Tag: fear

Horror Games – Eternal Screaming

I’ve never been good with horror. My brain has a habit of taking a titbit of information about blowing it way out of proportion in a cinematic-style nightmare that Alfred Hitchcock would be proud of. So, I haven’t played many horror games. Often, I start a game and painstakingly make my way through the first few levels or areas, with my heart being in my mouth and my hands clenching so much that I’m surprised that there are dents in my controllers from where my fingers were. Then, I experience a horrifying jumpscare or an unavoidable fight with a monstrosity that urges me to turn off my console faster than a power cut.

For example, I’m trying to finish PREY, as I have a good idea for an article on it and I am enjoying the storyline immensely. I’m just having to recover between sessions, as my body needs time to rest after crawling along the corridors, praying that the Phantom’s don’t see me because my lungs can’t last much longer without oxygen. I’ll get there eventually. In like a decade. Or six.

GET THEE BACK PHANTOM DEMON

Curiously, I enjoy watching playthroughs of horror games. My housemates have grown used to me being sat in the living room, occasionally jumping at a jumpscare that they can’t see. Then again, I’ve walked into a housemate lying face down on the sofa, making an odd high-pitched noise, so I guess we’re all a bit weird here. Quite a few of my friends are naturally anxious, paranoid and easily scared, yet are obsessed with the genre that should be their worst nightmare.

In human psychology, our fight-or-flight response is triggered during dangerous events or moments of extreme fear. Yet, we keep playing the games. We keep going back to the jumpscares and the dark corridors with unfathomable horrors hiding in every corner of it. So, why does the horror genre have such success when it seemingly goes against human nature?

Still remarkably terrifying to this day.

This idea of actively seeking danger can be seen in many aspects of our lives – such as the existence of rollercoasters, bungee jumping and extreme sports. As a species, we seem to seek out dangerous situations rather than avoiding them as our instincts and ancestors scream for us to do. It’s an interesting conundrum to be sure, as well as a popular research topic in psychological studies. Fear is one of the most fundamental parts of what makes us human, so we strive to understand and harness it in any way possible. The gaming industry agrees with this practise and actively builds upon it.

We’ve talked before about horror games and the sense of isolation, anxiety and fear they can put upon their players – in our Alien Isolation piece. However, I wanted to talk a bit more generally about the genre as sometimes being able to step back allows us to gain a greater understanding of a situation. The big picture, so to speak. The big, horrible, terrifying, grotesque picture. Seriously, are the art departments at gaming companies ok? Some of the monsters in games nowadays are regular stars in my nightmares, so naturally I’m worried about the designers who thought up the unimaginable horrors.

Although I love watching others play Outlast, I will NEVER play it myself.

When it comes down to it, I think the horror genre has such success because it provides us with a sense of control that we often lose in the real world. In a scary situation you can’t just hit the pause button until you regain your composure. You must grit your teeth and fight on through, even though every part of you just wants to curl up somewhere quiet and escape it for a while. With horror games you can try to overcome those fears with no real fear of failure. Sure, sometimes you’ll struggle to complete a game but there’s no shame in giving up on it, after all – it’s only a video game.

This idea of control can also be tied to our sense of achievement. When it comes to things like mental health conditions, phobias and other disabilities, there never really is an end point to the battle. No credits roll, no emotional cutscene plays and no satisfying conclusion tries to tie all the loose ends together for you. You’ve merely managed to leap over one hurdle on a racetrack filled with more and more challenges for you to face. Sometimes you fall but instead of respawning at a save point, that pain stays with you – you learn to live with it, to take what lessons you can from it and to avoid it in future.

I don’t think I’ll ever recover from finding the baby in the bathroom. THIS IS NOT A HYGEINIC SLEEPING PLACE BABY.

Yet in video games, when those credits roll or that achievement pops – you feel you’ve accomplished something. The relief and sense of pride that floods your emotions after finishing a terrifying horror game is such a unique experience that it’s hard to really put into words. Whether you made it one level or collected every collectible in the game, you completed something that every rational part of human psychology would want you to run away from. That’s something to be proud of.

To all you horror gamers out there, I salute your bravery. However, I’m going to go back to hiding under my fluffy blanket and hurling my controller across the room at the slightest spook.

Till next time,

CaitlinRC.

