Be it Resident Evil, Silent Hill, Alone in the Dark or Clock Tower, there are many frightening examples of interactive horror to choose from, where the primary goal is simply to get out of there alive. In general, they follow a set of distinct rules. While not 100% true in all cases, there are ten important golden rules that a survival horror ought to acknowledge if it wants to be truly terrifying.
Skewed and Reviewed have written an Opinion Piece covering issues in the gaming industry, how current issues were issues years ago, and what can be done to help restore consumer trust.
Nothing. It's up to the gamers to stop consuming content from companies that they don't agree with.
Marie Dealessandri speaks to Borislav Slavov and Gustavo Santaolalla about “the new golden age of games music”.
A famous actor from Starship Troopers has showered praise on Helldivers 2 and said he is open to the idea of playing General Brasch.
1. You may never walk/run and shoot/attack simeltaneously. You must come to a complete stop for such an action.
2. Your best chance of living is to be a little girl who is related to someone very integral to plotline such as a scientist who created a virus or the founder of a town or yes, even the president of the united states.
3. You can never walk by a window that is unbroken and unboarded, for seconds after you pass by it someone/thing is bound to jump through to attack you.
I'm sure there are other that I'm forgetting.
The guy who wrote that article is trying to be funny, but he isn't, and his observations are more rediculous than the features he discusses.
The guy is trying to be funny, I get that, but he fails misserably and the majority of his critiques can be applied to any other game genre:
1) "CHARACTERS ARE USELESS AND CANNOT EVEN PUNCH"
Ummm....since when would trying to punch a zombie or monster make much sense anyhow? And so what if Jill is supposed to be a police woman? What about any action or rpg in which characters start out weak and grow in power as they go through the game?
2) "THEY MOVE LIKE FORKLIFTS"
When games like the original Resident Evil and Silent Hill came out, the gameplay mechanics were actually innovative for their time, and necessary for the type of game. And I don't know what he's talking about having to do a huge circle through the room. Anyone who's ever played an older RE game knows you can rotate with the D-pad without using "up" to move; you can just do a 360 by holding left if you so desire.
3) "FINDING A SHOTGUN"
Making fun of finding a shotgun in a zombie game is like making fun of finding a sword in a role playing game; what the hell else did you want to find!?
4) "ARCHITECHURE IS INSANE"
Sure, but so is a castle with trap doors, an enchanted forrest, or a fortress in the clouds. Sure, I wouldn't design a police station with wierd keys, but I wouldn't build a castle inside a volcano either, so I guess all RPGs are dumb too.
5) "NOBODY JUST LEAVES"
First off, in many cases there is a reason (the RE characters are cops with a reason to be there, Harry in Silent Hill is looking for his daughter etc,).
How fun would Zelda games be if Link just decided to go home?
And just like any genre, there is an evolutionary process. The remake of the original "Resident Evil" on the gamecube for example. It had the older style controlls, but added defensive moves, the ability to shoot and move, and a quick turn around manuever to the mix, and did it quite well.
He also forgets to mention that RESIDENT EVIL 4, while now in 3rd person, still used the stop'n'go style controlls, weird puzzles, and goofy design....yet was considered a game of the year contender.
Fatal Frame.