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'Videogames Make Better Horror Than Hollywood', What Do YOU Think?
Friday, August 8, 2008


By: BurnTheBlueSky
Comments

So, it's a little past it's prime, Wired posted this article about a year ago, but hey, why not post about it and see what everyone thinks. Wired's Clive Thompson seems to think that video games nowadays are a lot more scary than movies. I'm inclined to agree with him. I find myself getting a lot more freaked out when I shut the lights off and play a horror game than a horror movie. Maybe I'm watching the wrong movies. We'll read his article and let me know what you think!

"Gore Is Less: Videogames Make Better Horror Than Hollywood
By Clive Thompson Email 08.28.07

I'd only been playing BioShock for 15 minutes, and already I was trembling like a little girl.

It's hard to disentangle what precisely was scaring the crap out of me. Maybe it was hearing the rumbling moans of a nearby Big Daddy, and realizing it was hunting for me. Maybe it was the way those filthy, genetically modified humans would pop out of nowhere, dressed, improbably, in Victorian clothes and creepy Eyes Wide Shut clown masks. Or maybe it was their weirdly garbled dialogue -- how they'd shriek, "Get away from me!" while slashing at me with lead pipes.


The fact is, I like to be scared out of my wits. I'm one of those wimps who is easily spooked yet generally enjoys the sensation. So ever since I was a kid, I've loved good horror movies -- I'd turn out the lights freak myself out with classics like Halloween, Friday the 13th or The Exorcist.

Yet here's the thing: For several years now, I've found that my favorite horror experiences aren't coming from movies any more. They're coming from games.

Why? Partly it's because films have become much less artistically interesting. With a choice few exceptions -- like the superb The Ring -- I've found that modern horror movies have been offering less and less suspense, and more and more gore. Maybe it's due to the rampaging success of Saw, which gave birth to the current trend toward torture-chic and metric tonnage of blood in scary movies.

In contrast, the best scary-game designers have quietly perfected the interplay of tension and release that makes for a truly cardiac horror experience. They have, in a sense, become even more faithful interpreters of the horror tradition movies than Hollywood directors.

In BioShock, for example, the audio editors are masterful at generating free-floating anxiety. As you wander through the game's ruined city, whispering voices pan in and out of your skull. Often it's the semilucid/semicrazy patter of the gibbering "splicer" humans, but either way, it makes you feel as nuts as they are.

Even worse is the sound of the ultra-Freudian evil-girl Little Sisters. Every time I'd stumble into a dark room and hear one of them say "What's that sound, Mr. Bubbles?" in her chirpy, gargling-on-blood voice, the hair on my neck stood up. It was partly because, well, evil little girls are scary, and partly because I knew I was about to get my ass handed to me.

Indeed, the endless potential for ass-handing is why games may actually be a superior medium to films for scaring the bejesus out of you. The horror flicks of the '80s always tried to generate a sort of proto-interactivity: all those terrified viewers, screaming "Don't go in there!" at the screen, wishing they could somehow reach out and personally guide the Final Girl to safety.

In a game, of course, the fourth wall is obliterated, and you actually do have the choice about whether to go into The Bad Room or to run screaming. If you're a total coward (like me) this ability to control your fate induces considerably more suspense, because I head-game myself into a frenzy. I'll start down a corridor, hear something freaky up ahead, then freeze in panic. Maybe if I stay quiet the monster will go away? Shit, maybe it's already headed this way, and I should move! But if I move the monster will hear me ... so maybe I should stay quiet ... gaaaaah!

Games already seem like dream states. You're wandering around a strange new world, where you simultaneously are and aren't yourself. This is already an inherently uncanny experience. That's why a well-made horror game feels so claustrophobically like being locked inside a really bad -- by which I mean a really good -- nightmare.

Still, there are some interesting limitations on the form. I find that scary games almost always lose their scariness after about three hours. This is due to the inherent repetitiveness of games: After you've fought your 200th "splicer" in BioShock, you're pretty accustomed to their gurgly ramblings, their patterns of attack, the boo-yah outta-nowhere teleportations. I was still tense, but no longer, you know, wetting myself.

The only way a game can continue to frighten you is if it constantly subjects you to new scary things, keeping you eternally off balance. But few publishers are willing to spend money on enough designer hours to churn out 40 hours of genuinely new content. Instead, they inevitably wind up recycling the same opponents, the same animations, and perhaps worst of all, the same audio cues. (The quickest way to ruin a scary mood is to have the monsters endlessly repeat the same two or three catchphrases over and over again; it begins to feel like telemarketing.) The best horror games -- I'd include some of the Silent Hill and Resident Evil titles in this category -- have come the closest to keeping things fresh as you play.

Still, I'm not complaining too much. BioShock was plenty freaky enough; I wrote this column with the lights on."


Source: Wired

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7 User Comments
Jacques 9:07pm, August 8, 2008

I agree 100%. I haven't seen a movie in years that has scared me, if I've even seen one at all that did. But I can name a lot of games that scared me. The old Resident Evils, BioShock, Killer 7. They all create better atmosphere than any movie could. Also, games are gorier than any movie I've seen. I can't name a movie that could beat No More Heroes or Killer 7 on the gore scale. I'm not sure it's even possible.

ProudtobeUndead 5:57pm, August 10, 2008

This is so true. In a game you're more immersed into what's going on around you- and 9 times out of ten more invested into the characters of the game too. I can't count how many times I've actually been praying for the baddie in a movie to knock off the anoying stereotypical "hero/heroine" of recent horror movies...lmao.

DJ 808 11:52am, August 11, 2008

Videdogames are the future of movies. I'm often reminded of a movie gimmick in the '80's made popular by CLUE. The multiple ending, therefore giving you a sense of controlling the action on screen. Fast forward to now, 40+ hour gameplay, storylines that put to shame most of the amatuer nonsense out on film now, and you in control.Plus gore aside the fact that you care makes all the game experience that much more visceral.

flesheater123 11:17pm, August 11, 2008

I couldn't agree more. Hollywood churns out shit after shit... and we have to look for other countries directors to pull the horror out of the hat. FUCK HOLLYWOOD.

BurnTheBlueSky 6:05pm, August 12, 2008

I spend so much more time playing video games than watching movies anyhow.

frgt10 9:23pm, August 13, 2008

acid and this game changed my life. i beat it in one night and it was worth it

Doclector 5:19am, August 14, 2008

Agreed. When you watch a horror movie, you can just sit and watch someone fight a huge monster, but in videogames, you have to do that yourself. The biggest scare I've had in horror came from resident evil: deadly silence. I had just entered the guardhouse, and proceeded to the bar area, as you do. I see a huge spider, and being a huge arachnophobic, I screamed and wasted half my shotgun ammo in panic. I said, "Phew...take that you eight legged b-" and I saw another one sprawling on to the screen. I turned off the ds, dropped it, and didn't play it again for about a month. And after seeing the trailers for dead space, I have deemed it a heart attack risk.


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