Why have survival horror games become more action-based?

  • 90 results
  • 1
  • 2

This topic is locked from further discussion.

Avatar image for Timberwolf5578
Timberwolf5578

311

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#1 Timberwolf5578
Member since 2008 • 311 Posts
Has anyone noticed that over the years, survival horror games have become more action-based? There is not as much exploration and puzzle-solving as there was in the past. Why is this? Eventually are all survival horror games going to be like the "Devil May Cry" series?
Avatar image for Silent-Hal
Silent-Hal

9795

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#2 Silent-Hal
Member since 2007 • 9795 Posts

I agree. Blame RE4 I guess, that was the game that started the shift in tone. I can't say I really mind to tell you the truth. The genre was starting to get a little stale the way it was and it needed something to give it a kick up the arse. If a change in direction gives us games like Dead Space then I'm all for it. It's not as if we don't get more traditional games either, just look at Siren: Blood Curse.

Saying that they're going to be like DMC is stupid though, since that doesn't even resemble a survival horror game in the slightest, nor do modern horror titles resemble it.

Avatar image for BioShockOwnz
BioShockOwnz

52901

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#3 BioShockOwnz
Member since 2006 • 52901 Posts
CHeck out Siren: Blood Curse. It's an old school survival horror game. Anyways, I love those kind of games, but I can't stand to play them that much anymore. For some reason, I can't play dark and depressing games for longer than 15-20 minutes. It makes me sick, which stinks, because I truly like the genre.
Avatar image for Peaches1347
Peaches1347

777

Forum Posts

0

Wiki Points

0

Followers

Reviews: 11

User Lists: 0

#4 Peaches1347
Member since 2007 • 777 Posts
the genre is changing, more casual gamers are joining the market and action oriented survival horror games are more appealing to them
Avatar image for Silent-Hal
Silent-Hal

9795

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#5 Silent-Hal
Member since 2007 • 9795 Posts
Survival horror has never catered to casual gamers. It didn't during the good old days and it doesn't now. It has always catered towards a more niche audiene and that sure as hell isn't going to change anytime soon. The genre has just changed with the times and abandoned some of the more clunky and archaic aspects. I'm not about to debate whether RE4 is better than the originals or not becuase at it's core it's still the same game.
Avatar image for Peaches1347
Peaches1347

777

Forum Posts

0

Wiki Points

0

Followers

Reviews: 11

User Lists: 0

#6 Peaches1347
Member since 2007 • 777 Posts
yea but alot of developers are changing the way they make games for the casuals. casuals are where the money is at.
Avatar image for finalfantasy94
finalfantasy94

27442

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#7 finalfantasy94
Member since 2004 • 27442 Posts
Cause most of the old horror games were aimed to a certain crowd. Now companies are aiming towards the main stream western audiance and god knows nothing gets thier attention like explosions and shooting things up like a dang rambo flick.
Avatar image for Peaches1347
Peaches1347

777

Forum Posts

0

Wiki Points

0

Followers

Reviews: 11

User Lists: 0

#8 Peaches1347
Member since 2007 • 777 Posts
hey jill is dead man sry for your loss XD
Avatar image for Dibdibdobdobo
Dibdibdobdobo

6683

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#9 Dibdibdobdobo
Member since 2008 • 6683 Posts
Cursed Mountain looks good and so does Fatal Frame 4. Resident evil 5 on theother hand looks like its appealing to the main stream audience of 13 year olds who want action rather than suspense, Who want blood instead of puzzles.
Avatar image for Saturos3091
Saturos3091

14937

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#10 Saturos3091
Member since 2005 • 14937 Posts
That's just the way things are heading. After the RE series found mainstream success in the action market, other survival-horror games are opting to change their genres as well.
Avatar image for Timberwolf5578
Timberwolf5578

311

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#11 Timberwolf5578
Member since 2008 • 311 Posts
So basically they are slowly ruining the genre to appeal to a more mainstream audience? That's sad. If that's the case, I don't know if it will be worth getting the next generation of consoles, if all the games end up being action or shooting games for casuals. I like action and shooting games too, but there needs to be variety, and deeper games too.
Avatar image for aroxx_ab
aroxx_ab

