I'm going to do a small series of posts on different games, and I'll try to keep them a bit short, but knowing me I'll probably fail at that. Mainly, I want to make observations about the games from a horror game design perspective, and use what I see as examples of different topics in design that are worth discussing.
I try to routinely track down new games to play, and I decided to look in the direction of freeware indie horror titles thanks to this list and a few others. My goal is to explore as wide a range of gameplay experiences as possible for my own design edification, but I figured that it would be kind of fun to share this stuff with the world and give a bit of an evaluation of the game.
#1 - Euthanasia
Euthanasia |
Download:
http://www.fileplanet.com/216538/download/Euthanasia-Client-(Free-Game)
*WARNING: POTENTIAL SPOILERS AHEAD*
PART 1. THE GOOD
Sound Design
I can't show you sound in a screenshot, but trust me, it's there. |
The one thing that's humorous, however, is the shameless use of zombie moans from Resident Evil 1 and other sources, some of which may actually have origins even older than the games they were taken from (since early RE games had pretty heinous use of stock sounds). The design of the sound is well executed though, so I'll let this one slide.
Darkness
Implements like flashlights give you a funneled view, only giving you a solid look at things that are close to the center of the frame. When used properly, this can create a sensation of claustrophobia or discomfort, as you start to worry about what might be just outside of your "Cone of Comfort."
The area outside of the flashlight's radius is the unknown, while the light zone inherently feels more "safe" |
Darkness is a good thing in horror. |
Fast Moving Enemies
It is genuinely unnerving to see these things running towards you. |
Misdirection
The thing on the right is visible all the way down the hall and looks like an enemy. It's actually just a corpse. The real enemy is waiting to give you unexpected bowel movements when you get close. |
The use of these striking elements in gameplay is in stark contrast to what you see in the majority of big budget horror games, where the presence of dead bodies and blood tends to be a form of "environmental texture," essentially blending into the background and escaping your conscious awareness. After you have seen your 40th body in Dead Space, it's really hard to see them as anything narrative-driven or worthy of note, even if they will occasionally be hiding a jump scare.
"Wow, that blood sure does look nice with the floor texture! Oh yeah, another body..." |
This type of filtering is unavoidable and will always vary by player. What is really interesting though, is that much of what large games do to illicit "horror" experiences in players gets sorted into the wrong side of this filter for an experienced player. Dead bodies aren't jarring in a game where they are simply part of the background. We've already seen tons of blood before. However, if a game can do something surprising, such as resurrect bodies as Crimson Head zombies in the Resident Evil remake, suddenly the player has to emphasize that element in their mental model of the universe. It's not simple "texture" anymore, it's important and potentially life-threatening.
I'm pretty sure I'm not the only person who needed a new pair of pants after realizing that "Crimson Heads" were a thing in the REmake. |
PART 2. THE BAD
Bugs
I'm pretty familiar with this screen as the loading bar takes a vacation at the end and never comes back. |
I wish I hadn't had these issues because it took me out of the experience a few times, when I was really getting into it. I know this was done in a limited tool (FPSC) without much capacity for bug-fixing, but It's a shame to see these rough edges temper the experience.
Exploits
This guy is actually stuck, in the middle of the hallway, walking against an invisible collision error. Like a boss. |
This isn't always possible, but one thing that is worth noting is the impact of animation and "implied" purpose. Everyone knows that a character walking into a wall is bugging out, and that can be immediately immersion killing. However, setting up an AI fallback for when the creature can't move can do a lot to prevent this from seeming accidental. If a creature, for example, has a random possibility that it will occasionally stop moving and start shrieking and flailing as if having a seizure or experiencing its own internal demons, this can be an incredibly unnerving process to watch, particularly if the player sees this as some sort of character trait in the monster. Getting enemies to run away can be challenging with certain pathfinding solutions, but can be used to help a creature move out of a bad spot, or to provide a tension building moment of confusion as the player has to figure out where the creature has gone. Games like Euthanasia have gaping holes where techniques like this could have been used to make up for its shortcomings. That being said, a game made in FPS Creator definitely has more challenges with AI and some of this may not have been feasible.
Scripted Jump Scares Only Work Once
Euthanasia relies entirely on reactions to linear, scripted gameplay segments. These present no variation and really lose their bite once you've been exposed to them once, which is sad.
Some of them are truly great scares; I walked through a doorway as a loud ambient hum was rising only to get charged by a huge beast from out of a dimly lit corner. It was really effective, because there had been several similar corners preceding it that had featured no threat, and the mental model I had built was telling me that those corners didn't contain monsters. It had the double benefit of using the rising audio as a distraction, with a creepy painting above the doorway drawing my attention and blinding me to the attack I was about the experience.
Some of them are truly great scares; I walked through a doorway as a loud ambient hum was rising only to get charged by a huge beast from out of a dimly lit corner. It was really effective, because there had been several similar corners preceding it that had featured no threat, and the mental model I had built was telling me that those corners didn't contain monsters. It had the double benefit of using the rising audio as a distraction, with a creepy painting above the doorway drawing my attention and blinding me to the attack I was about the experience.
Do you see him? BECAUSE I DIDN'T! The first time, anyway... |
Here's the problem, though. I died. Once dead, I proceeded to move forward with the exact same gameplay and experienced the section over again, only this time turned to the corner where the creature was and immediately began unloading with my most powerful weapon. The game is built around actual threats to your life and safety, but oddly enough, the least scary thing you can do is die.
