Showing posts with label survival horror. Show all posts
Showing posts with label survival horror. Show all posts

Tuesday, October 28, 2008

The Videogame Solipsist: 32 and onward Halloween Edition

Silent Hill 3 (PS2)
Though I still think of the second entry in the series as the best, I also really liked Silent Hill 3. I know people seem to have problems with this game, largely stemming from its brevity and a somewhat irritating plot that ties in to the first game, but for my money, it's still damn good. The cold opening of the game, thrusting you into a haunted amusement park with no idea of what's going on, is pretty memorable. I played through the entire game in one day and haven't revisited it since, so I don't have much to say about it.
Silent Hill 2 (Xbox)
I went into this game in greater detail before, so I'll just link you to that. There ya go.
Resident Evil 4 (Wii)
Hate to repeat myself, but I also wrote about this game before. Here ya go.
Resident Evil 3 (Playstation)
Resident Evil 3 is kind of like the odd man out of the series, since the team who made the much loved second game went on directly to Resident Evil: Code Veronica (a game I've never played much of because it just seemed like more of the same) and another group worked on RE3, reportedly at the behest of the American arm of Capcom who saw dollar signs spin in their eyes like 1940s cartoon characters after the success of RE2. The mechanics of RE3 are a bit more action-y than the other pre-RE4 games, new additions which I never quite mastered because I could never time the 'dodge' or 'side step' correctly. The best part about this game was the Nemesis, pictured above, who followed you throughout the game, attacking you at what seemed to be random points, in the process creating a real sense of your character being hunted that no other game has given me. I think there were something like nine different times in the game you could fight him, and he represented an interesting risk vs. reward concept because you got good stuff off of him if you managed to down him. Anyway, RE3 is a good, overlooked survival horror game, and one who's more action-y gameplay inadvertantly spelled out the direction of the future of the series.
Resident Evil 2 (Playstation)
I really hope that someday the Resident Evil series gets back to the 'dual scenario' idea, because I loved the way, in RE2, you chose between two different characters who had wildly different plots through the game yet intersected at various points. Each character also had 'A' and 'B' scenarios, so if you played, say, Leon's scenario first, your actions in that playthrough would affect Claire's subsequent 'B' scenario. I must've play through RE2 at least three times fully, through each of the characters' scenarios. The only thing I don't like about this game anymore is the awkward tank controls. It's hard to go back once you've played RE4, which is admittedly designed around action and big set piece battles, and thus doesn't have the steady, deliberate tension building of RE 1 and 2. Speaking of...
Resident Evil (Gamecube)
I never got all that far in the original release of Resident Evil for Playstation, but the Gamecube remake was excellent. It's interesting to remember just how convoluted and difficult the first Resident Evil was: there's a lot of inventory juggling, backtracking, and frustrating combat to slog through. Though it is spooky and terrifying (the addition of those huge sharks in the remake was a brilliant touch), it's impossible for me to go back to RE1, remake or otherwise. Actually, it's a great game to watch playthroughs or speed runs of, mostly because it'll give you a good idea of how far the series (and survival horror) has come.
Half-Life (PC)
This one is debateable, since there are large portions of this game that are mainly shooting or puzzle solving. I would argue that there's something very survival horror-y about it nonetheless. You're in a government installation that gets invaded by cross dimensional aliens, who slowly kill everyone and make it as difficult as possible for you to escape not only them but the government forces sent in to clean up. You may not remember Half-Life 1 as a particularly scary game, but keep in mind that you're given a flashlight for a reason. Give the first few areas of the game another go and I think you might see what I mean.
Doom 3 (PC)
I'm in the minority on this, but I totally bought into the atmosphere and terror of Doom 3. I actually think it did the whole 'extradimensional creatures taking over a government lab' thing better than Half-Life, mostly because the demons are actively transforming the base rather than just showing up to kill people. I also love the Mars setting along with the whole backstory of artifacts and such on the planet, as well an extinct alien race. As with Half-Life, this one is debateable whether it's survival horror or not, though I would argue it's actually trying to be scary most of the time whereas Half-Life just happens to be by chance as much as design. Maybe the flashlight mechanic (borrowed from Half-Life??) was annoying and the constant monster closets were more 'jump' scares than anything....but I still liked Doom 3 a lot. It still belongs on a list of 'Halloween' games, y'know??
Aliens Vs. Predator (PC)
The original Aliens Vs. Predator for PC was pants-pissingly-scary to me. While playing as the tough Predator, the Aliens are merely creepy and annoying. While playing as the weaker Colonial Marine, they are nightmare inducing. I can't tell you how scary I thought this game was, since I was and remain a huge fan of the Alien film franchise and often had dreams about the creatures without the help of a game that let me experience them in first person. So, yeah. Nightmare inducing. Oddly, whenever I tried to play as the Alien, my PC's graphics card couldn't display its alternate vision mode correctly so I couldn't get past the second or third level. I felt like it was a purposeful middle finger from the universe, letting me know that I'll always be on the receiving end of Alien claws, double jaws, and screeches that make me curl up in a ball and hope my death is a quick one.
The 7th Guest (PC)
Myst delivered a new age of PC adventure games thanks to the CD format, games which were essentially a string of difficult logic puzzles stitched together with bad 3D prerendered graphics and poor quality video/audio. The 7th Guest was that only set in a haunted house. My sister and I never got far in the game, but still remember it fondly as one creepy ass game. The ghostly clown saying "want a balloon, kiddie?!" was a running joke between us for years, and I suspect if I went back now and played it, I would giggle at how archaic it is.