13236

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#12 aroxx_ab
Member since 2005 • 13236 Posts
More action = Win
Avatar image for DJjoey
DJjoey

1160

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#13 DJjoey
Member since 2004 • 1160 Posts
But if more action = less horror it's a big fat NO
Avatar image for finalfantasy94
finalfantasy94

27442

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#14 finalfantasy94
Member since 2004 • 27442 Posts

Cursed Mountain looks good and so does Fatal Frame 4. Resident evil 5 on theother hand looks like its appealing to the main stream audience of 13 year olds who want action rather than suspense, Who want blood instead of puzzles.Dibdibdobdobo

Yea they do looked good. I heard there were some retarted controls in Fatal fram 4. I hope they fix it before it hits here. Thats if it does hit here.

Avatar image for hakanakumono
hakanakumono

27455

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#15 hakanakumono
Member since 2008 • 27455 Posts

It's really that survival horror is losing favor, and survival horror games are becoming action games.

I prefer survival horror, so I'm screwed but ah well.

Avatar image for Silent-Hal
Silent-Hal

9795

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#16 Silent-Hal
Member since 2007 • 9795 Posts
Are you guys just using one game (RE5) for the basis for your narrow minded arguments or what? There hasn't been a single game this generation so far that has sacrificed horror for action. Condemned, Dead Space, Siren, Silent Hill: Homecoming, Alone In The Dark ect. have all been traditional survival horror games more or less.
Avatar image for hakanakumono
hakanakumono

27455

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#18 hakanakumono
Member since 2008 • 27455 Posts

But if more action = less horror it's a big fat NODJjoey

More action means less survival horror and less survival horror means less scary.

Avatar image for FrozenLiquid
FrozenLiquid

13555

Forum Posts

0

Wiki Points

0

Followers

Reviews: 22

User Lists: 0

#19 FrozenLiquid
Member since 2007 • 13555 Posts

CHeck out Siren: Blood Curse. It's an old school survival horror game. Anyways, I love those kind of games, but I can't stand to play them that much anymore. For some reason, I can't play dark and depressing games for longer than 15-20 minutes. It makes me sick, which stinks, because I truly like the genre.BioShockOwnz

Eh, it's not really old school. It's a lot different from other survival horrors. It's stealth-based horror, which is actually a new, unique direction.

Avatar image for Jekken6
Jekken6

2642

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#20 Jekken6
Member since 2008 • 2642 Posts
All those puzzles just don't make sense. In left4dead, you objective is to get from safepoint to safepoint and gun down any enemies that come in your way, as a team. No puzzles, just getting the hell out of the place!
Avatar image for finalfantasy94
finalfantasy94

27442

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#21 finalfantasy94
Member since 2004 • 27442 Posts

Are you guys just using one game (RE5) for the basis for your narrow minded arguments or what? There hasn't been a single game this generation so far that has sacrificed horror for action. Condemned, Dead Space, Siren, Silent Hill: Homecoming, Alone In The Dark ect. have all been traditional survival horror games more or less. Silent-Hal

No its just funny that one of the pioneers of survival horror has turned to action. IM happy the rest havent followed suit.

Avatar image for Silent-Hal
Silent-Hal

9795

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#22 Silent-Hal
Member since 2007 • 9795 Posts
All those puzzles just don't make sense. In left4dead, you objective is to get from safepoint to safepoint and gun down any enemies that come in your way, as a team. No puzzles, just getting the hell out of the place!Jekken6
Good thing Left 4 Dead is a shooter and not a survival horror game :|. Survival horror originated from the adventure genre, so of course they're going to have puzzles.
Avatar image for hakanakumono
hakanakumono

27455

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#23 hakanakumono
Member since 2008 • 27455 Posts

[QUOTE="BioShockOwnz"]CHeck out Siren: Blood Curse. It's an old school survival horror game. Anyways, I love those kind of games, but I can't stand to play them that much anymore. For some reason, I can't play dark and depressing games for longer than 15-20 minutes. It makes me sick, which stinks, because I truly like the genre.FrozenLiquid

Eh, it's not really old school. It's a lot different from other survival horrors. It's stealth-based horror, which is actually a new, unique direction.

