Distance is going to be an important theme in this article, and so I’d suggest reading the article in which I introduce the concept, located here.
Low levels of distance contribute to any narrative experience in video games, but it is absolutely essential to a horror game. Because of the nature and aims of a horror game, it is very easy to identify games that fail to lessen distance. Such games can be played without experiencing fear, usually because of failure to properly immerse the player in the avatar character. This means that, in order for a horror game to succeed, it must demonstrate lessened distance. This is never an easy thing to achieve, and certain other tropes of video games make it exceptionally difficult to maintain throughout a horror game. I’m going to analyze Dead Space, a game that does a lot to decrease distance. It’s not a perfect game, but its slip-ups are slip-ups because they increase distance, and so this critique will be useful for deepening our understanding of distance and the necessity of maintaining low distance throughout a horror game. Oh, and if you don’t hear spoilers creeping about in the vents of this article by now, Unitology help you.
Was That The Crew?
If you’re not familiar with the Dead Space story-line, here’s a short summary. Isaac Clarke, space engineer, a pair of security officers, Kendra Daniels, who is a communications specialist, and Zach Hammond, senior security officer, are sent to a huge planet-cracker called the USG Ishimura, which has apparently lost its communications output. Upon hitting a piece of debris and crash-landing their ship into the hangar bay of the Ishimura, the crew discovers that the ship has lost more than communications. There’s nobody to greet them, for one thing, and the ship has suffered extensive damages in pretty much all of the core systems. The team is then beset by gaunt and clawed creatures that looks like they were maybe once human, resulting in the quick deaths of the security officers and the fragmentation of the repair crew.
Most of the rest of the game is lonely. You correspond with Hammond and Daniels through your suit’s audio and visual links, and they send you hither and yon to repair the failing systems and bring the ship to operational status. However, it soon becomes obvious that you’re mostly doing so for your own benefit, and the benefit of Hammond and Daniels. The ship is almost entirely devoid of survivors. The new population of the Ishimura, indeed once the crew, are the result of an alien lifeform that has spread throughout the ship in exciting and unfortunate ways. Its arrival corresponds with the removal of an ancient marker from the planet Aegis VII, which the Ishimura was harvesting. This marker is the center-piece of a huge conspiracy involving the Unitology cult and the government, and Isaac eventually manages to place the marker back on Aegis VII and foil the secret plans of Kendra Daniels, who is revealed to be a government agent sent to retrieve the marker. However, Isaac’s sanity is in question; he sees his old flame walking around and advising him on courses of action, but as Daniels reveals in the end-game, she is quite dead. In the end, Isaac survives. Nobody else does.
No, Hammond, This Changes Everything
One of the chief selling points of Dead Space is the complete lack of external HUD. Look at this picture below for an example:
The fellow in the armor on the left is our avatar character, Isaac Clarke. The thing that he is aiming at is a necromorph, apparently mutated from the body of an engineer who was wearing a gas mask. The blue bars on Isaac’s back represent his health. The object in his hand is a plasma cutter, useful for fixing doors and other space-engineer purposes, but also, as Isaac discovers, unparalleled in separating limbs from torsos. When one aims a weapon in Dead Space, the holographic equipment in Isaac’s suit generates lines to indicate where the shot will fall. In addition, the suit also displays how much ammunition is left in the weapon, as seen in the picture (it’s the 10 floating above the cutter). What’s important to note here is that, while these necessary details are readily accessible to the player, none of them are obtrusive and, in fact, contribute to the immersion of the game.What is even more impressive is the way that correspondence with supporting characters factors into the experience. When Daniels or Hammond contacts Isaac, a holographic video display of their face usually appears in front of Isaac. It looks like this:
“Help me, Isaac Clarke; you’re my only hope.” Cool, right? It’s worth noting that video chat technology in the future hasn’t gotten much better. These sequences are well-implemented. The facial animation in Dead Space is pretty good, so the character’s expressions successfully convey relief, fatigue and fear, sometimes without or even in spite of matching dialogue. These narrative interruptions are important to the game, not only as an easy method of directing a silent protagonist but also to show the player how other characters are dealing with the situation, since Isaac is mostly a blank slate. These videos assist the game, but it is the way they are presented to the player that decreases distance.
