As I creep through an abandoned research installation on a
foreign planet I am surrounded by a strange silence, highlighted by the carnage
spattered across the walls of what appears to have once been a space where
scientists worked and lived. I move
through old labs, through mess halls and bunks, waiting for something,
anything, to leap out at me. Suddenly, a
sound blares from a nearby computer monitor, where a pair of green eyes gaze
back at me. I jump a little in my
seat. Much spooky! Very scare!
I brace myself for an attack, hunkering down behind some nearby cover,
but no such attack comes. Curious, I
interact with the computer again. It
makes the same blaring noise, still fairly creepy, though I now feel confident
no attack will come. I tap the computer
once more for good measure. This time,
the sound is just annoying: a blaring noise that seems intended to alarm me
which grows grating upon sustained use: the horror/suspense equivalent to a
smoke alarm.
By the end of Mass
Effect 2's "Overlord" expansion, which I finally got around to
playing recently, I encountered a more than sufficient amount of spook to
warrant its labeling as a horror or suspense oriented expansion. However, most of that aforementioned spook
came from drawn out periods of exploration and quiet moments of exposition,
where I came to understand how characters with reasonable motives went about
justifying some pretty terrible actions.
The more lived in the world felt, the more I felt like I was picking
through the ruins of a real place, rather than moving through one of Mass Effect 2's many interactive
shooting galleries. But the jump scares,
the blaring noises and attempts at ambush that the various enemies of Mass Effect 2 staged against me, didn't
really contribute to that overriding sense of dread that the expansion clearly
aimed to impress upon me. The
spooky-sound trick, a nice trick when you use it once or twice, lost its effect
fast. The frightening, when imbued with
a sense of normalcy and stripped of menace, quickly transforms into the
irritating.
This was far from the most disappointing horror-suspense video
game experience I've had recently. At my
girlfriend's insistence I sat down and, with her at my side, played through the
generously qualified "Adventure Game" Serena. While horror games are
best experienced alone, any horror game worth its salt can put the dread into
two players just as easily as it can put it into one: the act of spectating a
fellow player as they creep through an environment under constant threat,
piecing together narrative in an effort to survive, can be nearly as viscerally
satisfying as inhabiting that character yourself. But in Serena, an initially
"spooky" game with some interesting concepts rapidly shifted from an interesting
experiment in minimalism to a frustrating "figure out my thought
process" clickfest.
See, Serena locks
players into a limited number of possible vantage points, forcing players to
engage with scenes through a series of imposed visual planes. Click on a location and you'll walk
there. After that, you'll hear your
narrator say something about the space you just walked to. It's a venerable convention of exploratory
games, emerging from the feature sets of classic adventure games like Myst, but it's an effective way to
promote exploration, and ask players to carefully investigate an area that you
can fill with intriguing details, red herrings, and fun, fulfilling places to
explore. The trick is making the spaces
that you're examining feel genuine, like real spaces where the details are
holdovers from real habitation, and not artifacts of design, and giving players
plenty of freedom to establish context and meaning within those spaces
themselves.
Serena fails
miserably at both these goals. The end
result of its efforts is a set of systems that call attention to their own
existence, a set of seams that appear around the edges of the game which make
playing it less an exercise in inhabiting the skin of a man picking through the
ruins of his life, and more an exercise in the tedium of trying to figure out
what the goal of a development team was at any given moment. Serena
is a piece of freeware, so I didn't have high expectations when I started
playing it, and I don't mean for this to be a mean spirited screed. It just serves so well as a counterpoint to
strong horror game development that I've just got to point out its
failings. After all, they illustrate how
to do horror wrong so well that, through that dubious achievement, they've
created a sort of blueprint for crafting good horror games.
See, horror games play on two countervailing forces: the
drive to explore, and the fear that exploration will either harm your
character, or present a disruptive or discordant experience for a player. There are a number of ways to generate an
incentive structure for exploration. Thief, for example, encouraged players
to explore for the dangerous world they created for the promise of material
gain which, in turn, would give players more options for how they'd approach
new problems at the start of the next level, since they'd be able to spend the
money they found while exploring for new supplies. Removed from progression or score oriented
mechanics, developers sometimes have to be a little trickier, incentivizing
play by making players feel attached or connected to the world they're in,
instilling a curiosity in players to uncover more about the world around
them. Many contemporary horror games
rely entirely on this mechanic, and some games that utilize progression
oriented incentive frameworks will reinforce their incentive structure by
making their players want to explore for exploration's own sake. I've been having that sort of experience with
Alien: Isolation of late, where I
find myself creeping around the world not for additional resources (though
those are nice) but to discover more information about what life is (and was)
like on Sevastopol Station.