It's new old school. ;)

Avatar image for angry_fork
angry_fork

2184

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#24 angry_fork
Member since 2008 • 2184 Posts
Has anyone noticed that over the years, survival horror games have become more action-based?Timberwolf5578
No. Nobody has noticed this, at all. This is such an insightful topic. Seriously, this is old news why do people make topics like this? I'd like to know. It's such a rediculous, obvious question/statement.
Avatar image for foxhound_fox
foxhound_fox

98532

Forum Posts

0

Wiki Points

0

Followers

Reviews: 13

User Lists: 0

#25 foxhound_fox
Member since 2005 • 98532 Posts
Because action sells more games.
Avatar image for BioShockOwnz
BioShockOwnz

52901

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#26 BioShockOwnz
Member since 2006 • 52901 Posts

[QUOTE="BioShockOwnz"]CHeck out Siren: Blood Curse. It's an old school survival horror game. Anyways, I love those kind of games, but I can't stand to play them that much anymore. For some reason, I can't play dark and depressing games for longer than 15-20 minutes. It makes me sick, which stinks, because I truly like the genre.FrozenLiquid

Eh, it's not really old school. It's a lot different from other survival horrors. It's stealth-based horror, which is actually a new, unique direction.

Stealth-based horror really isn't "new".

Avatar image for Silent-Hal
Silent-Hal

9795

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#27 Silent-Hal
Member since 2007 • 9795 Posts
[QUOTE="FrozenLiquid"]

[QUOTE="BioShockOwnz"]CHeck out Siren: Blood Curse. It's an old school survival horror game. Anyways, I love those kind of games, but I can't stand to play them that much anymore. For some reason, I can't play dark and depressing games for longer than 15-20 minutes. It makes me sick, which stinks, because I truly like the genre.BioShockOwnz

Eh, it's not really old school. It's a lot different from other survival horrors. It's stealth-based horror, which is actually a new, unique direction.

Stealth-based horror really isn't "new".

Especially since the original Siren came out in 2004 >_>

Avatar image for hakanakumono
hakanakumono

27455

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#28 hakanakumono
Member since 2008 • 27455 Posts
[QUOTE="BioShockOwnz"][QUOTE="FrozenLiquid"]

Eh, it's not really old school. It's a lot different from other survival horrors. It's stealth-based horror, which is actually a new, unique direction.

Silent-Hal

Stealth-based horror really isn't "new".

Especially since the original Siren came out in 2004 >_>

2003, really (Japan).

Avatar image for Mr_Cumberdale
Mr_Cumberdale

10189

Forum Posts

0

Wiki Points

0

Followers

Reviews: 8

User Lists: 0

#29 Mr_Cumberdale
Member since 2004 • 10189 Posts
I believe Siren and Fatal Frame series are still under the survival horor classification. :D
Avatar image for Juggernaut140
Juggernaut140

36011

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#30 Juggernaut140
Member since 2007 • 36011 Posts
What about Penumbra? :o
Avatar image for Johnny-n-Roger
Johnny-n-Roger

15151

Forum Posts

0

Wiki Points

0

Followers

Reviews: 33

User Lists: 0

#31 Johnny-n-Roger
Member since 2003 • 15151 Posts
Lets look at the Resident Evil series. In RE2, I remember having to find a series of chesspiece shaped plugs, cogs, and keys in the shapes of the four suits in a deck of cards. You then proceeded to backtrack to previously explored areas to open one previously locked door, pick up a key item, backtrack to some other area you've already explored and repeat. The tasks seemed so blatantly repetative and monotonous that it would be easy for your more action oriented gamer would quickly lose interest. I honestly don't think you can say that the genre is going in the wrong direction.
Avatar image for FrozenLiquid
FrozenLiquid

13555

Forum Posts

0

Wiki Points

0

Followers

Reviews: 22

User Lists: 0

#32 FrozenLiquid
Member since 2007 • 13555 Posts
[QUOTE="FrozenLiquid"]

[QUOTE="BioShockOwnz"]CHeck out Siren: Blood Curse. It's an old school survival horror game. Anyways, I love those kind of games, but I can't stand to play them that much anymore. For some reason, I can't play dark and depressing games for longer than 15-20 minutes. It makes me sick, which stinks, because I truly like the genre.BioShockOwnz

Eh, it's not really old school. It's a lot different from other survival horrors. It's stealth-based horror, which is actually a new, unique direction.

