Tag: horror

Five Nights at Freddy’s – In Case You Weren’t Already Afraid of Animatronics:

One of the main accusations surrounding the gaming industry is that gaming communities can quickly become toxic, putting off many potential players and creating a negative view of the game, including the hard-working developers who created it. These fans adore the game in question but can be overzealous in how they try to encourage others to play it, often resulting in insults and long debates on social media about how their opinion is the only correct one. The game becomes less about its message and gameplay, instead, it is associated with its reputation – be that negative or positive. In 99% of cases, it is only a small subsection of that fan community that causes this negative reputation, whilst the others are all enthusiastic individuals, wanting to share their love of the game and the creative pieces it inspires with others. Now, whilst reading this you’ve probably had a few games come to mind. My mind immediately went to the Five Nights at Freddy’s and Undertale communities, two of the most popular indie games of the last decade.

Let’s put all that negativity aside for the moment and look at what makes these games so popular, so much so that nearly all gamers will have heard of them. I’m going to focus on the Five Nights at Freddy’s franchise, as that’s the game I stumbled across first, back when it first released and exploded onto the YouTube gaming scene. I’ve always had a soft spot for the FNAF games, not because of the gameplay or the creepy animatronics staring at me through the camera but because of the storytelling involved in it. The simplistic horror games, created by Scott Cawthon, are infamous for their complex timelines and hidden lore. At first glance, the games don’t seem like much but the deeper you look, the more intriguing hints you find towards some overarching plot that nobody on earth seems able to fit together (not even you, MatPat).

The most recent entry in the series adds VR and also a freaky creature nicknamed GlitchTrap that dances menacingly after he kills you so that’s a thing.

You can’t deny how popular the FNAF franchise has become. From the original game, which was Scott Cawthon’s last attempt at video game development, to the VR game that was released earlier this year, there is no real area of gaming community that it has not touched – RPG’s, voice acting, spin-off books, plushies and Funko Pop’s, an endless volume of fan fiction and fan art, to entire games based off the series (though seriously, some of the fan games are phenomenal like TJOC). It is this popularity that drives part of the negativity against it since success comes alongside hate in this world. There will always be someone who doesn’t like what it and that’s fine, FNAF isn’t for everyone! However, the more popular the series, the more people will hate it just for the sake of it.

Anyways, let’s talk a bit about FNAF. If you’ve avoided this game series or just have somehow managed to hide in a cave without an internet connection, let me explain the rough premise of the series. You, the player, are a security guard on the night shift, watching over a pizza restaurant containing animal-themed animatronics that wouldn’t be out of place in a Stephen King novel. The animatronics wander around at night and if they see you, they’ll think you’re an endoskeleton and try to shove you into a suit (spoiler alert – it’ll kill you). As you may have guessed from the name of the game, you stay for five nights during which the animatronics become increasingly aggressive and if you survive, you win! The different entries in the series make use of various mechanics such as audio cues or ventilation shafts, however, in essence, all the entries follow the same formula.

Chica, I am not eating anything with you until you go wash your hands, this place is a health and safety nightmare.

However, if you simply just play through each night and survive the onslaught of jump scares, you would be doing the game a great injustice. No matter how loud the YouTube gamers scream, the gameplay of FNAF isn’t what has made it stand out as an indie game – the lore is. Any observant player of these games would notice the occasional unnerving detail in the background, from strange sounds coming from the animatronics to posters talking about missing children, to offhand comments from the guy on the phone about various incidents and risk of death. As a sucker for a mystery, it’s a franchise that I’ve kept a close eye on. Although nobody is sure what the true story is behind the game series, after all, Scott Cawthon is a wily one, the abundance of theories about these games and the real story it is trying to tell is phenomenal. This is the kind of series where the hex color of a textbox can make the difference between one timeline and another.

