| Experimental42 said: 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.
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. |
Here's the thing if you woke up and found yourself in a survival situation you may have limits but not the extreme limits old designs put on the player and that's what progression comes down to and handicapping the player is a flaw as in real life you have far more options then what the games give you so more control to the player was always going to happen, the's only so long the old limited approach as new controls and approach give the player added control and options all that is required is balance. If you want an example of a genre where the developers got off their asses and got with the times it's 2D fighters, they ran into a dead end in the late 90s and nearly died out until a design team for SF3 decided to switch things up and build gameplay around a certain mechanic made famous by Daigo, all of a sudden developers realized that fighters were not just about the moves and fighting styles but the mechanics could be played around with or special mechanics could be added to bring new life into the genre.
This is what developers and some nostalgic people need to sit down and realize, developers need to do what their fighting game counterparts did and look for ways to adjust the approach, ZombiU is a game that contradicts your stance because in it you're a capable survivor with no handicap but still vulnerable because your enemies are balance to not just kill you outright but you lose your gear so death is a penalty unlike what it is in most games, it is a prime example that if developers adjusted their designs no handicap is needed.












