Switch Lights

The lights are on

What's Happening

Dissecting Survival Horror: What Makes The Genre Special

Survival horror games are about building up to those perfect scares. All the best series have memorable moments that have defined the genre. Remember your first glimpse of Scissorman from Clock Tower or Pyramid Head from Silent Hill? But in this generation, it feels like the genre has almost been abandoned with only a few series sticking around. The biggest slam was when Resident Evil producer Masachika Kwata confirmed in an interview that the series would stay more action-y, by saying he didn't feel a pure survival horror title could make it in this market. As I grew up playing the genre for the intensity exuding from the screen, this is more than disappointing. Did we forget what made the genre thrive? What made it special? Let’s break down survival horror’s idiosyncrasies, what fostered the genre’s following, and really discuss its roots.

Survival Horror Isn’t About Guns

Shooting enemies in the face can be the ultimate form of payback, but this is far from what survival horror is truly about. In fact, entering a terrifying situation and seeing how you’d stand up against the challenge encapsulates the genre. Realistically, guns won’t be around every corner, and if you do find one, ammo is limited. Resource management is essential, as it teaches the player to choose wisely if they want to escape; with every bullet comes a decision. Survival is as much about thinking on your feet as it is about thinking for the future. That’s why many games use your legs as your best weapon. Games like Amnesia: The Dark Descent and Slender have running and evading attacks as an integral part of survival. In the end, isn’t running against all odds the spirit of the survival horror genre? Let’s get that heart pumping by forcing panic and not providing the safety that comes from the barrel of a gun.

Realistic, Everyman Characters

Survival horror games often place you in the shoes of an everyday person. This person represents someone like you or someone you might know, endearing them to you. Part of what I loved with the original Silent Hill games is that they actually made you feel like your character was firing a gun for the first time with their shaky aim. The stories are also the driving factor. For instance, the original Silent Hill captures something so real with Harry searching desperately for his daughter, and you’re drawn to unraveling the mystery. Real issues and nightmares we all have – losing a loved one, abandonment, and being attacked – create an emotional investment from the get-go. And when the experience feels all the more real, the game is more likely to prey on your emotions. 

Environments From Your Worst Nightmare

Part of the charm of survival horror is its ability to take normal, everyday surroundings and transform them into something truly terrifying. Schools, subways, hospitals, and homes are all real-world places, but if you can transform them into darker versions of themselves, they can become downright horrifying, making the overall experience more authentic. For instance, take the indie game Slender, where you’re trapped in a familiar landscape: a forest. Dark, foggy, and practically silent except for the sound of your own footsteps, it exudes creepiness. With all these things working together, when Slender Man finally does pop out at you, it’s hard not to jump. Another great example is Silent Hill, which is infamous for its Otherworld. That game throws your basic surroundings into a grotesque, blood-soaked alternative version. The image shifts further confirm that you don’t have any control over your environment, creating a powerlessness that intensifies the surroundings. Let’s not forget these environments’ ambiance. Music and sound effects are vital in creating the atmosphere and they often build the intensity of high-pressure situations. 

A Psychological Thriller That Gets In Your Head

The goal of many horror games is to make you literally jump in your seat. The best way to achieve this scare level is in the build-up. To some degree, the game must get in your head and prey on your sanity. Amnesia: The Dark Descent is a great example of a game that builds up your anxieties before you even step foot in it. It simply tells you not to play to win, to immerse yourself in the world and story, and that "the world of Amnesia is a dangerous place and you are extremely vulnerable." The best scares are the surprise of not knowing where each step might take you, perhaps to a horrifying scene of torture or another disturbing image. If games can build up to these scenes well, when they finally happen you find your body reacting as if you’re there – with a scream, jump, or by turning away in fear. For survival horror to work, you must always be on your toes; wondering if your next move could be your last.

Thinking On Your Feet/Unique Solutions to Puzzles

Part of the lure of survival horror is that nothing is handed to you easily. Many games make it so simply opening the wrong door can land you in trap rooms. Others offer complex puzzles that are about uncovering hidden codes to unlock secret rooms. However, the environment is usually the biggest puzzle in these games – using it to your advantage is make or break. Clock Tower, Amnesia: Dark Descent, and Haunting Ground test your ability to find hiding spots in the environment to escape enemies and use objects from the landscape for safety. The biggest strength of these puzzles is the mix between fast, panicked thinking and piecing together the complex set of items at your disposal. Solving these puzzles provide not only a sense of accomplishment, but also further exemplify why brains and street smarts are important to escape your predator.

Survival horror functions best in its ability to transport you to high anxiety, thinking-on-the-fly moments, making you feel like the prey. The scares are more intense than watching a scary movie; it feels like you’re cast in one instead. But I have to wonder with all that's changed in the genre:  Does survival horror need revamping? Can there be the best of both worlds? After all, Dead Space, as an action game, did an excellent job at providing scares. As a community, let’s discuss what we love and hate about the genre, and what we’d like to see for its future. We’re at a crossroads in the survival horror market; with HD graphics and sound, scary games should be reaping the benefits, but are they?

Email the author , or follow on , and .

Comments
  • game only hate zombies and monster
  • The only survival horror games that ever scared me were the first Silent Hill game and Resident Evil 3 and the leechman in RE0. I can't remember anything else getting to me.

    But here's what I'd like to see... RE going back to RE 0/1/2/3/CVX gameplay with HD graphics.

  • Great feature. I do miss the 'pure' survival horror games. That is one of the major reasons I love the PSOne era. Even though the games haven't aged well, I love how many survival horror games were released, both the good and the bad!

  • this is awesome, i've actually been playing silent hill 2 the hd version and just piramid head presence scares the *** out of me.

