the mindless power fantasies that are trying to
strangle the medium into submission!
What’s not to love?
It turns out there’s a lot. I’ve spent a LOT of time waiting for the game
to get scary -- and, you know, good. And right now, I doubt it ever will.
I haven’t gotten as far as I want to into The Evil Within, in all fairness. And I’ve heard that the opening hours are
supposed to be pretty rough -- after which things (presumably) get much
better. But even if that’s true, I can’t
help but wonder why things had to play out the way they did. I can’t help but think that maybe I deluded
myself into thinking the game would be something that it isn’t -- that any
problems I have are just born from misinterpretations and assumptions. The Evil
Within is clearly trying to be something, and fiercely. It’s just that that something isn’t all that compelling.
Basically, its opening hours paint it as Resident Evil. As in, all
of them.
The game starts out with you rolling up to a big
scary facility -- a mental hospital -- that looks like a mansion…and then later
in the game you actually go to a mansion full of big dumb death traps (RE1).
You play as Sebastian Castellanos, a detective who along with his police
officer pals (RE2) heads in to
investigate a mystery. Then things get weird, and there’s a big dumb
cutscene that has the entire city getting busted up and collapsing all around
you as you try and drive to safety (RE6…or
alternatively, the movie 2012).
And once the gameplay starts in earnest, you spend
most of the first chapter dealing with a chainsaw-wielding madman (RE4 AND RE5). Then you go through a
woodsy area while dealing with the zombies scattered about (any number of REs, but I’ll go with RE1 because it’s got a direct homage to
the first zombie reveal in a cutscene), and you get chased by zombies into a
village full of zombies that you have to deal with as they rush your location
(RE4, with shades of RE5). New and exciting, the opening hours are not.
But is it scary?
In a word, no. Not even close. But before I can go on and explain my issues
and rationale alike, there’s something you need to know about me.
I used to be afraid of car washes.
I guess I was about four or five when it
happened. I snuck into my mom’s truck
one day before she could take off, and I suppose I had every intention of
scaring her as some kind of prank. That probably wasn’t the smartest thing to do
to a person on the road, but luckily she knew I was in there and played along
with my none-too-stealthy antics. (I
guess that would be the precursor to me failing triumphantly at any given Metal Gear Solid game). Somewhere along the line, she took the truck
in for a wash.
I know now that car washes are just a bunch of
machines whirling and spraying soap and water.
But back then, it was about the closest thing to getting eaten alive by
some towering beast. It encroached from
all sides with its whirring, roaring innards.
I felt the pressure even from within my metal shell -- which at that
time seemed ready to double as my coffin.
And with the water sloshing all around me -- water, of course, being a weakness
of mine even to this day -- it looked as if I was seconds away from
digestion. Thankfully I made it out
alive, but not without some…distaste for
car washes for years afterward. Trust
me, I’ve taken no shortage of heat for it from my family.
I don’t know survival horror or horror in general
-- but just like anyone else on the planet, I know what it’s like to be
afraid. Pared down to absolute basics,
fear is all about a sense that there’s something coming to get you, and there’s nothing you
can do about it. It’s a
perception of impending harm and the very possibility of it -- more than enough
to make you not want to even come close to the offender. Why don’t people want to go skydiving or
scuba-diving on a regular basis? Because
those things are scary as shit.
Accidents can and do happen, meaning that any given person is entirely
justified in shying away from potential death.
That all said, the allure of things like scary
games or books or movies is that they’re out to do what art should do: make an audience feel something. It just so happens that the primary emotion
it wants people to feel is fear. And
really, there’s no better way to do so, because (unless you have some kind of
heart defect) there’s no consequence to playing a scary game. In fact, it’s a welcome affect. A game that can successfully scare is a game
that proves its quality and the skill of its creators. If a game can make you go “AAHHH! Whoa, that scared me! A-aha, you got me!” then that’s deserving of
some praise…because if I had to guess, I’d say it’s something incredibly hard to do.
Well, usually.
Okay, so what does that tangent have to do with The Evil Within? Well, at the outset it seems like it’s got
the there’s
something coming to get you part
down. The problem is that there’s
usually something you can do about it
-- and it breaks the horror aspect of the game over its knee.
Is that inherently a bad thing? Well, no.
If you’re a fan of, say, Dead
Space, then this game is going to be fine.
If you went into TEW expecting
trappings like those, then you’ll also be fine.
But even if there is horror -- and plenty of it -- later in the game,
the opening hours don’t do anything to
sell that. And remember, the claim that
“the game isn’t scary” is coming from someone who was afraid of damn car
washes…and is still left uneasy by
water in any quantity more than a cup’s worth.