Anyway, Happy Halloween!!

Tuesday, June 3, 2008

Resident Evil 4

I think this goes for most 'older' gamers, who have things like jobs and friends to take up their time, but I never replay games. Half the time I don't even finish games because I lose interest, or it's been so long since I played whatever that I can't remember what I was doing in the game. So I think it says a lot for the quality and replayability of Resident Evil 4 that I break it out every few months and have another helping.

The old cliché goes that nothing is perfect, but I think we all would call certain games "perfect." There are quibbles you can quibble over when pressed to, but your overwhelming desire is to praise the game and play it again every time someone brings it up. For me, Castlevania: Symphony of the Night, Fallout 1, and Super Metroid are perfect games, ones that I can replay on a whim and actually finish again because: 1) they're fantastic games 2) they're just the right length 3) they're pretty easy, and I'm a wimp.
Though I will fully admit to liking the Resident Evil games I had played, I always kind of knew they were awkward, clunky, and full of Japanese videogame bullshit that I can't put up with anymore. From the irritating save system to the poisonously bad controls (well, except for RE3, I guess) to the dumb inventory system (a shotgun takes up as much room as an herb??) to the shallow, shallow combat, it's incredible that I liked them at all. Resident Evil 4 does away with all of this, and is all the better for it. Instead of the usual "if you die, you go back to wherever you saved last" the game has various, unofficial 'checkpoints' you'll return to if you die. Sure, it's not quite the fast--and some would argue, cheap--"save anywhere you want as often as you want" system seen on PCs, but it's still better than 90% of Japanese games.

Also better than 90% of any games, Japanese or otherwise: the gameplay. There is something indescribably satisfying about RE4, all the way from the feel of the guns to the little hidden treasures you can find. Not only did they finally get the controls right (I still would like the ability to strafe, but I guess that would make it even easier than it already is), but they made it simply fun to move through the world and fight things. Before Resident Evils were slow and clunky, and now they were quick and smooth. One might even draw a parallel to George Romero's Night of the Living Dead zombies and those fast moving ones from 28 Days Later, but--let me put on my geek hat here--the enemies in RE4 aren't zombies. Not technically. But I digress.
The first word that comes to mind when I think of RE4's combat is "setpiece." But that doesn't mean much without context, so let me explain. When I think of great action movies--say, Raiders of the Lost Ark--I think of the great moments from them, not necessarily in a linear, plot focused way. The truck chase scene from Raiders is awesome. The Velociraptor/kitchen scene from Jurassic Park still makes me nervous when I watch it. And so on. RE4 is the same way. The boss fights are very creative, but they also have appropriate 'epic'-ness about them. Moreover, the various 'battles' you go through still ring true on my 10th playthrough, from the first villager wave you must withstand to the Last Standish fight in the cabin with Luis helping out to fighting through the defenses of the Los Illuminados while some dude in a helicopter is strafing and blowing things up. RE4 is a hell of a ride, as a movie critic would say, and it has setpieces from breakfast to dinnertime.