Stealth-based horror really isn't "new".

Um, yeah, it is? When games like Alone in the Dark, Clock Tower, and Resident Evil come around the mid 90s, and Siren comes out in just under a decade later? Oh yeah, you can betcha it's new.

The only other game that comes to mind which predates Siren is Thief. But even then, the supernatural elements are more of a spectacle than actually being ingrained heavily into the game's nature. Kinda like how science-fiction is a by-product of Star Wars but is not the reason it exists. Not to mention Thief feels more like a stealth platformer than anything.

Avatar image for FrozenLiquid
FrozenLiquid

13555

Forum Posts

0

Wiki Points

0

Followers

Reviews: 22

User Lists: 0

#33 FrozenLiquid
Member since 2007 • 13555 Posts

What about Penumbra? :oJuggernaut140

Penumbra started off as survival-horror (with elements of Thief-esque stealth) but by the third game ended up becoming some weird brother of Portal.

Avatar image for hakanakumono
hakanakumono

27455

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#34 hakanakumono
Member since 2008 • 27455 Posts

Lets look at the Resident Evil series. In RE2, I remember having to find a series of chesspiece shaped plugs, cogs, and keys in the shapes of the four suits in a deck of cards. You then proceeded to backtrack to previously explored areas to open one previously locked door, pick up a key item, backtrack to some other area you've already explored and repeat. The tasks seemed so blatantly repetative and monotonous that it would be easy for your more action oriented gamer would quickly lose interest. I honestly don't think you can say that the genre is going in the wrong direction.Johnny-n-Roger

There's a purpose to the backtracking.

It gives locations character. IT's boring if you simply let the player follow a series of rooms without any need to return to them. That locked door leaves the question of whats behind it.

And by the time you return to the precinct, you can be out in a short time because what was once a large and daunting police precinct. And if you'll remember, you just need to move up to the clock tower then go down the shoot. No need to go backwards for no reason.

Backtracking is Resident Evil. It makes the puzzles matter, it makes your ammunition matter, it adds atmosphere to locations, like, say, a mansion with many locked doors.

If the gamer loses interest then they don't have much of an attention span.

Avatar image for hakanakumono
hakanakumono

27455

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#35 hakanakumono
Member since 2008 • 27455 Posts

I believe Siren and Fatal Frame series are still under the survival horor classification. :D Mr_Cumberdale

I think Fatal Frame is more of a horror RPG.

Avatar image for Johnny-n-Roger
Johnny-n-Roger

15151

Forum Posts

0

Wiki Points

0

Followers

Reviews: 33

User Lists: 0

#36 Johnny-n-Roger
Member since 2003 • 15151 Posts

[QUOTE="Johnny-n-Roger"]Lets look at the Resident Evil series. In RE2, I remember having to find a series of chesspiece shaped plugs, cogs, and keys in the shapes of the four suits in a deck of cards. You then proceeded to backtrack to previously explored areas to open one previously locked door, pick up a key item, backtrack to some other area you've already explored and repeat. The tasks seemed so blatantly repetative and monotonous that it would be easy for your more action oriented gamer would quickly lose interest. I honestly don't think you can say that the genre is going in the wrong direction.hakanakumono

There's a purpose to the backtracking.

It gives locations character. IT's boring if you simply let the player follow a series of rooms without any need to return to them. That locked door leaves the question of whats behind it.

And by the time you return to the precinct, you can be out in a short time because what was once a large and daunting police precinct. And if you'll remember, you just need to move up to the clock tower then go down the shoot. No need to go backwards for no reason.

Backtracking is Resident Evil. It makes the puzzles matter, it makes your ammunition matter, it adds atmosphere to locations, like, say, a mansion with many locked doors.

If the gamer loses interest then they don't have much of an attention span.