  • I remember among the immersive experiences was Silent Hill 2.  Between often walking in the dark with nothing but the radio as a clue to where enemies were, the limited resources, to the fact that the people you ran into were often scarier than the creatures themselves.

  • I remember among the immersive experiences was Silent Hill 2.  Between often walking in the dark with nothing but the radio as a clue to where enemies were, the limited resources, to the fact that the people you ran into were often scarier than the creatures themselves.

  • I would say that Dead Space is proof positive that scarce ammo is not a must for survival horror. I think the problem with the genre is both parties refuse to meet in a middle ground. The fans don't want to let go the exact nature of a game like RE1 and the publishers don't want to risk making a game not about shooting things in the face.

    The major point of survival horror is powerlessness, you can have a nuclear arsenal, if you are still at a big disadvantage, its still a survival scenario. You weren't hard up for ammo in DS, but Necros had the clear advantage, especially in those zero G sequences. Now DS2 went off the rails, but DS1 showed what modern horror could be.

  • Amnesia is definitely proof that a true horror game can find success this generation.  It seems to be a bad trend right now with big developers thinking certain types of games can't find a large enough audience.  Yeah trying to make a horror game that appeals to Call of Duty players isn't going to hit.  Making an actual horror game with an actual AAA budget and a proper development cycle will however.

  • I say there should be room for more than one type of horror game.

    Needing to manage an inventory hasn't been done well in many of the games, but the premise of having to ration your resources definitely makes each time you use them more meaningful--especially when you screw up and leave yourself without the tools you need to overcome a threat. As long as you still have the option of running for your life (which should be a challenge anyway) then it becomes less of a hassle. Getting punished for squandering your goods is fine--having it become impossible to progress at all isn't such a great bit of design, and turns from scary into just plain frustrating and annoying.

    Meanwhile, a game like Deadspace is far more forgiving of resources and is scary mostly because the threats are STILL threatening even with your armament--if you don't stay on your toes you could still be killed despite being able to hurl spinning metal saw blades of death into the air--because the threats aren't so easy to kill and the fiction tells you that they don't stay dead anyway.

    In either case, atmosphere is a hugely important factor, along with pacing. The slow, calm, quiet moments can be just as dreadful as the sudden attacks.

    I think there's even room for horror games that are more about investigating the unknown--in the style of a Lovecraft story. I could imagine it being done in the Heavy Rain formula of interaction, and risking the sanity of your character as you investigate further, which would also put you in more danger of drawing the attention of the creatures, or getting yourself into bad situations.
  • I love the crazy scares at every corner, but surprisingly, I didn't enjoy silent hill too much....The other world made me feel sick as opposed to scared.

  • www.gamasutra.com/.../fight_or_flight_the_neuroscience_.php

    This explains it better.

  • Huh, Silent Hill Downpour has a lot of these categorizes, yet it was destroyed in reviews.

    No, I won't get over it, haha. Downpour was an excellent game imo.

    People and reviewers said they wanted classic survival horror, and that's what Downpour was/is, guess that proves people don't know what they want.
  • I miss these survival horror games. My favorites being Silent Hill 1 and 2, Shattered Memories, Corpse Party and Eternal Darkness. I can't fault developers making these more action oriented, since it's so expensive to make games these days. Still, when i hear it, i only hear 'cop-out' in my mind.

  • I've always felt that while Horror games need to have certain templates to base itself off of, it shouldn't be pigeon-hold into just ONE format and experience. Being able to have sub-genres is a great way to keep things alive. Not every Horror game needs to be like Silent Hill or Amnesia, nor do we need to have games focus on certain combat mechanics or puzzles. I personally think Dead Space does a great job at creating tension and fear while still having enough action to keep things different then say a Silent Hill or Slender experience. Also, I think it's a false notion that Horror games need to make us jump or scare us, having adrenaline and dread where we may not jump throughout the game, but we are without a doubt tense and on full alert. I hope that this genre will still stay around. I think it's a bad example to say that "didn't feel a pure survival horror title could make it in this market" and imo...bull ***.
  • The last great survival game for consoles was Condemned: Criminal Origins, and that came out seven years ago.  Even the sequel strayed into action territory, and that's too bad.  I think it's just that action games appeal to a wider audience than pure horror.  I remember playing the original Silent Hill (my favorite horror game) in front of a girlfriend, and she nicknamed it "the walking game", because all she saw was me walking around and she didn't get why I liked it.

  • Fatal Frame 1 & 2 are overlooked horror gems in my opinion. Those games creeped me out in a way that neither Resident Evil or Silent Hill did.
  • Couldn't agree more!

  • So far most of the horror games has turned into action games. Horror games are fading away. So far Dead Space has the horror games on lock down but even they are going the Resident Evil route. The only horror game that is truly scary is FATAL FRAME. Try playing that at night alone.

  • I love the fact that most survival horror games alow you to look around and enjoy the enviroment. most other games have exploration but you usualy have to keep getting rid of more and more enemys. witch turns enjoying somthing into more work

  • While I agree that one of the best aspects of survival horror is that you don't get to go around blowing everything away with a high powered arsenal, sometimes the game can achieve a great scare despite all the weaponry.

    I think Alan Wake was a great example of this in action.  There were times when a few well placed flashlight beams/rounds of ammo were the way to go, but it was when I tried to fight off the possessed and failed, forcing me to run, that really got my heart pumping.

    I guess on a larger scale it relates to your comment about never feeling safe in a good survival horror game.  What Alan Wake was successful at doing, between the day/night dynamic as well as the combat situation described above, was making you feel safe and then pulling the rug out from under your feet.

    I suppose, though, that after a while you come to expect the unexpected and, therefore, never feel safe.  So never mind.  I agree with you.

Previous 1 2 3 4 5 Next ... Last