Little Nightmares – If you wear a yellow raincoat, you’re probably evil:

Following a recent announcement that a sequel to the popular horror game, Little Nightmares, is in production, I thought I’d look back at the original. Tarsier Studios, the developers of the game, is most well known for their work on the LittleBigPlanet games, so Little Nightmares was their first venture into the horror genre. Although a quite short game, it is a remarkable experience that focuses on telling a compelling story that will draw you in with intrigue and then terrify you a moment later. Although the actual gameplay is a bit clunky in places and can be a tad frustrating, the artistic storytelling and powerful imagery are well worth dealing with those little annoyances. If you’ve not had the chance to play the game and it’s DLC’s, I’d highly recommend doing so – preferably in a dark room with a friend to throw the controller at when you get too startled.

The game kicks off with the main character, Six, waking up in a dark room in her signature yellow raincoat. It quickly becomes obvious that she is on a ship of some kind, made clear by the floors rocking and the various cargo boxes sliding around. As you attempt to escape this strange location, you come across other children, who have clearly imprisoned in this place. They curl in their beds, terrified of what stalks the hallways and stare longingly at you through the bars, wishing they could be free like you. Soon, you meet their jailor – a long-armed creature called the Janitor, who captures the children and drags them away or traps them in cages.

Get away from me you long-armed freak or I’ll get my baseball bat.

Once you escape the Janitor (by crushing his arms in an elevator door), you come across the Chefs. This duo seems to be cooking up an elaborate feast, containing some… interesting ingredients. Any time you enter their line of sight, they try to kill you on the spot – chasing after you and adding you to their menu if you are too slow. From there, you come across a series of guests attending a feast. This feast is overseen by the Lady – the leader of this place you have found yourself trapped in. She seems to have some form of mystical powers, forcing you to use a mirror to reflect her abilities back at her, until she is weakened. However, once weakened, Six bites into the Lady’s neck and seemingly absorbs her powers – able to kill the guests at the feast as she walks past them, ominous black particles hovering around her.

One of the main themes of the game is hunger. From the crippling starvation that Six battles throughout the game, to the huge feast the guests are tucking into, the game really delves into the impact of greed and consumption on the world around us. The game was originally supposed to be called Greed before they settled on Little Nightmares. Throughout history, greed has been a blight on humanity. Both greed and gluttony are included in the nine circles of hell as outlined by Dante’s inferno, considered to be a great sin that we all must overcome in our lifetimes. The enemies that Six faces throughout her journey are embodiments of this concept, where the greed has consumed them and transformed them into monsters beyond our comprehension.

Remind me to never have this kind of relationship with my sibling.

Six, too, becomes a monster. We are forced to witness this throughout the course of the game. Her hunger forces her to desperate measures, such as scavenging for food from the kidnapped child and eating a live rat. However, it doesn’t end there. The temptation only grows, each step taking her closer and closer to the abyss. We all fall victim to this. We’ve all faced down the devil that is a temptation, sometimes managing to fight him off and other times being forced to give into it. You can’t always win. Mental health is the same. It’s a war, not a battle. Each time you step onto that battleground, you know that victory is not guaranteed. However, victory is not the objective we seek. It’s survival.

Alien Isolation and Little Nightmares share two common features – the feelings of claustrophobia and isolation. Against the monsters and the darkness, we are alone. The game designers portray this perfectly. Six is a small, terrified girl stuck in a horrific world and the world makes you feel that. From creaking pipes to haunting shadows and the distant screams of some distant horror, you constantly feel on edge but there’s nobody to turn to. The music, the ambiance and the design of each of the monsters you come across, are continually lingering at the back of your mind. You genuinely feel horrified, especially when you realize what Six is becoming.

The DLC’s of the game go into the story of the Lady a bit more, if you’re curious about her whole spooky deal.

Near the end of the game, Six staggers into a room and nearly collapses from starvation. A little Nome, one of the few creatures that aren’t trying to kill you in the world of Little Nightmares, offers you a sausage. Basically, every player will, at this moment, feel grateful and thankful to the cute little creature and walk towards it. However, Six doesn’t go for the sausage. She takes the Nome, that cute little creature we’ve all grown to love, and eats him. It’s a horrific event, that genuinely stuns you. I had to put the controller down for a moment and process what I had just witnessed. The thing is though, you understand why she did it. That desperation, hunger, greed, and isolation has been building up inside her all this time.

Little Nightmares is very much a game that you should experience by yourself in a dark room. So, I hope you’ll give it a go. After all, we’ve all had our own nightmares. Whether they were big or little, they stay with us all. Till next time,

CaitlinRC