RE4 may not be a survival horror game, but I would still argue for it as an action horror game. A lot of the "survival" aspects of the previous Resident Evil games were artificial elements put in the game to make it difficult for the wrong reasons. The inventory system was terrible, and having to backtrack to the item boxes to juggle equipment, puzzle solving do-dads, and health items/ammo was just plain irritating and didn't add the "management of scarce resources" element that I think the developers were going for. RE4's solution is to give you an inventory system based on grid pieces--so an herb takes up two grid slots, while a rocket launcher takes up, say, 20. Then there's the absurd-but-clever addition of money and the various shopkeeper dudes you can visit during the course of the game, selling off worthless items, buying/upgrading weapons and equipment, etc. Of course this also gives the game further replayability, because you can't reasonably use every weapon in the game during each playthrough, so it's fun to try out a different shotgun or try out the TMP on this run.
Resident Evil 4 is also scary, at least it can be. Mention the Regenerators around me and my immediate impulse is to run like hell or scream. Oddly, I never found the Resident Evil games that scary. What fright they did provide was always "dog jumps at you out of nowhere!!" crap, which is cheap and easy. What RE4 did, other than adding some of the surreal/creepy-ness of Silent Hill, is to take the relentless Nemesis enemy from RE3 and give most of the enemies in the game his same ability to follow you through doors and keep coming at you. There still are doors that serve as loading screen transitions between areas which they won't go through, but for the most part the enemies will be hot on your heels all the time until you kill them or get far enough away.

I've made a pretty strong case for RE4's great gameplay, I hope, but there are some things that I'll still quibble over. (I think this is the most times I've used the word quibble in one update). Mainly, I guess, it's that the timed event/button press stuff is fun for awhile but quickly gets old. If you're playing the Wii version--and again, you really should be--then you get to do the kind of flopping and waggling that everyone personifies Wii players as looking like idiots for. It does add some interactivity to the cutscenes, but nowadays it frustrates me. I'm thinking of the knife fight/cutscene with Krauser, where you really have to be on time with your button presses or Wiimote shaking lest you die and then have to sit through all the talking over and over again.
There are some other small things I could quibble over (I promise that's the last time I use 'quibble' in this update) but they're mostly nitpicky stuff, like how some weapons are definitely better than others, and how the Mercenaries and other 'extra' modes are really cool but you won't play them much. Rather, the last thing I want to bring up is the cheap, cheap insta-deaths the game throws at you. I think I said this somewhere above: RE4 is a relatively easy game. I've never tried it on Professional difficulty, and I do die a lot even on the regular difficulty, but the kind of deaths I suffer are due to crap like failing the button pressing/timed events or the instant kill moves that some enemies--like the chainsaw dude pictured above--have. Because of the way enemies will drop health items/ammo depending on how badly the player needs them, you're very, very unlikely to run out of ammo or herbs, so practically every death you suffer is because you didn't hit A in time or those big blind guys with the giant Wolverine claws swung around in a fury and decapitated you. On the bright side, these losses of life and limb lead to awesomely gruesome and gruesomely awesome death sequences. I said this about Smash Brothers Brawl, and it applies to RE4, too: any game that can make losing just as fun as winning is pretty damn good in my book.

I've run out of things to say, and I can't think of a clever way to end this review. Basically, you need to play Resident Evil 4 if you haven't already. It's my favorite game of the decade so far, and I'm more than willing to call it A Modern Classic and have this sentence put on the gamebox with my name attributed. I'm waiting, Capcom.