I wanted to embrace that fear, so I could see and feel the developers’
craftsmanship for myself. But so far,
I’ve been denied.
And it’s because of that denial that, as it
stands, I’m sorely disappointed.
So let’s set aside the…familiarity…of the game’s proceedings. What’s left?
How is it going to put the horror in survival horror? For starters, it tries to restrict your
fighting ability. Sebastian isn’t
exactly a walking armory at the outset, plus he’s got limited sprint ability,
and his melee attacks aren’t what I’d call “harmful”. So he’s no one-man-army, meaning that the
zombies are a legitimate threat.
In theory.
I absolutely love how it’s 2014, yet very few
developers have taken Dead Rising 1’s words
to heart. To paraphrase: “Zombies are
stupid and slow.” They’re not nearly as
threatening as people want them to be.
Sure, they might speed up a little if they spot you, but they come at
you in a straight line, meaning you can shoot them in the leg or head to put a
stop to them. On top of that, you can do
instant-kill takedowns on them if you manage to sneak up on them from behind --
a vital gameplay conceit, to be sure, but it turns skirmishes from threats to
your life to routine exercises. Even when you get ambushed.
When I played through a game, I didn’t feel like
my virtual life was in danger. It felt
like each area was a puzzle that needed to be solved -- a problem that I could
handle if I broke down each issue and threat into basic objectives to
clear. That’s true of every game, sure,
but TEW doesn’t do itself any favors
by making its horror aspects (its enemies, in this case) so rudimentary.
I can shoot them from afar, stab them up close,
and even set them on fire with matches when they’re down so that other zombies walk into the fire and die
instantly. Or alternatively, I can set a
bale of hay on fire, and burn the zombie like that. Or double-alternatively,
I can find a torch and turn my melee attack into an instant kill. I guess the tradeoff is that Sebastian can’t
take a lot of hits, but I don’t understand why I should be afraid of these
enemies.
That’s true of the chainsaw jerk you meet at the
outset. Okay, sure, you can’t kill him
or anything, and your best bet is to escape undetected (or just escape period,
in my case), but I didn’t feel the fear factor from him. He’s gross-looking, I guess, but what
else? He can instant-kill me, but so
what? That doesn’t make him scary. That just gives him a slight stipulation --
another objective to the mission.
I mean, didn’t The
Last of Us show that loading a game up with instant-kill enemies slowed the
pace of the game to an absolute crawl instead of offering up tension or
fear? Or am I supposed to be terrified
just because “you can’t just run and gun, lol!”? Also, what does it say about the game when
one of its core conceits -- something boasted about in the tips between loading
screens -- is giving you some super-weapon called the Agony Crossbow? And then
giving you the option to create explosive shots or weaponize the harpoon pieces
you might find stuck in a wall?
Is…is this game supposed to be one big joke? Am I getting trolled here?
I just don’t understand the rationale here. Okay, taken as-is? TEW is a competent enough action game. Or competent enough, at least; it’s seriously rough around the edges at
points, but I’ll come back to that in a minute.
But the question I have is this: why did we need to have another action
game when this could have easily been the
horror game of choice -- scratching the itch of plenty of gamers, with the
added benefit of a sizable budget and big-name talent? As it stands, TEW is pretty much the later Resident
Evils, Dead Space (any one of
them, arguably), and The Last of Us rolled
into one. And sure, that’s good enough
for some people. But I can’t shake the
feeling that it could have been so much more.
The game puts on airs of being terrifying and
oppressive and all of that horror stuff I’m eager to see, but none of it
clicks. Oh no, the zombies are all
bloody and have barbed wire lodged in their skin. Oh no, it’s an abandoned village full of
decay and death. Oh no, it’s some weird
facility full of butchery. Oh no, it’s a
sewer level. (Mercifully, the game gets
that out of the way fairly quickly.) Oh
no, it’s literally a dark and stormy
night. And even the set pieces --
because of course there are set pieces -- can’t get the job done. There’s a sequence where Sebastian has to
slide down some trap chute and avoid whirring blades of death, but I barely had
to look at the screen to avoid them. And
you have to escape the chainsaw guy by…running in a straight line, which you
would’ve done even without “scary” music pounding in my ear.
Seriously, am I getting trolled here? Or did the devs just think we’re all
idiots?
The second biggest problem with TEW is that compared to some of its
contemporaries, it doesn’t have the polish needed to compete. It’s noticeable almost from the outset; you
can tell that there’s been a lot of effort put into rendering Sebastian’s face
and model in general, but the people around him -- and given focus on in
cutscenes -- almost look like late-PS2 models.
(His female accomplice looks way off
the mark, and it doesn’t help that she had maybe six words of dialogue.) Texture pop-in is
a real issue in a game half-built on spooky scary textures, and it’ll
rocket-launch you right out of the experience when you see a mess of polygons
take up the better part of the screen.
