@loafofgame said:
@mastermetal777 said:
"And then there are the horror games where the guy in the spooky mask goes abloogy-woogy-woo while standing on the far side of a brightly lit room before walking slowly over to you, plucking a violin, and then slapping you in the face with a T-bone steak (that would be your Dead Space)."
Ah, man, why did he have to say it like that? I quite enjoyed Dead Space and I thought the atmosphere in that game was pretty amazing. That world was bleak, hopeless and lonely. Sure, there were lots of jumpscares, but still... I found it deeply unsettling without them.
@Ish_basic said:
Played Betrayer recently. Wasn't "scary," but really cool setting...basically just imagine coming across an abandoned colonial settlement like Roanoke and mix in a little Silent Hill...worked for me.
I've been interested in that game for quite a while, especially because of its atmosphere, but from what I've seen it just seems that the gameplay becomes repetitive very quickly. Would you say that's true?
I always thought Deadspace could have been improved by looking at concept designs for vessels intended for long voyages, including air craft carriers. You don't need monsters; if you have to look at a metal walls and ducting for years at a time while mining in deep space, you'll go crazy on that alone.
This sort of research could have improved their level design, the repetitiveness of which really seemed to desensitize you to DS's brand of horror over time. I always imagined more open recreational/residential areas that looked just like home combined with hatches that led in and out of more cramped engineering spaces that crisscrossed the station. I think the juxtaposition could have allowed for a more varied experience, with enemies and scenes designed to take advantage of the different environments. Imagine walking through a suburban style residential area with faux grass and a filtering screen that scatters the ambient starlight, creating a blue sky...then you lift up a thatch of grass and hop in a crawlspace that is too small to even crouch in. Like that scene in aliens where Bishop has to crawl all the way to the dish...yeah, I would never have been able to do that.
The importance of juxtaposition is the allowance of refuge. If every place looks the same, you just get used to it. But if you're allowed the comfort of occasionally not being in a certain kind of area, your return to such an area is all the more intimidating. This is the beauty of Silent Hill's light and dark world. They were even smart enough to use sirens to signify the transition, creating an auditory cue that instantly changes your mental state. That's psychological horror. Dead Space never really elevates itself above Rob Zombie status.
___
To Betrayer. I bought it for $3, so I base my judgments on what I got for $3. I really enjoyed it. It's hard to judge. It clearly isn't a big budget title, but at the same time can be just as satisfying depending on why you play it. If you're looking for a shooter or action-horror, don't bother. If you want a moody, atmosphere driven story experience that forces you to play detective to put everything together, it's a lot of fun. I finished it in 2 sittings, totaling 10 hours or so. I was just hooked on the mood and I wanted to figure out what happened. Then I spent a few hours after piecing the story together, rereading notes and investigations and perusing online forums.
I would say all games could be classified as repetitive (except maybe adventure games and stuff like Heavy Rain) in that you're always doing one of a handful of activities that the game allows. Betrayer is not different, but it never stopped me from wanting to push forward or anything like that.
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