I think the reason that this game series intrigues so many people is the concept of things being more than they appear to the naked eye. This is a life lesson that I think we should all keep in mind, especially when it comes to the topic of mental health. It is not an obvious thing. I don’t wander around with a neon sign flashing above my head saying, “suffering from mental health conditions, please don’t upset me,” partly because that’d be ridiculously expensive to maintain and mostly because its not something that I want to advertise. Mental health is an incredibly personal thing, something that we carry with us everywhere, like a part of ourselves. You can look at someone, laughing and joking around with their friends, but have no idea that depression is standing right behind them, just waiting for the right moment.

Are those my eyes??? THEY ARE NOT SUPPOSED TO BE THERE!

You never have any idea what people are going through. If someone chooses to share their pain with you, to entrust you with something so personal, they are placing a level of faith in you that you should never take for granted. They’re sharing a side of themselves with you that they keep away from the rest of the world – much like the axiom:

“The Japanese say you have three faces. The first face, you show to the world. The second face, you show to your close friends and your family. The third face, you never show to anyone. This third face is the truest reflection of who you are.”

FNAF takes a leaf out of this book, with its own three faces. The first being the gameplay, which is what most people will see during their first impressions of the series. The second is when you begin to look deeper and uncover the lore hidden behind those terrifying animatronic faces. The final one is known only to Scott Cawthon, the creator. Whatever story he wishes for these games to tell, is for him to know and for us to merely theorize about.

Whether you choose to show your second face to someone, is entirely up to you. All I hope is that you can face your third face and understand it because we can’t learn to trust others if we can’t trust ourselves. Anyways, this was a bit of a weird one, wasn’t it? Next week, maybe we talk Life is Strange or Prey? Up to you guys!

Stay Kind,

CaitlinRC

(Also, if you haven’t seen it, I wrote a piece for CheckPoint who is a mental health charity focused on providing resources and support for gamers and the gaming community as a whole. Go check them out and my article out here: https://checkpointorg.com/what-remains-of-edith-finch-how-family-can-build-us-up-and-tear-us-down/ )

Alien Isolation – In Space, Everyone Hears Me Scream

First things first, I’m not good with horror. Be it movies or video games, I prefer to immediately switch it off and go find literally anything else to do. Most of my experience with horror franchises is through watching various lets plays on YouTube, or through hiding behind my friends as they play it. It’s not that I don’t enjoy horror, I love the paths that it can follow and the tropes it can delve into without drifting too far from the norm. For example, my interest in psychology means that games that make use of sanity mechanisms or more subtle horror are fascinating to me, I just struggle to play them all the way through.

Part of this is due to anxiety. Horror games and their tendency to rely on jump scares, does not mix well with a tendency to have a panic attack when I get flooded with too many stimuli. Some people don’t do well with gore or can get too overwhelmed by all the events that are unfolding, meaning that for a lot of people, the horror genre of media is often one they can’t experience properly. Which is a bit sad, since there’s so much talent and enjoyment out there to experience.

Personally, I’ve never played Alien Isolation. Partly because it never really came on my radar of games to play and partly because I’d watched a few clips of others playing it, screamed my head off and had to go calm down in another room. However, one day when I was very unwell and had nothing to do, I was watching YouTube and ended up binging the entirety of Cryaotic’s playthrough of the terrifying extra-terrestrial game. The horrific alien and weird androids aside, the atmosphere and storytelling of the game are astonishing. Sure, there’s a few pacing issues but no matter what section of the game you are in, the constant paranoia and fear of the alien never truly subsides. EVEN IF YOU’RE IN SPACE.

I would not vacation here, nice air ducts and tech facilities but Alien kept eating my friends and family, 1 Star! – Probably Ripley, Trivago.

However, the simplistic nature of this survival horror game is what makes it such a staple of horror. Being based off a popular horror franchise helped massively with its appeal but when even five minutes of gameplay can unsettle you so drastically, you know you’ve done something right. Whether it’s the scrawls on the walls of the space station, the footsteps of the alien as it draws closer to your hiding spot or the constant paranoia that stalks you around the ship, Alien Isolation orchestrates an atmosphere of horror that fills you with a sense of dread that haunts your every move.