The game is letterboxed, apparently from start to
finish (unless you play on/mod a PC copy, I’ve heard), which wouldn’t be a
problem if it didn’t take up valuable camera space so you can see where enemies
are. And THAT wouldn’t be a problem if
the camera wasn’t zoomed in unusually close to Sebastian, making your planning
that much harder because you can’t pinpoint a zombie’s exact position.
Of all the things to get right about survival
horror, why would they choose hindrances in combat…in a game that puts an
emphasis on combat? Further, why would
they make it so that zombies have the ability to find you instantly just ‘cause? And why would they make it so that even if an
area is clear of zombies, if you step into a certain position you’ll make the
game go “BEEP BEEP BOOP INITIATING ZOMBIE PROTOCOL” and send in a zombie ambush? And why is it that even if the melee attack
is depowered at first, you can still part a half-dozen zombies crammed into one
doorway like the Red Sea so you can make your escape?
Why do zombies turn around at random when you’re
making your lethal approach? Why can you
suddenly slide into your kill animation despite being a car’s length away? Why are there traps in places indoors and out
that guard nothing? Why do you only get
one shot to disarm explosive traps before they blow up in your face and take at
least 80% of your health? Why would the
game tell you to open treasure chests slowly for fear of traps blowing you to
pieces and then not tell you how to open
treasure chests slowly?
This game…it…it has to be trolling me. It just
has to.
Maybe I wouldn’t zero in on those problems so much
if there was something for me to latch onto.
But there isn’t. The upgrade
system, maybe, but that’s for all the wrong reasons -- because the last thing I
want from a game trying to scare me and keep me on edge is the ability to turn
myself into a super-soldier. Really, the
biggest problem I have with the game is one that you could toss at plenty of
the Resident Evil games (but let’s
just pick on RE6, because it deserves
to be picked on). Here’s the thing I
have to ask: if the main character in
this horrific situation isn’t scared, then why should the player be?
I ask this because -- as you can guess --
Sebastian Castellanos is a non-entity.
You could legitimately replace him with a log, and not much would be
lost. Honestly, it’s to the point where
I wish he had no face, no lines, no presence, and not even a visible body,
because the only reason he’s there right now -- besides setup for some ZOMG
REVEAL that HE’S THE TRUE MADMAN KILLER WHATCHAMAJIGGER AND IT’S ALL IN HIS
HEAD or whatever -- is to be the player’s proxy. He barely reacts to anything going on around
him unless he gets seriously hurt (and even then…). I’m struggling to remember any dialogue
besides “Out of ammo”, “Shit”, and “What the shit?” He’s so nothing
it’s painful.
I can’t help but think back to one of the Kamen Rider installments I’ve seen
(won’t say which one, because of spoilers).
Basically you’ve got your hero who’s a bang-up guy out to do the right
thing, and won’t give up or back down no matter the challenge. Typical stuff, to be sure. But then one of the later episodes rolls
around and he’s put into a nightmarish situation where he’s the monster -- and he spends the majority of the episode freaking
out, screaming in agony, getting knocked around, trying to save face in front
of civilians horrified by his mere presence, and scrambling for safety.
It’s legitimately jarring because it’s so
out-of-character for him. He’s scared
out of his damn mind, and confused, and pushed further into a corner than he or
any audience member could ever imagine.
Inevitably he snaps out of the illusion and rejoins the good fight with
revived passion (as one would), but with lessons learned and memories of the
experience fresh in his mind. All things
considered, it’s a sequence that totally works.
Short-term and long-term.
Don't worry. I'll get to these guys someday.
The most you can get out of Sebastian is a faster
heartbeat when he’s hiding under a bed.
Is it possible that he’s gone insane already? Maybe.
Could he go insane later?
Maybe. Could he get progressively
worse as the game wears on? Maybe. But here’s the thing: he’s in a scary
situation now, so he should be scared now. He needs to react.
Think of how much more effectively the game could
sell itself if he showed some emotion.
He may look like a generic seventh/eighth-gen game protagonist (barring
his detective outfit, which I’m actually a sucker for), but he could have
broken the mold by way of having his tough-guy façade peeled away in a couple
of strokes. He’s not in control of the
situation. So why does he act like he
is?
The answer that springs to mind is that he
is. Because if the player is skilled
enough -- if he/she can overcome the game’s quirks and issues -- then the
player IS in control. And that might as
well be the killing blow for any game that even dares to add in horror.
*sigh* Friggin’ hell.
