‘The Quarry’ and ‘Evil Dead: The Game’ Lure You Into a Scary Movie

Both games, in their own way, ask players to suspend their disbelief enough to believe they are guiding the outcome of the movie-inspired horror scenes, either by pressing a single button. Stone mine or participating in direct time-based combat as one of the Evil Deadsurvivors or demons. And both, in their own way, use different knowledge about game design to capture the experience of watching a horror movie.

Games from previous decades tried to achieve this goal in different ways. Survival horror releases of the kind that make it famous Resident Evil i Silent hill in the 1990s he used a deliberately awkward control scheme (so-called tank controls) and a shortage of ammunition and healing items to model the fear of being outnumbered and overwhelmed by monsters. This, combined with the drug sensation of maneuvering a character to put him in a position to flee or fight an enemy, worked to replicate the nightmare impotence of a horror movie. Amnesia: The Dark Descent he took another approach to modeling impotence, forcing the player to explore terrifying places and hide from danger without having access to any weapons.

In short, designers have always been interested in finding ways to make the indirect emotions of watching a horror movie more intimate, to make players feel as if they are not only watching, but really participating in the experience. .

The two design styles mentioned above maintain popularity but unite them Stone mine and the most passive genre to which it belongs, as well as games like Evil Deadthe latest in the “asymmetric multiplayer” horror subgenre that it also includes Death in the light of day and the Friday the 13th adaptation. The direct line connecting these horror releases is their use of role-playing as a means by which the audience gets lost in different aspects of the horror film experience.

Stone mine

Courtesy of 2K

Something interesting happens while playing Stone mine, for example: the player does not make decisions as if he were the character involved, but acts from the perspective of a director, or perhaps more exactly, from the point of view of a supervisor who affects the plot whose cries on television not going out alone to investigate a strange noise can change the course of events. Understanding gender troops informs these decisions. When a cast member has been attacked by a strange monster and develops a strange infection from a wound in one leg, another character’s suggestion to amputate the limb moments after detecting black fluid along the edges of the wound seem more reasonable than they should be. The player knows that something bad is inevitable because of the story he is witnessing, but because of his familiarity with the logic of horror movies, he dictates how a mysterious injury inflicted by a monster makes his ill become a monster in turn, they can try. to save the injured player by assessing the situation based on gender reason. Stone mine encourages his audience to play a horror movie viewer instead of a horror movie character.

In Evil Dead: The Game, players inhabit the roles of the screen more directly. As a demon, they are forced to think like a supernatural predator, doing everything possible to kill the other players. As survivors, they must prioritize saving their lives and their companions. The abstraction of the genre is removed to favor the fight or flight behavior that slasher films try to capture in the first place. A layer of signifier is removed, leaving something closer to the actual emotions a slasher wants his viewer or, in this case, the player to feel.

He Evil Dead movies, and horror movies in general, are made up of more than just the aesthetics of suspense, fear, and violence. Stone mine i Evil Dead: The Game they both understand it in their own way, modeling the vicarious piety and guilty delight that occurs when you see how events unfold in slasher movies. Their approaches to design can take different forms, but they work toward a similar goal: to take the monsters out of the movies and those who are terrified a few steps off the screen so that their destinies can be set, to any degree, in our hands.

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