T H E M A G A Z I N E
February 2011 - Issue 33
Hello Gamespot!
This is Willy105 reporting LIVE from System Wars as Cows try to damage control the launch of the Nintendo 3DS. Usual attacks of "3D is a fad", "the launch games suck", and "there are too many ports" fail when people think they are talking about the PS3 and PSP.
Also, Iron Shop '11 is heating up, as LegendofNerd, Stevo, Jynxzor and AdobeArtist are completely murdering me in the contest. I have absolutely no chance of winning.Or do I?
We have a new format for System Wars The Magazine today, it will be published Bi-Weekly in small, more up to date bursts! You will no longer have to wait a month for what you knew about two months ago!
We have plenty of cool stuff this issue that we hope you will enjoy, from various articles and reviews, including a new feature we hope will stay a mainstay of the magazine, and will introduce a measurable way of deciding which console is the best.
For you Inception fans, you are correct! This is a game magazine inside a game magazine! This......is......SYSTEM WARS....uh...THE MAGAZINE!!!!
JG4XCHAMP BANNED
789Shadow: We are live outside of Ask the Mods, where reigning SW King jg4xchamp (what the hell does that name mean anyway?) has been banned!
Willy105: Jg4xchamp entered office on October 13, 2010 after being elected to be King by System Wars users. His blog also won Best Blog for the third consecutive year.
King Champ was known for his very provocative posts, mixing various insults, trolls, and major ownage hidden deep inside a seemingly civil sentence.
Although details are slim at the moment, Lafigueroa, leader of the resident Gamespot mafia GUFU, claims that Jg4xchamp was banned due to drawing attention to his moderation history, after a comment he made on calling the main character of Bayonetta a very inappropriate word, which caused a user to show his post to the moderators.
Various users held vigil Saturday night on the Off-Topic boards.
Although System Wars is currently under a Continuity of Government plan, it is expected that SolidTy, the runner up for the King award, will inherit the throne. However, a Gamespot user says "Champ is still the King, he will reign [from the grave]"
PS3 HACKED
Willy105: A bunch of hackers, including Geohot, have jailbreaked the PS3, distributing the valuable unlock keys to the internet at large, allowing for homebrewed programs and games to be played. Of course, Sony took offense to this, and vowed to get revenge. Real revenge, as in tracking down the guys who did it and suing them to kingdom come.
MICROSOFT NEEDS TO STEP THEIR GAME UP
Ravensmash:
I remember the explosive launch of the 360 (I'm not talking about console failures here...), it was everywhere - marketed as the next step in gaming, allowing HD resolutions and exciting new IP's and experiences which were combined with the now irrelevant phrase of 'Next-Gen'.
When it launched in November 2005, I was a mere fourteen years of age, pestering my parents at every opportunity to supply me with what would be the envy of my peers. Eventually agreeing that they'd help me purchase one (after waiting for the supply issues to even out), and I was finally ready to experience this new tech. I knew MS had it in the bag, they introduced me to now familiar franchises, more adult orientated games and competitive online gaming.
I have spent countless hours since, playing such franchises as Forza, Halo, Gears, Fable and other massive titles and I loved the support that MS was giving me - the video game crazed teenager, with exclusives here and big announcements there. The 360 had exceeded any potential I was expecting. This was gaming. Then along came Kinect.
Please don't think I'm ignorant to other people's idea of fun. I welcome the rise of more gamers with open arms, knowing that they will experience the same amount of fun from their new hobby, that I have for most of my life.
But Microsoft's decision to focus solely on Kinect has got me worried. I love gaming, and I'm all for evolution in this industry - many people wrote off the Wii and that's now seen as a massive success, but (this is going to sound selfish) what about me?
What about the guy who doesn't want to buy a £100+ peripheral? Am I stuffed?
From a first party perspective, I just may.
After the disappointing show of MS at the last few major conferences, I honestly don't know what to expect. As much as I'm hyping Gears of War 3, Forza and future Halo games I want more. I've now obtained a PS3 (I want to own as many systems as possible) and seeing Sony's determined approach to providing gamers of all play-styIes with bucketloads of support has made me feel like MS is turning it's back on me.
Sony have proven that they can support both established gamers, and those who may be entering the fray for the first time/have no interest in a regularly controlled game. Even Nintendo mix up their fanbase with strong support for games across various genres.
MS is a massive corporation, and I believe that if they put as much emphasis into supporting their broad demographicas they have with promoting Kinect, they'd arguably dominate the industry for many types of gamer - but this far into the generation, I doubt it.
Prove me wrong MS, show gamers EVERYWHERE some love.
HOW TO CREATE A TRULY SCARY GAME
Jynxzor:
Before I get into the meat of the subject as what makes a game "scary" I would like to clear the air to those who say "I've never played a scary game".
How many times have you played a game that has been labelled as "scary" only to walk away with our shoulders shrugged and releasing a heavy "Meh" to the opposing party that introduced us to the concept of a game that could "Scare" you,or did youfind the experience exhilarating and say you actually had a few good spooks and it's something that will stick with you for a while? Does the former mean that the game wasn't actually scary? Sometimes that may be the case, but sometimes fault may be in your own perception of being "scared"
Psychologically you may perceive the notice of being scared as a challenge you then brace yourself for the experience and in doingso you shut yourself off from allowing yourself from being scared in a big way. Sure you may still be startled by the "Jump scares" but you will rarely walk away saying that something really scared you. Take the Silent Hill series for example, it's widely acclaimed as being a staple of the survival horror genre relies mainly on the atmosphere and solitude of its setting to get the job done. If you are prepared for this experience and brace yourself for something disturbing the sensation will be dulled and pointless, so I suggest something to someone who has "never been scared by a game" try and let yourself be scared open yourself up to the experience!