I know what you're saying. You sort of get an image in your mind of the Precinct's layout, remembering the locations of all the typewriters, weapon boxes, etc. Eventually there is no need for a map. That is not to say, however, that I don't welcome their new approach, as I don't know how the old style of play would fare unless the backgrounds were once again pre-rendered.
Avatar image for Hot-Tamale
Hot-Tamale

2052

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#37 Hot-Tamale
Member since 2009 • 2052 Posts
Well, my favorite survival-horror game of all time is Call of Cthulhu: Dark Corners of the Earth, and it blended survival-horror with FPSing extremely well.
Avatar image for -Jiggles-
-Jiggles-

4356

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#38 -Jiggles-
Member since 2008 • 4356 Posts
Because big explosions and machine guns sell in the gaming industry, and any smart game developement studio knows this.
Avatar image for hakanakumono
hakanakumono

27455

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#39 hakanakumono
Member since 2008 • 27455 Posts
[QUOTE="hakanakumono"]

[QUOTE="Johnny-n-Roger"]Lets look at the Resident Evil series. In RE2, I remember having to find a series of chesspiece shaped plugs, cogs, and keys in the shapes of the four suits in a deck of cards. You then proceeded to backtrack to previously explored areas to open one previously locked door, pick up a key item, backtrack to some other area you've already explored and repeat. The tasks seemed so blatantly repetative and monotonous that it would be easy for your more action oriented gamer would quickly lose interest. I honestly don't think you can say that the genre is going in the wrong direction.Johnny-n-Roger

There's a purpose to the backtracking.

It gives locations character. IT's boring if you simply let the player follow a series of rooms without any need to return to them. That locked door leaves the question of whats behind it.

And by the time you return to the precinct, you can be out in a short time because what was once a large and daunting police precinct. And if you'll remember, you just need to move up to the clock tower then go down the shoot. No need to go backwards for no reason.

Backtracking is Resident Evil. It makes the puzzles matter, it makes your ammunition matter, it adds atmosphere to locations, like, say, a mansion with many locked doors.

If the gamer loses interest then they don't have much of an attention span.

I know what you're saying. You sort of get an image in your mind of the Precinct's layout, remembering the locations of all the typewriters, weapon boxes, etc. Eventually there is no need for a map. That is not to say, however, that I don't welcome their new approach, as I don't know how the old style of play would fare unless the backgrounds were once again pre-rendered.

You mean the new style of play? Prerendered was done because it could make better looking graphics than playstation could. We don't really need prerendered anymore, although it was beautiful in gamecube's REmake.

I just appreciate the mystery of it. I like a location that feels like there are many secrets to uncover.

Avatar image for FrozenLiquid
FrozenLiquid

13555

Forum Posts

0

Wiki Points

0

Followers

Reviews: 22

User Lists: 0

#40 FrozenLiquid
Member since 2007 • 13555 Posts

I know what you're saying. You sort of get an image in your mind of the Precinct's layout, remembering the locations of all the typewriters, weapon boxes, etc. Eventually there is no need for a map. That is not to say, however, that I don't welcome their new approach, as I don't know how the old style of play would fare unless the backgrounds were once again pre-rendered.Johnny-n-Roger

I don't think you know what he's saying. To give a location character is to give it meaning, not to make it a throwaway spectacle. To give a location character is to give it a history and a purpose. It may function as an obstacle in a video game (which is what you're saying), but I don't think that was hakanakumuno's argument. I believe he was arguing the point of backtracking in Resident Evilas something "higher". I've only fully played through REmake, and I have to say, a lot of the reasons for backtracking has to do with the (back)story. It's as if the place has been lived in.

That's what I got out of what he said anyway.

Avatar image for hakanakumono
hakanakumono

27455

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#41 hakanakumono
Member since 2008 • 27455 Posts

[QUOTE="Johnny-n-Roger"]I know what you're saying. You sort of get an image in your mind of the Precinct's layout, remembering the locations of all the typewriters, weapon boxes, etc. Eventually there is no need for a map. That is not to say, however, that I don't welcome their new approach, as I don't know how the old style of play would fare unless the backgrounds were once again pre-rendered.FrozenLiquid

I don't think you know what he's saying. To give a location character is to give it meaning, not to make it a throwaway spectacle. To give a location character is to give it a history and a purpose. It may function as an obstacle in a video game (which is what you're saying), but I don't think that was hakanakumuno's argument. I believe he was arguing the point of backtracking in Resident Evilas something "higher". I've only fully played through REmake, and I have to say, a lot of the reasons for backtracking has to do with the (back)story. It's as if the place has been lived in.