I guess that’s it, then. That’s about as far as I can go with TEW -- or at least as far as I’m willing
to go. Does it get better later on? Sure, that’s a real possibility. But that’s just it; it’s a possibility, not a
guarantee. And setting aside the fact
that it should be good (and, you know, original)
from the get-go, it still doesn’t offer any assurance that all of the game’s
problems will suddenly vanish just because you jump from one chapter to
another. Sometimes games have a shitty start, and never ever get any better.
It’s such a shame, too. I wanted to like TEW. Hell, I wanted to love
it. I wanted to see what I was missing
in terms of survival horror -- but if this is the culmination of decades of the
genre, then maybe my faith has been misplaced.
Or maybe it hasn’t! Maybe there
are good games out there, but for all its good intentions, TEW isn’t nearly as good as it could be or should be. So really, the only option left for me is cut
it loose and find something else. Maybe
then, I’ll find something that’ll give me the horror I’m looking for. Or, alternatively, justify the presence of a
PS4 -- because once again, this game isn’t it.
Maybe I’ll give Outlast a shot. If my guess
is right, you should, too.
Happy Halloween.
Get your hands on some candy by any means necessary.
By any means.
Owch. Yahtzee tore this game a new one, and I'm sorry you're playing this. Survival horror has been floundering worse than the JRPG genre it seems. Adding intense Hollywood-style action has worked as well as adding asparagus into a peanut butter milkshake. I've never played Resident Evil games, but I can at least note that anything before RE5 should be decent (with some exceptions). It sucks that you have to look hard to find good horror in gaming, as well as in movies. Wonder why that is...
ReplyDeleteThough I have heard that Alien: Isolation was really damn good. I'm no Alien fan (thanks to Prometheus and my intelligent dad showing me one of the movies when I was FIVE), but Isolation seems to have its head in the game in regards to playing the survival horror cards.
Oh well, at least Silent Hill tends to do well. Gameplay is generally stiff and combat is not a high priority, but the atmosphere and enemy designs tend to be consistently good. Homecoming fails gameplay-wise with combat-heavy encounters, but the story was pretty good at least. When I'm too lazy to play it, I watch all the cutscenes in a movie-like form and re-enjoy the story and characters. All I ask is to avoid the HD Collection. PLEASE. Unnatural anime-like voice acting, graphical hiccups, mixing issues, and questionable creative edits. Kills the mood.
Sucks you have to break an arm and a leg for good horror anything.
That's a pretty good question regarding horror. It shouldn't be this hard to find something scary AND good, but here we are. I wish I could give you a solid answer, but I can't say anything for sure. Still, there was one article I picked up on the other day that's tangentially related -- more about horror movie sequels, but the concepts are plenty airtight.
ReplyDeletehttp://thedissolve.com/features/exposition/803-horror-sequels-are-the-exact-opposite-of-horror/
Still, if I had to guess? One big problem is the gore factor.
The Evil Within doesn't have any restraint when it comes to gore (one explosion left me as a pair of blood-spewing thighs), but that's not scary. It's unsettling, at best. Sickening at times, maybe. But it's not enough to scare me, because I've seen it a million times. Oh no, blood on the walls. Oh no, rotting flesh. Oh no, corpses. It's not creating an atmosphere of fear and oppressiveness; it's just filling up space. And worse yet, it loses its power when A) it's everywhere, in a scene or in a genre at large, and/or B) I'm the one with the power to create that gore.
I've been told by friends who "get" horror movies that part of the appeal comes from seeing the main characters -- i.e. victims -- get killed. That strikes me as utterly backwards, and just hairs away from the creators giving up on creating true horror, but whatever. They want to play with fake guts and blood? Fine by me.
I've heard plenty of good things about Silent Hill, but weirdly enough, I've never actually played any of the games. That's...probably a major oversight, I'd say. Incidentally, though, my brother picked up a cheap copy of the HD Collection (sight unseen, of course), and returned it almost as soon as he was able. That's an incredibly rare event, let me tell you.
I'd say definitely give Outlast a try. TEW failed to scare me even with one of my biggest phobias(water and horrifying underwater monsters), but just /watching/ a playthrough of Outlast had me pausing the video because I got so anxious and frightened. I'm not sure if you'd be as fond of it as I am, but it is scary, and it goes the Amnesia route of no weapons, you can only run and hide.
ReplyDeleteYeah, there's no telling if Outlast will give me what I need, but it's worth a shot. TEW didn't make a very good case for itself, so pretty much all Outlast has to do is...well, it just has to NOT be TEW, but that involves a lot of tiny intertwined factors, and I'd bet that's complicated in its own right.
ReplyDeleteOn the other hand, it sounds like Outlast doesn't have an Agony Crossbow, so that's fifteen million bonus points in its favor right there. Give or take.