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Forums - Gaming - Moving away from tank controls hurt the survival horror genre.

dead space 1 was the best survivel horror last gen.

its not about controls its about atmosphere.

classics survivel horrors games were scary bcuz u couldnt see whats around the corner.



”The environment where PlayStation wins is best for this industry” (Jack Tretton, 2009)

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KylieDog said:
AZWification said:

Not really.. When there is interest in making a good survival horror game, we get games like Amnesia, Dead Space 1 & 2 ( fuck Dead Space 3) and other games which don't have tank controls, but still manage to be scary!


Statements like these out the people who have no clue what survival horror is. 

Horror is a visual theme only, it can be applied to any gameplay genre.
Survival horror is a gameplay genre.

Dead Space has a visual horror theme, its gameplay is not survival horror at all.

u r wrong.

in dead space u fight to survive



”The environment where PlayStation wins is best for this industry” (Jack Tretton, 2009)

KylieDog said:


In Mario you fight to survive.

You don't know what survival horror is.


Actually, in Mario you slaughter local folks to gather points.



KylieDog said:
FATALITY said:
KylieDog said:


Statements like these out the people who have no clue what survival horror is. 

Horror is a visual theme only, it can be applied to any gameplay genre.
Survival horror is a gameplay genre.

Dead Space has a visual horror theme, its gameplay is not survival horror at all.

u r wrong.

in dead space u fight to survive


In Mario you fight to survive.

You don't know what survival horror is.


wtf?

explain to me then seriously!



”The environment where PlayStation wins is best for this industry” (Jack Tretton, 2009)

KylieDog said:
FATALITY said:


wtf?

explain to me then seriously!


The main gameplay element of survival horror is puzzle solving, everything else revolves around that.  Non linear level design is used to make the player explore, making finding solutions to puzzles harder, enemies are included to make exploration and thus puzzle solving harder, or dealing with enemies is a puzzle itself in some survival horror games.  To make exploration and dealing with enemies (and thus puzzles) harder limited inventories are often used so less puzzle resources can be carried as well as less items for dealing with enemies, same for resources, they are limited and often finite.  Some survival horror games have no combat at all and you always need run from, hide or avoid enemies.

Dead Space does not conform to this gameplay design.  Next to no puzzles, linear level design, enemies reward you for killing them rather than being obstacles or puzzles, inventory isn't very limited at all, resources are not finite.  Dead Space is a action game with a visual horror theme.

so the witness will be a survivel horror game?

dude u r wrong reading ur comment 



”The environment where PlayStation wins is best for this industry” (Jack Tretton, 2009)

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KylieDog said:
FATALITY said:
KylieDog said:
FATALITY said:

 


so the witness will be a survivel horror game?

dude u r wrong reading ur comment


The Witness does not have a horror theme to it.

but it has puzzles.

come on dude is so simple to define survivel horror

survive=fight for ur life

horror= spooky things

thats it there is no science



”The environment where PlayStation wins is best for this industry” (Jack Tretton, 2009)

Tank controls are the god damn devil



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No. In my opinion, the controls and mechanics on RE6 were perfect (especially finally being able to shoot and move), the game itself just wasn't scary or very horror like at all.

Tank controls were abyssal and I hope we never go back to them.



"Trick shot? The trick is NOT to get shot." - Lucian

Areym said:
No. In my opinion, the controls and mechanics on RE6 were perfect (especially finally being able to shoot and move), the game itself just wasn't scary or very horror like at all.

Tank controls were abyssal and I hope we never go back to them.


 i think the controls in moderns resident evils are pretty shit.

i cant stand those games seriously. using a knife or other melee weapon is an abomination



”The environment where PlayStation wins is best for this industry” (Jack Tretton, 2009)

People are locking on to the wrong thing in my argument. Tank controls are a means to an end. Getting away from them has lead to a decline in horror in the genre, but I not trying to say they're specifically needed. There needs to be some sort of impairments on players in the areas of control and sight though. People don't seem to realize how game breaking great mobility is for horror, or how much control of what you can see can destroy any element of horror.

 

Wyrdness said:


You essentially are saying that though, you and a few others are effectively agreeing to handicap the player, in todays gaming that's just bad design and wouldn't help revive the genre at all. RE4 is a different kind of Horror focusing more things like anxiety and dread most of the enemies aren't scary because the situation you're in is scary, like with all other RE games once you get the hang of it you know how to deal with situations.

The player getting more control over the situation was always going to happen for progression as the old tank controls were because of the state of 3D gaming at the time, non of that can take off today especially as the are Horror games that have been fine with out that, the player has always been overpowered in Horror games even in the old RE games. No offence but part of the reason developers aren't willing to try and adjust with the times is because of things like this, the developer themselves know this design can't work today so when fans are demanding it it's just sending the wrong message so they go more action like in RE5 and RE6 to try and appeal elsewhere, you should be asking for designs that fit around the new gameplay style while maintaining the atmosphere and suspense not old dated designs.

See the above. Players do need a handicap for survival horror or it isn't anything but an action game. If you have the camera, controls, and capabilities of characters in RE4 or RE5, you can't make a real survival horror game. RE4 tries for horror and succeeds in one encounter, or until you realize you can massacre entire groups by shooting one in the leg and tapping into your inner street fighter to use areas clearing attacks. In fact, you're heavily rewarded for murdering entire villages of people with your knife. Leon is the scariest damn character in the game. You might as well call Devil May Cry 3 a horror game because the enemies kinda look spooooooooooky, never mind that fact they pose almost zero threat to you unless you can't handle the most basic combat.

 

Tank Controls aren't necessary, but some limits are. Tank controls can work amazingly depending on how the game is built. If you have slow moving enemies and a fixed camera then it's almost impossible to beat the early RE controls for a survival horror game. It makes fixed camera possible without murdering your sense of orientation ever screen transition, and the deliberateness of moving makes slow enemies more dangerous.

Zombi U doesn't have tank controls, but it still remains the best survival horror game in my book. They didn't need tank controls because of the way it was designed, and that's fine. Your charact is even more capable than most, but it is perfectly balanced. Zombi U doesn't need fixed camera angles to hide enemies around corners, it has first person view. There is no fog to hide things in the distance, but the oppressive darkness and flashlight does the same. The radar replaces the radio for scouting enemies beyond your line of site, and encounters are intense because even basic enemies are extremely deadly when low on ammo.

 

I'm not saying we should all go back to tank controls. I'm saying tank controls were a product of the limitations at the time and became a tool for building horror. We got away from those limitations and mechanics like tank controls, but at the same time lost what they contributed to an integral part of the genre, in most games at least. Tank controls + fixed camera were the outline to the five paragraph essay that was survival horror. We should learn to move on from such basic concepts, but a lot of people go from that outline and begin to have trouble with their writing because they've gone off on an irrelevent tangent about how cool guns and wrestling moves are.