That's what I got out of what he said anyway.

It's both the history and the psychological impact of the location, the latter which I'll explain.

When you first enter the precinct or the mansion you notice that there are many rooms you can't open. And at the same time there are more creatures than just zombies. In REmake and RE2 you are provided with evidence that there's something else lurking down there, like Lisa Trevor or William Birkin. There's a lot of stuff hidden in these places, and its the fact that this is made evident as you play adds a lot to the character of location.

And as you go through the place, you do discover more horrible creatures and, as you said, the history of the location.

There's more to it as well. The puzzles in RE games are pretty simple, its the backtracking that makes them interesting - also because part of the puzzle is the monsters you may have to face when you go back.

Edit: Backtracking is really only most important to Resident Evil. I can't think of any other series that requires it as much as RE does. Of course, not anymore, but in the old games.

And yes backtracking can be troublesome and annoying. Its stupid in RPGs and it was too much in Code Veronica.

Avatar image for Syferonik
Syferonik

3060

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#42 Syferonik
Member since 2006 • 3060 Posts
It could be even worst next gen if all consoles take same road as Wii
Avatar image for Johnny-n-Roger
Johnny-n-Roger

15151

Forum Posts

0

Wiki Points

0

Followers

Reviews: 33

User Lists: 0

#43 Johnny-n-Roger
Member since 2003 • 15151 Posts
[QUOTE="hakanakumono"]

It's both the history and the psychological impact of the location, the latter which I'll explain.

When you first enter the precinct or the mansion you notice that there are many rooms you can't open. And at the same time there are more creatures than just zombies. In REmake and RE2 you are provided with evidence that there's something else lurking down there, like Lisa Trevor or William Birkin. There's a lot of stuff hidden in these places, and its the fact that this is made evident as you play adds a lot to the character of location.

And as you go through the place, you do discover more horrible creatures and, as you said, the history of the location.

There's more to it as well. The puzzles in RE games are pretty simple, its the backtracking that makes them interesting - also because part of the puzzle is the monsters you may have to face when you go back.

It was the psychological impact that I don't think could be matched from an over-the-shoulder perspective. It was the static camera that gave these rooms recognizable appearances. That currently unnaccessable door or fireplace isn't just another piece of a 3 dimensional scenerey. When you find the key or fire for that particular room much later on, you can picture exactly what that room looks like, as the anticipation begins to build with the commute back to that particular area. You always knew that there was more to a particular room than was initially expected, it was figuring it out that made the game exciting. We see less and less adventure-oriented gameplay nowadays, which is a shame with the current potential of today's hardware. The simple fact is that adventure games don't sell particularly well, and as much money goes into game development nowadays, you want to make every game a blockbuster. More guns, more cinematics, more decapitations, better graphics.
Avatar image for MetroidPrimePwn
MetroidPrimePwn

12399

Forum Posts

0

Wiki Points

0

Followers

Reviews: 5

User Lists: 0

#44 MetroidPrimePwn
Member since 2007 • 12399 Posts
EVERYTHING has become more action based. Explosions and chainsaws are the easiest way to make a game sell well.
Avatar image for Johnny-n-Roger
Johnny-n-Roger

15151

Forum Posts

0

Wiki Points

0

Followers

Reviews: 33

User Lists: 0

#45 Johnny-n-Roger
Member since 2003 • 15151 Posts
[QUOTE="hakanakumono"]

Edit: Backtracking is really only most important to Resident Evil. I can't think of any other series that requires it as much as RE does. Of course, not anymore, but in the old games.

And yes backtracking can be troublesome and annoying. Its stupid in RPGs and it was too much in Code Veronica.