Now on to the big picture.The hard thing about making a game scary is the fact that being scared when you are in your house on your couch you feel relatively safe. Thankfully the interactivity of games goes a long way into pulling the user into the experience. Many things contribute to the experience lets go over the general aspects of a Horror game.
Perspective:
Most games that fall under the tag "Survival Horror" such as Resident Evil and Silent Hill are played through a third person perspective, mainly due to the developers wanting to show more of the environment and more of what is going on around your character. Other games such as many in the Penumbra series or Fatal Frame are in the first person perspective, due to the developers wanting to constrain your vision making you always wary of what's not only infront of you, but what could be behind you without your knowledge. Personally I find the third person view is better for more ambient adventure games like Resident Evil and Silent hill as they give you more mental information to work with, and the first person view is better suited for jump scares and action oriented games "I would consider over the shoulder views in the same light as your vision is still constrained in a similar fashion, Deadspace and Resident evil 4-5 are good examples of over the shoulder horror games." Due to the limited peripheral vision, but gaining extended depth of vision.
Setting:
There is no mistake that almost all horror games take place at night or in the dark and feature many confined spaces. All of these scenarios are on most people's checklist of: Things that creep me out. The difference between a haunted city and a deralect spaceship may seem similar in concept but both play on two totally different fears. There again 2 schools of thought on the general setting of a game the familiar, and the unfamiliar. When playing with a familiar setting it's usually a play on the concept that we as humans are uncomfortable with change especially when it's unexplained...Imagine you sit on your couch then go to the kitchen to grab a soda, when you return your couch is on the other side of the room, no one knows why or how it's just there. Creepy right? Silent Hill: The Room is a good example of using a familiar setting changing slowly to set up a extremely atmospheric scare, whether it be a ominous shadow in your closet or bloody footprints near the door such subtle changes are so noticeable in a familiar setting than say...the Dark world featured in the rest of the Silent Hill series that plays on the unknown. When playing with the unknown we play on a humans fear of something he knows very little about, it's the reason we find death itself so scary is the fact we know nothing about what happens to us when we die. A good example of a game that plays on the unknown would be Deadspace let's see how many "Unknown" areas it touches upon.
-Space
-Aliens
-Insanity
-Cultism
-Transformation
There are many more subtle areas it touches on such as religious beliefs and such, but let's focus on the big ones. You are trapped on a ship in space where everyone is dead, and bloody graffiti and audio logs are strewn across the ship because everyone went insane. To top it off, blood thirsty aliens want your corpse to make more blood thirsty aliens in a savage "Circle of life" kind of way. Scary no? more subtle things can get to you like the familiarity of the aliens that were unmistakeably at one time humans just like you, that's where the most powerful scares can come from is the familiar becoming the unfamiliar.
Pacing:
This can mean anything from the length of the game to how often you actually encounter foes, or even how many you encounter at once, or even where you find them. One zombie in a open field might not be scary a single, slow, shuffling, dumb, single minded being...but what about 100 zombies on the other side of a room with the only exit is to go through the bloody mob.
Other times you may only actually encounter a fiend once or twice in a blue moon, but when it does appear it's never a pleasing experience. The ghosts in Silent Hill: The room" are one such nemesis, not only are they reminders of your character almost inevitable fate...you can't kill them, your only option is to run "minus the few instances you can pin them down"
Solitude:
For the most part, the only people you meet in a good Survival Horror game just want to tear your face off, or are doomed to die in your place ala redshirt. Having a companion does nothing but create a person or object to confide your fear to, "I'm not the only one seeing this right? I'm not totally crazy right?" they present someone to help rationalize the situation for you. I am personally against ever having a companion with you in a Survival Horror game, unless it's a multiplayer game of course. Being alone heightens the scares because you know there is no one else to rely on to save you, there will be no heroes coming to the rescue...your it.
So looking at these general themes one can easily define a horror themed game, but there is one more thing that sets "Survival Horror" apart from horror.
Powerlessness:
To be a true survival game, you need to actually be fighting desperately for your survival. Enemies don't drop ammo are cash to upgrade your arsenal of weapons, hell chances may be you don't even have a weapon. When weapons are present they usually are not the only solution available to you, chances are you can bypass dangers by running around them or better yet blocking their advance towards you! Here is my take on games that fall under each category.
Survival Horror
-Resident Evil 1-code veronica
-Silent Hill
-Fatal frame
-Penumbra
Action Horror
Resident Evil 4
Deadspace 1-2
Some games may claim to be horror titles such as Resident Evil: 5 or other action oriented games, but they fall flat due to lacking the proper pacing and challenge that should be present.
So for the finale, an answer to the question of how to make a amazing Survival Horror game? The best horror games will always combine the familiar with the unknown in strange ways to bring out the best scares. Deadspace 2 while not a "Survival game" does a great job combining such familiar topics as religion, hostile alien life forms, life after death, and even a subtle hint of the results of humanities overconsumption...blending that with a great atmosphere and intriguing story "best part of the story is listening to people loose in audio and text logs while their world crumbles apart around them" along with the brutal knowledge that the Necromorphs were only moments ago humans just like you. So what would you think is the perfect survival horror game? I have presented you with all the tools you need, now all you need to do is add your worst fears and imagination...and stir, serve chilled with a side of death.
EDIT: Stickied for thread's awesomeness. (Is that even a word?)
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