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"If Resi... Lost Clichés"

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Wed 02/10/02 at 11:04
Regular
Posts: 787
Right, what am I on about?

Well, after Resident Evil's recent GameCube outing, I noticed something; it's full of clichés.

Think about it, spooky mansion, in a deserted area, brain munching zombies. It all adds up to one thing - a predictable horror movie.

But luckily, this isn't a bad B-Movie, this is a game. But would it have the same spine-chilling affect if clichés were thrown out to the garbage men? Well, no.

First of all, clichés build up atmosphere very, very well. Where would we be if it weren't for creepy, deserted mansions, eh? Dark corridors and 'experimentation' rooms rack in the tension in seconds. Add a few sound effects such as scratching or moaning, pop on an old spooky record and the formula is perfect. But what could make it sound really scary? An old mansion, nearly falling apart, of course! Creaky floorboards. All of this is bundled up to make die before you even meet a zombie. That's the beauty of it.

But after the tension, what is there? Some abnormal chimp? Nope, one of horror films oldest friends, the zombie. Something that used to be human, but is now just a bloody mess. But the great thing is, when a game uses things like these, they could be anyone, if they used to be human. One of your comrades could take a bite out of you. This just adds to the suspicion of the whole thing.

The idea that the place is deserted, it makes you feel unsafe. No one can call and send a rescue team. You're stuck, and you have to face what's ahead. At the start of the game you may let out a sigh of relief because two of your friends are there, but don't count on it. The famous 'let's split up' line in said from the word go and slowly everyone disappears. Sure, if you knew what happened then it wouldn't be that bad, but there's an air of mystery about the whole 'everyone disappears' plot.

But what if all this was none existence? If clichés were abolished? Would there still be a solid game?

Maybe a good game would come out of it, but it would be hard to get scared. Let's say that you're in a busy street, searching through a house with all your friends.

What would build up the tension?

"AH! A baby’s cot and a lovely decorated room! This is hell!"

Nope, no tension there. Sure, seeing such a normal house and having to search may seem a bit twisted or sinister, but nothing that would scare you.

What about your enemies? On seeing an innocent child you don't want to suddenly get out your pistol and blow his brains, there may be more hesitation.

"It's a mother and child! Kill them!"

Again, it doesn't work.

If that scares you (you know who you are!) you've still got your friends to comfort you, haven't you? It wouldn't work one bit.

So what am I trying to say?! Clichés matter, a lot! If one of the greatest video game franchises can be based on them, surely there's something good about it!

RiCkOsS
Sat 05/10/02 at 19:55
Regular
"twothousandandtits"
Posts: 11,024
Interesting post, but if you take away clichés you wouldn't just be left with a child in a pink room.
Sat 05/10/02 at 16:00
Regular
Posts: 18,185
Us media people refer to it all as Mis en scene and Iconography...

e.g. a western - Desert, those bars with weird doors, sweeping landscapes, horses thats the mis en scene

old fasion guns, special hats, flaired trousers... those are the iconography.

You need them to make a western a western.

Lets look at Horror films/games.

It must be located in: Somewhere deserted... e.g. Castle, mansion, ghost town... or somewhere filled with horror e.g. other dimension/Hell

Thunder and lightning is a common signifier of a horror film, as is candles and darkness. All are found in horror films/games because lets face it, it wouldn't be a horror game otherwise.

But what would be interesting is if a designer decides to re-write the cliche's... could the game still be scary? Conspiracy's are a new re-write... where there are many people around you... but they're all in on it....

Any other ideas?
Wed 02/10/02 at 20:44
Regular
"Jog on, sunshine"
Posts: 8,979
Very good post there Rick. Cliches, I suppose, are actually a good thing. But if you rip -of the same thing, time and time again, then you pretty much know what is going to happen, and there's no point in even trying to think about the scenario.

Nice one. :)
Wed 02/10/02 at 20:38
Regular
"PC Gaming Founder"
Posts: 2,136
Woah, didn't see that one coming Rick! A very interesting view of videogames there...nice one.

'Spose the ol' Resi mansion wouldn't be the same without the eery lighting and spokey woods outside. Still, can't imagine they'd go painting the walls bright pink and set the game during daytime.

Saying that, the mother&child scenario is a little too frightening for my liking. :)

Tidy job, Rick. ;)
Wed 02/10/02 at 11:04
Regular
Posts: 10,437
Right, what am I on about?

Well, after Resident Evil's recent GameCube outing, I noticed something; it's full of clichés.

Think about it, spooky mansion, in a deserted area, brain munching zombies. It all adds up to one thing - a predictable horror movie.

But luckily, this isn't a bad B-Movie, this is a game. But would it have the same spine-chilling affect if clichés were thrown out to the garbage men? Well, no.

First of all, clichés build up atmosphere very, very well. Where would we be if it weren't for creepy, deserted mansions, eh? Dark corridors and 'experimentation' rooms rack in the tension in seconds. Add a few sound effects such as scratching or moaning, pop on an old spooky record and the formula is perfect. But what could make it sound really scary? An old mansion, nearly falling apart, of course! Creaky floorboards. All of this is bundled up to make die before you even meet a zombie. That's the beauty of it.

But after the tension, what is there? Some abnormal chimp? Nope, one of horror films oldest friends, the zombie. Something that used to be human, but is now just a bloody mess. But the great thing is, when a game uses things like these, they could be anyone, if they used to be human. One of your comrades could take a bite out of you. This just adds to the suspicion of the whole thing.

The idea that the place is deserted, it makes you feel unsafe. No one can call and send a rescue team. You're stuck, and you have to face what's ahead. At the start of the game you may let out a sigh of relief because two of your friends are there, but don't count on it. The famous 'let's split up' line in said from the word go and slowly everyone disappears. Sure, if you knew what happened then it wouldn't be that bad, but there's an air of mystery about the whole 'everyone disappears' plot.

But what if all this was none existence? If clichés were abolished? Would there still be a solid game?

Maybe a good game would come out of it, but it would be hard to get scared. Let's say that you're in a busy street, searching through a house with all your friends.

What would build up the tension?

"AH! A baby’s cot and a lovely decorated room! This is hell!"

Nope, no tension there. Sure, seeing such a normal house and having to search may seem a bit twisted or sinister, but nothing that would scare you.

What about your enemies? On seeing an innocent child you don't want to suddenly get out your pistol and blow his brains, there may be more hesitation.

"It's a mother and child! Kill them!"

Again, it doesn't work.

If that scares you (you know who you are!) you've still got your friends to comfort you, haven't you? It wouldn't work one bit.

So what am I trying to say?! Clichés matter, a lot! If one of the greatest video game franchises can be based on them, surely there's something good about it!

RiCkOsS

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