Saturday 13 December 2008

Scare Tactics

Space trivia 101: Mars wasn't always red you know - it's just been bloodied over the years. If you can believe Ridley Scott, "In space, no one can hear you scream."

Okay, so Mars has always been red. But rest assured, the release of Dead Space heralds a new age for the survival horror in the genre’s first successful mission under the stars. The futuristic take on Isaac Clark's struggle aboard the ISS ISHIMURA delivers a real sense of atmospheric brutality.
As a result, space now seems like a horrifying place. In an effort to understand why, Square-Go have taken a look at what brought us to this point. So sit back in the safety of your armchair and reminisce with us over the games that brought out your survival instinct.


The term "survival horror" didn't surface until the 1996 release of Resident Evil. Each instalment follows various members of the Special Tactics and Rescue Squad (S.T.A.R.S.) as they pick off hoards of the undead, while trying to unravel the mystery of the sinister Umbrella Corp. The shadowy pharmaceutical company managed to mutate half of Racoon City into mindless zombies while playing god with nature - nice move there lads...

What sets the Resident Evil series apart from its predecessors is the superb attention given to locations – designed with your fear in mind. The original game is set in a grand, chilling mansion and the freakish dystopia engulfs you deeper still with the engrossing character back stories and the unsettling character design of your cannon fodder.


Resident Evil 4 is undoubtedly the best example of the genre, and the mist-shrouded setting of small-town Eastern Europe provides perfect conditions for breeding discomfort. Capcom did a sterling job. The Resident Evil series spawned two sub-series, Survivor and Outbreak and together they captivated a worldwide audience.


Mind you, they'd had a stab at the concept before. A little-known Japan-only 1989 RPG, Sweet Home, served as a precursor to the Resident Evil series. The mansion setting, infuriating puzzles and open-door loading screen are all present and correct in the NES title. Capcom invested well in the hype surrounding 80's horror films like Aliens and Predator and unleashed the basic human instinct of survival on an interactive level.

Resident Evil may have established the survival horror genre, but Alone in the Dark was actually there first. The original 1992 PC title introduced Edward Carnby, a 1925 private detective who arrives at a shadowy mansion to retrieve a piano for an antique dealer.
Things soon turn nasty when a whole host of zombies and infallible ghouls move in to make your life a misery. Players instantly warmed to the atmospheric location and puzzle-solving scenarios, which were unique at the time. The series spawned several successful sequels and this year saw Carnby (who somehow hasn't aged a day since 1925) return once more for some gun-slingin'-zombie-bashin' action.

The series has undergone several graphical updates to deliver a game worthy of current gen systems and the score is as vexing as ever. A limited edition sold the game complete with a 15cm Edward Carnby figure, a game art book, a 'Making-of' DVD and a CD soundtrack - a generous package indeed.

Resident Evil's 1998 saw the birth of a new franchise from Konami the following year. Silent Hill offered a deeper psychological alternative to Capcom's series. Each instalment introduces the protagonist to the small American town shrouded in mist and filled with an ensemble of horrific beings, from mutated babies to faceless nurses. The 2001 sequel made better use of the the Playstation 2's advanced graphics to really nail down a sense of constant dread.

The psychological fear induced from even a quick play of Silent Hill is lent from the demented tale, Jacob's Ladder and has more than a touch of Stephen King about it. The series' sixth installment, Homecoming has just been released Stateside. If a psychological beatdown is your idea of a good time, look no further than Silent Hill 3 on the Playstation 2. The condemned fairground echoes with the constant screeching of machinery and pain - enough to keep anyone up all night.

There's a lot more to relate each of the above games than atmospheric locations. The constant reminder of your character's mortality and lacklustre arsenal is integral in developing a good survival horror. There's little incentive in combating demonic hoards of the undead when it's well within your capacity to do so.

Controlling a naïve or under-prepared character makes for a rewarding protagonist and bolsters the feeling of an endless struggle against impossible odds. The pace isn't fast enough for everyone, but if you dare to switch off the lights and submit yourself into a world of fear, gore and racing pulses, it's a truly satisfying ordeal – a fine choice, stranger.

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