The latter approach requires that developers create a space
that feels "lived in." That
doesn't mean you cover it in blood smears and litter it with corpses: it means
you fill it with set pieces that make a space feel homey or real. Mass
Effect 2's "Overlord" DLC, for all its ungainliness, actually did
a great job of making me feel like the various bases that I was picking through
had, at one point, been a place where people lived and worked. Alien:
Isolation is a minimalist love letter to this art form, making even its
sparsely decorated initial spaces feel like actual habitats. Serena,
however, which takes place in a single enclosed space, and plays entirely on a
player's careful surveillance of specific details, never manages to make its
spaces feel real. From a book shelf
filled with fake books to a shifting quote on the wall intended to imbue the
game with meaning, Serena's cabin
feels less like a space where people lived, and more like a first pass at an
asset list for a subsection of another game, wherein interactions are all carefully
curated, and objects are painstakingly placed, rather than left behind to be
discovered. The manner in which objects
co-exist in the world makes them feel like placed clues, not bits of
exploratory ephemera we're permitted to imbue with meaning.
Serena also wholly undercuts the capacity of players to
infer meaning in their environment, or imbue the objects they find with
meaning, thanks to its persistent monotone descriptive dialogue, which ploddingly
(in some of the worst video game writing I've encountered in recent memory) details
everything that a player is supposed to think about a given object in woefully
overwrought prose. The end result is a
kind of exploration-as-object-oriented-storytelling approach, which can work,
in theory, if the storytelling is strong enough. But in Serena,
it simply isn't. Between arbitrary plot
twists, lackluster writing, and stolid voice acting, there just isn't enough to
hang on to. And, removed from any
potential threat (the other countervailing force in horror games, according to
my aforementioned arbitrary rules) there's no real counterpoint to the
description that you're forced to listen to each time you examine a clue, which
has the strange effect of disincentivizing exploration by making each act of
"successful" exploration unpleasant to deal with.
I'm coming off as mean now, and I don't mean to tear down Serena completely: it seems like a genuine
effort by people who love the genre in which their working. But it also feels like a student project, one
that failed in a number of fascinating ways that permit examination and,
through their distinct constellation of failure, illustrate something important
about how to craft a functional horror game.
That's commendable, and I don't mean that in a passive-aggressive way: I
teach writing for a living, and it's often easier to illustrate rules for
writing by demonstrating their violation, all the more so if many rules are
violated in a single space. A poorly
written essay can highlight mistakes that students might overlook in their own
work, mistakes that can cripple their writing, mistakes that they're conditioned
to gloss over when they're contained in a frame of reference that is,
otherwise, pretty much okay.
I would find it quite difficult to articulate just what
makes a good horror game apropos of nothing, but while examining Serena's failures, I believe it becomes
apparent: immersion, the presence of threat or menace, and incentive all need
to be in place to make players feel uncomfortable in their surroundings, but
still want to keep playing and seeing more of the world. Serena
exhausted my patience in a mere 15 minutes, and when I completed it in 45
minutes, I felt like I'd given it too much credit, and too much of my time
besides, but the seams that make its artifice so clear paint a picture, through
omission, of what a strong game in this genre is supposed to look like. It's important to note that Serena isn't
alone in this regard: Alone in the Dark's
reboot a few years back did something quite similar, with an array of original
game mechanics that worked unreliably and a weak story frame that made me feel
like I should be doing better things with my time. Dead Effect, a mobile-based zombie shooter that employs the
elemental formula at work in Killing
Floor to surprisingly little effect, thanks to some weak overarching progression
systems, some poorly developed core game mechanics, and a sloppy aiming system,
falls into this category as well. There
are plenty of other games that I won't touch on here. Spectacular failures like these illustrate
what's missing and, in doing so, they remind us of what makes for a great
game. That is, in and of itself, a sort
of service, and a dialogue with games as a medium, and art in general. That horror games are simultaneously so
popular, and so marginalized, simply makes the tiny microcosm of genre riper
for examination. Each attempt could be
the development that resurrects the genre to the heights it experienced in the
early 90s, or the nail in its coffin.
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