Eternal Darkness<\/em>!<\/a><\/p>\n\n
Eternal Darkness<\/em> is far more dynamic at creating horror since, for one, the game is rendered entirely in 3D, but more importantly the means to horror, the insanity effects, are dependent on the player’s agency. The 3D environment offers more options to create tension than a still, 2D one, and Eternal Darkness<\/em> capitalises on this, in my opinion, largely through the brilliant camera orientation. Ontop of this the player can shrink, objects can fly around, the player can hallucinate, sound will warp and other strange events will happen in-game; there’s an ample amount of variety. Not only is the horror dynamic, but the jack-in-the-box scares are still viable, and this gives Eternal Darkness<\/em> a real edge.<\/p>\n<\/p>\n
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With the horror now player-dependent, Silicon Knights forfeit part of their directive control<\/strong>, one would think. The player’s sanity meter drops upon catching sight of a demonic creature, and it’s here where Silicon Knights can regain control through the placement of enemy types within each chapter of gameplay. Silicon Knights can’t ever have total control, mind you, but they can increase the likelihood of the experience unfolding as they intend it.<\/strong> Interestingly, despite all the qualities this system offers, the psychological course run through each chapter is largely identical: a slow crawl building up towards a tightening squeeze of tension, culminating at insanity.<\/strong> A result of this, as with the repeated use of the same environments, is that the horror becomes routine and therefore less effective.<\/p>\n\n
Resident Evil<\/em> is less sophisticated and highly rigid in comparison, but it does use its assets well.<\/strong> The horror is scripted through cause and effect scenarios, ie. if the player walks to this point or enters an area, dog will jump out of window, music will start playing, zombie will start groaning. Since Resident Evil<\/em>‘s graphics are 3D models over 2D stills, the stills can be more realistic and the models can support an increased number of polygons, as a result the Resident Evil<\/em> are supremely more convincing and perhaps better at creating a general sense of tension.<\/strong><\/p>\n\n
Conclusion<\/h3>\n
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Some people seem to get off on criticising the Resident Evil<\/em> titles, but it’s pretty unfair really. The Resident Evil <\/em>games are simply representative of a certain style of horror, be it the traditional style of the earlier games or the new mob-horror approach of Resident Evil 4<\/em> and 5<\/em>, and there’s no denying that these games have each served their respective styles well. The future of the franchise (perhaps evident in this upcoming Resident Evil Portable<\/em> game for the PSP), I think, comes in the series either A) finding new approaches to explore horror in video games or B) reinterpreting the origins and readapting these mechanics into the modern day. I would like to see both, and I certainly think that there is room for both in the franchises’ extended lore.<\/p>\nAdditional Readings<\/em><\/p>\nResident Evil Retrospective – GameTrailers
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\nResident Evil 0 [GC – Beta] – Unseen64<\/a><\/p>\n<\/div>","protected":false},"excerpt":{"rendered":"
Recently I completed Resident Evil 0 on the Gamecube and have prepared a few articles snuffing out some observations. My primary interests this time around lie in the traditional Resident Evil template (that used in RE 0-3) which I’ll explore in the 2 mini-essays below. Genre Origins and the Creation of Traditional Horror The Resident […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[409],"tags":[624,776],"class_list":["post-2283","post","type-post","status-publish","format-standard","hentry","category-game-discussion","tag-eternal-darkness","tag-resident-evil-0"],"_links":{"self":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2283"}],"collection":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/comments?post=2283"}],"version-history":[{"count":7,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2283\/revisions"}],"predecessor-version":[{"id":4129,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2283\/revisions\/4129"}],"wp:attachment":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/media?parent=2283"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/categories?post=2283"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/tags?post=2283"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}