The most powerful aspect of this game is in the title. Not the alien, though that thing is horrific. It is isolation. Although you do interact with various people throughout the game, 90% of your time exploring the space station’s various nooks and crannies are spent in solitude. In fact, most of the people you come across are more likely to put a bullet between your eyes than help you open a door. The only person you can trust in those lonesome corridors is yourself. Sometimes you can go nearly twenty minutes without any dialogue or cutscenes, just the player and Ripley, staring into the darkness and praying that nothing is staring back.

It is in these quiet moments where the horror reaches its peak. You are instantly more aware of every creak in the pipes, every panicked breath escaping Ripley’s chest and the lines between reality and the game’s fiction seem to blur. People often talk about how they get sucked into books and games like it’s unfolding right before their eyes and they are just swept along like a leaf in the raging rapids of a river. Sure, jumpscares can be effective in keeping the players on their toes but the fear quickly fades. Meanwhile, with that constant sense of dread and each sound effect sending a shiver down your spine will stay with you long after the dramatic sequence has ended. The best games have a profound impact on you, and I think I speak for many people when I say, I don’t like walking under air ducts anymore (DON’T EAT ME I DON’T TASTE NICE I SWEAR).

I think the Alien needs to see a doctor, that’s not a healthy amount of drool. Or hygienic. GROSS

Humans are inherently social creatures. Even introverts like myself, need company from time to time, especially in distressing situations. Sometimes just letting someone know that they aren’t alone can be the greatest comfort you can give. So, the isolation that the game is so fond of, is probably the most powerful tool it has at its disposal. Sure, the big murderous alien is powerful but like many game mechanics, you can end up being more irritated with it than scared.

The alien is a known quantity. Once you’ve died to it a few times, you understand how it works and what you can do to avoid it. Loneliness and the darkness of the space station, however, are unknowns and this can be far more terrifying. We always talk about the dangers of the unknown, those gaps in our knowledge that could prove catastrophic. Our imagination runs wild with all the possibilities, something those with a mental health condition can understand better than most, as our mind becomes our greatest enemy. All the horrors in the shadows that you envisage, could just be products of your terrified brain, as it struggles to comprehend the events unfolding around it.

The first time you meet the alien, when it’s tail curls towards you and you’re certain it’s the end, is breathtakingly terrifying. The following sections are filled with panicked breathing, praying that it doesn’t see you even though you’re making an obscene amount of noise and sighs of relief when you see a save station. The combination of suspense, fear and paranoia culminates in a heart-stopping sequence that I think anyone who has played the game will remember far too vividly for their liking. This is the best part of Alien Isolation. It is you, in isolation, with an alien. (Wow Caitlin, it’s the title of the game, you’re so witty)

On a scale of 1-10, that’s a big old NOPE NOPE NOPE.

Despite all this marvellous suspense and paranoia that Alien Isolation builds up, it does fall flat in places. Once you’ve built up all this suspense, you need to do something with it. It’s a bit like building a house but instead of stopping once it’s complete, you add a conservatory. Then a pool. Then a third floor. Then a moat and drawbridge. At some point, you need to make use of all that you have been building, otherwise, there was no point in building it in the first place. Alien Isolation has some phenomenal moments of horror and primal fear, but it could’ve had so much more if the game flowed just a bit more smoothly.

Overall, I think Alien Isolation is one of those horror games that proves that it could terrify you with a tin can and some rice if it tried hard enough. You don’t need immense amounts of gore or zombies to traumatise your players, just have them stalked by a murderous, basically invincible creature! I would be excited to sit and play this some time, but I need to find a friend who is brave enough to join me first. I would also have to play it at midday in the sunlight with all the doors and windows locked and probably a bat next to me to protect myself.

Could I get some personal space? Please? NO, I DIDN’T MEAN THROW ME INTO SPACE!

What game would you like me to talk about next? I’m thinking we stick with the theme of isolation and loneliness in games and talk about Firewatch! If you’ve got any suggestions, drop them in the comments, leave a like on this article and follow my site if you want email notifications for whenever I publish a new piece! (Also follow me @OurMindGames on Twitter for all the behind the scenes goodies)

Stay away from air ducts,

CaitlinRC.