This, like many of Euthanasia's flaws, isn't specific to the game in question. In fact, most "traditional" horror games have this flaw, as do many other games that have a generic approach to progression and death; it's just not that fun or satisfying to redo something after failing. This problem is exacerbated in horror because the genre thrives on unpredictability. You have to be afraid of the unexpected to maintain tension.
What shooters look like without the magic |
In game design, the fundamental interaction with a game system is usually loosely broken down into a chart like the one above, which maps out the interaction. These "user experience loops" can be from a really big picture (Start level > Move to end > Defeat boss), or the very small scale (Aim down sights > fire > Reload), and they tend to give you an idea of what the actual series of steps are for the player in your game. This is important because, as much as you might HOPE that players will interact with your game in a certain way, there's no guarantee until you've stress tested it. If your game resets your ammo at the end of each level, for example, the section of the loop above, "find items," might be invalidated and functionally removed from the player's behavior. The same could happen if players find that it's easier to simply run past enemies instead of shooting them; the interaction is no longer what you intended, and possibly the best part of your loop gets removed.
The core problem with jump scares is that, when graphed as part of an experience loop, it looks something like this:
A good idea of how much gets cut out of a jump scare after the first time through. |
there's a large set of steps that gets completely cut out once the player already knows what to expect. This is a good example of what can happen if you don't factor in death and retries when planning out the experience loop. This is one area where Amnesia excels, as does any game with a procedural element to the scares. Euthanasia is not so lucky.
Certain genres of gameplay heavily reward trail and error, training players to learn new experiences and improve their skill set. The problem in horror is that this is effectively the antithesis of what you want the player to experience; you want them vulnerable, not prepared. The more time you spend getting them acclimated to the experience, the less likely they are to get scared, as they build confidence and skill in confronting the game's challenges. The longer someone spends retrying a difficult section of gameplay, the more likely they are to stress test it and push the boundaries of what is possible. Most players will attempt multiple variations of a strategy after repeated deaths, until they find a chink in the armor of this otherwise frightening encounter. Once they've acquired that knowledge, it is very unlikely that you will be able to engage them the same level of interaction.
Zombies opening doors as you walk up can be unexpected and creepy, but not if they do it the same way every time (also, this game has lots of pinups for some reason) |
On a deeper level, death is actually quite a let-down in a scary situation. Without getting too philosophical, death is the complete end of the experience, in both games and life. The stress and tension come from the anticipation of the event. Once it's actually happened, it has "revealed" itself to you, and it is likely to be easier than you thought. This is particularly highlighted in games like Euthanasia; even if you lost progress, you now know exactly what to do to avoid that particular pitfall, and returning after the death is an exercise in subtle course-correction instead of discovery.
In modern horror, we're starting to realize that the sweet spot for players is where the anxiety is high but the actual risks are substantially lower. Euthanasia, like many, many horror games, is a victim of the incorrect assumption that death is the scariest thing that can happen, when "perceived threat" is probably much closer to the truth.
The "Gun" Problem
If he can't be hurt, what are you supposed to do to get away? |
Horror games, particularly those of the AAA variety, have long struggled with this issue. Players expect to be scared, while simultaneously having an arsenal of increasingly effective weapons to use against the undead hordes. The two ideas aren't very compatible; either you're scared, or you're slowly becoming more empowered as you go. Very rarely do those things go hand in hand. Worse yet, making the guns weaker doesn't increase tension in most cases; it just make the game more frustrating.
Remember that scene in The Blair Witch Project where they grabbed a gun and shot Rustin Parr in the face, then left safely? That was the scariest part. |
One issue with guns in a horror game is that they tip the balance in favor of the player at a structural level. Regardless of enemy behavior patterns, weapon damage and ammo availability, guns give you a spatial advantage against your opponents. The weakest gun can still whittle away enemies at a range that they can't effectively strike you, and this creates a form of a protective barrier through distance. The more movement options you have, the more skewed in your favor this becomes. This imbalance is especially true in Euthanasia, where all the enemies are close range fighters. The issue wouldn't really be fixed by adding ranged attacks from enemies either, as the more distance you cover during combat, the less you can take advantage of the fear that personal space invasion illicits. Zombies vomiting on you from across the room aren't quite as scary as zombies biting your face off.
This guy is way more intense up close than he would be at a distance, possibly lobbing an infinite supply of femurs at you. |
Guns give the player agency, and this is something many indie horror titles lack. I appreciate the effort Euthanasia makes to keep the game scary while still having weapons. Yet I can't help but feel that the presence of this arsenal is more based around convenience than any real necessity. Games with guns have more happening in them than games without them, and if you don't have guns you need something else to fill the gap.
PART 3. THE UGLY
WTF is that?! |
It's definitely worth a play, but keep in mind that it will likely not be finishable in one sitting without a reset. I think the strongest takeaway is that, when compared directly with other unsettling indie horror games (Erie, Paranormal, Slender, Imscared and others), the weaponry and combat in Euthanasia do more than a little to hold it back. I don't think this suggests that we should eliminate weapons from horror games, but we need to keep in mind that firepower is constantly a friction force against fear.
When I get to Cry of Fear, I'll discuss some of the ways that it succeeds where Euthanasia fails in creating tense combat scenarios. The two games have a lot of overlap in intention, so it will serve as an interesting comparison.