Not so much on terms of backtracking, but am I the only one that thought that the multiple path ("scenarios") in the older RE games completely owned?
Avatar image for hakanakumono
hakanakumono

27455

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#46 hakanakumono
Member since 2008 • 27455 Posts
[QUOTE="hakanakumono"]

It's both the history and the psychological impact of the location, the latter which I'll explain.

When you first enter the precinct or the mansion you notice that there are many rooms you can't open. And at the same time there are more creatures than just zombies. In REmake and RE2 you are provided with evidence that there's something else lurking down there, like Lisa Trevor or William Birkin. There's a lot of stuff hidden in these places, and its the fact that this is made evident as you play adds a lot to the character of location.

And as you go through the place, you do discover more horrible creatures and, as you said, the history of the location.

There's more to it as well. The puzzles in RE games are pretty simple, its the backtracking that makes them interesting - also because part of the puzzle is the monsters you may have to face when you go back.

Johnny-n-Roger

It was the psychological impact that I don't think could be matched from an over-the-shoulder perspective. It was the static camera that gave these rooms recognizable appearances. That currently unnaccessable door or fireplace isn't just another piece of a 3 dimensional scenerey. When you find the key or fire for that particular room much later on, you can picture exactly what that room looks like, as the anticipation begins to build with the commute back to that particular area. You always knew that there was more to a particular room than was initially expected, it was figuring it out that made the game exciting. We see less and less adventure-oriented gameplay nowadays, which is a shame with the current potential of today's hardware. The simple fact is that adventure games don't sell particularly well, and as much money goes into game development nowadays, you want to make every game a blockbuster. More guns, more cinematics, more decapitations, better graphics.

Thats very true. I understand what you're saying now.

Thats true as well. I understand that survival horror has lost a lot of popularity. I still love it though.

Avatar image for Dystopian-X
Dystopian-X

8998

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#47 Dystopian-X
Member since 2008 • 8998 Posts

Just because a game is fast paced and/or action oriented doesnt mean it cant be survival-horror and since this is mostly about RE I agree RE4 wasn't really thrilling and RE5 clearly doesn't look like it is either but it's all got to do with the premise and atmosphere not being thrilling not the faster/more action oriented gameplay.

I really don't mind all that too much though, the ''horror'' is not what really draws me towards survival-horror games but the way of progressing, having to carefully manage your supplies and solve puzzles is what I really find interesting about them. Make them more action oriented if you want but at least keep the freaking puzzles and thrilling atmosphere.

Avatar image for Mr_Cumberdale
Mr_Cumberdale

10189

Forum Posts

0

Wiki Points

0

Followers

Reviews: 8

User Lists: 0

#48 Mr_Cumberdale
Member since 2004 • 10189 Posts

[QUOTE="Mr_Cumberdale"]I believe Siren and Fatal Frame series are still under the survival horor classification. :D hakanakumono

I think Fatal Frame is more of a horror RPG.

I don't know how you could consider it an Horror RPG. It's actually a very survival-ish game.. not much films, and some of the ghosts are quite strong. Sure you upgrade your camera, but it just does not feel part RPG at all.
Avatar image for PandaBear86
PandaBear86

3389

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#49 PandaBear86
Member since 2007 • 3389 Posts
1) Why would anybody want to do puzzles in a survival horror game? Kill a bunch of zombies then do a jigsaw puzzle to open the next door? LAME... 2) I hate the aspect of low ammunition for survival horror games. This is why I did not enjoy the first Resident Evil game on PS1. If you DO give me low ammunition, then at least give me some good melee attacks to compensate. In RE1, Jill Valentile looks like she's about to fall over every time she swings the knife, and her attacks are so slow its impossible to get by the game using knife attacks. 3) Action is what makes the game fun anyways. At least in my opinion.
Avatar image for Dibdibdobdobo
Dibdibdobdobo

6683

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#50 Dibdibdobdobo
Member since 2008 • 6683 Posts
It could be even worst next gen if all consoles take same road as WiiSyferonik
What the hell are you on about? A console does not stop creativity, Developers being lack lustre stops creativity. Survival Horror games have been around since the PS1 and it was probaly the hayday of survival horror. If developers where able to do it with such limited hardware then how is the Wii going to affect the Survival Horror Genre? It doesnt.