Monday, January 28, 2008

The Darkness That Lurks In Our Mind

Silent Hill 2: Restless Dreams (Xbox)
Playing Silent Hill 2 does something to me that I've never been able to fully explain. It's the sort of experience that defies me to put it into words without being reductionist or overlooking something. To put it as best I can, Silent Hill 2 terrifies, fascinates, confuses, and engages me in a way that even the rest of the games in the same series don't.

If I were to compile a list of games that proved videogames were art, Silent Hill 2 would be on my list. The atmosphere of the game--the environments, the sound design, the music--is probably the single most memorable and affecting in recent memory, and is every bit as good as the material that influenced it. That is to say, David Lynch movies (particularly Blue Velvet), David Cronenberg movies, J-Horror, Jacob's Ladder, and many psychological philosophies and texts. Wandering through the first 20 minutes of the game, you are making your way into the town itself--fog and snow obstruct your vision, but you keep thinking you see things in the distance or in the very fog itself. You hear odd noises that never repeat or make another appearance. You meet a woman in a cemetery who seems far more afraid of you than the bizarre world around her. And from there, the game just gets more frightening, mind bending, and surreal as it goes.
Jaywalking is punished with...unique methods in Silent Hill

It would ruin the plot to discuss almost anything, but suffice it to say that Silent Hill 2 has one of the most complex, multi-layered, and ultimately ambiguous stories in any game I've played and yet still feels satisfying even if all your questions about James, his wife Mary, the character Maria, and the town/monsters themselves are not fully explained. This is the sort of videogame you will be thinking about as you play it, between sessions of playing it, and after you're done playing it. The sights and sounds--oh, the sounds!!--will stay with you, from the first appearance of Pyramid Head that mirrors a scene from Blue Velvet to the subtle and terrifying ambient noise to the brilliant and always appropriate music by Akira Yamaoka to the various endings you can get which each offer a unique ending to the story.
Employees shouldn't bother to wash their hands

The problem I have with the game is this: it's not that much fun to play. This may sound odd coming from someone who absolutely adores it, but hear me out. The experience, in sum total, of Silent Hill 2 is one of the greatest videogames have to offer. But that said, it's not that much fun to play. The combat isn't the focus of the game, but it does make it "not fun." It's clunky and awkward, and just doesn't feel right. Also, depending on the difficulty you play on, it can feel baby easy or pointlessly hard--the only difference between the two extremes seems to be an increase in the number of enemies, how much damage they take before they die, and how much ammo/health restoring items you get. All of this is, ultimately, poor game design because there are ways to make a game more or less challenging beyond "you can die more easily because enemies take more hits and you have less firepower." However--and this is a big however--it doesn't ruin the game. That's because you don't, and shouldn't, play Silent Hill games to have fun. It's the equivalent of an art film or a horror film versus a summer action flick. Criticizing Silent Hill games for bad combat kind of misses the point, really, since it's like criticizing, I don't know, Taxi Driver for having poor taxi driving scenes.
No, this little girl isn't supposed to be scary, and yet...

There are other minor quibbles one could make about Silent Hill 2 with more than half a decade behind it, such as the uncanny-valley-creepy looking cutscene character models, but for the period it came out, the game looked amazing. Anyway, this also misses the point, because it has looks where it counts--art design and aesthetics. Silent Hill games have a very unique look and feel all their own that transcends the console generation each is from. By today's standards, the "graphics" aren't impressive, but the way the town and monsters look and behave is still genius. You really do become engrossed in the game to the point where you don't sit there thinking critically about everything. I have always hated the idea that a videogame is just the sum of its parts, and if certain things are off or bad--it's too short, too difficult, has technical problems, and so on--then it is automatically a lesser game for it. Silent Hill 2 has its flaws, but they're easy to overlook and forget about when one sits down to play.
"There was a hole here. It's gone now."

Some videogames you play for fun or as entertaining escapism--the Marios and Halos and World of Warcrafts of the world. But some games really do try something new and succeed, and show you things, make you feel things, make you think things, just like any other piece of art can, like an album, a book, a movie, or a painting. Judging such games by the "is it fun or not, and why" standard of criticism misses the whole point entirely. Silent Hill 2 is a game you'll return to over time, discussing it with friends, seeing new angles on it each playthrough.
Nurses: not always hot