Instead of housing these bits of dialogue in cutscenes or making them non-interactive, you still retain control of Isaac while the supporting characters speak. This means that you are never taken out of the “skin” of Isaac, if you will. As Isaac, you are either taking the time to focus on the face and words of these characters, or you are marching along to go eject that pesky asteroid from the mining deck. It’s worth noting that, if you ready your weapon/tool during one of these scenes, the hologram disappears, which makes sense as a RIG safety feature. It also means that you can defend yourself without Daniels’ face obstructing your vision. Never removing the player’s control over Isaac is a strong asset of Dead Space; it means that the immersion never gets shattered. It also means that there is no safe haven from the terrifying situation.
An even more powerful expression of this almost suffocating immersion is that text logs, maps, and the inventory, as shown below, are also in real-time.
This instantly makes a shift for the player. Whenever I played through Resident Evil 4, I remember escaping to my inventory in tense moments to decide which weapon would be most effective for the situation at hand. In Dead Space, you can’t do that. If you run out of stasis (the little ring on Isaac’s right shoulder represents how much stasis he has left), then you cannot retreat back into your inventory to replenish it. There is a way to use med packs outside of the inventory, but you don’t get to choose which med pack you use, so you may do something tactically disadvantageous.What this means is that you quickly learn to find a quiet, and in some cases defensible, location to hole up in order to check your map or inventory. If you’re caught unawares with your inventory hanging open, then it takes precious milliseconds to close that inventory and bring your gun to bear, especially since you were clearly not focusing on your surroundings and will need time to get your bearings. It’s actually a little suffocating, and especially at the beginning of the game there’s a tinge of fear every time you open up your inventory. If you start the game drinking from the river with your mouth, you’ll quickly learn to use your hands and to keep your eye on the surrounding foliage. This suffocating effect is really important for horror games. It is the nature of fear to be unrelenting, and if there are constant interruptions to the immersion of an experience, then it is impossible to maintain that unrelenting fear. Distance has to be kept as low as possible for the best experience.
There are moments when Isaac is in a bad spot, and you still retain control over him. These moments are tense, and are excellent ways of mixing up the core experience while still keeping the player embedded in the character. I won’t spend too much time on them, but here’s a picture to illustrate what I mean:
That Comms Array Is In Bad Shape… Let’s Get It Back On-Line
The verisimilitude in Dead Space is pretty strong. Isaac’s tasks throughout the game are mostly focused on repairing the ship, which makes some sense. He is, after all, a space engineer. While the game doesn’t force you into anything too technical, and is usually pretty clear about where you’re supposed to go and what you’re supposed to do next, the tasks of the game is pretty consistent with Isaac’s occupation… with the major exception of monster killing. And that’s where the game proves to be pretty interesting.
The avatar character is well-chosen for Dead Space’s intended effect. Isaac is no soldier, and he does not behave like one. When Isaac takes a swing at a necromorph, it’s a wide, untrained, and frankly ineffectual swing. Even more telling are the weapons that Isaac uses to slay the necromorphs. For the most part, his weapons are engineering tools. There’s the contact laser, ripper (remote saw blade… as awesome as it sounds), force gun and flamethrower, all modified from engineering equipment. The only military weapon in the entire game is the pulse rifle, and you very quickly discover that it isn’t really that good for dismembering necromorphs. Whether this is a function of Isaac’s lack of training is unclear, but I’d like to think thus.
In fact, Isaac Clarke isn’t really a “badass” sort of hero. The game doesn’t present him as a fellow who overcomes all challengers; in fact, there’s a number of situations where Isaac is being dragged about like a rag-doll or chewed on, and his escapes are always a little too close for comfort. Isaac is a man who is barely surviving the events of the game. He’s a little more every-man than most gaming heroes, and when he makes it off Aegis VII and flies away for good, you can’t help but root for the guy and feel a sense of accomplishment yourself.
The game portrays Isaac very consistently. Even if he doesn’t speak, there is plenty of personality to his somewhat hunched form, his shouts of pain, his heavy breathing after having barely survived a necromorph attack. His movements convey a man who is tired, and frankly a little beaten down, but who plans to trudge through and survive this horrible experience. Because he is so sympathetic, it’s not difficult to empathize with the engineer, and this most certainly decreases distance by making it less difficult to immerse yourself in the character. His lack of dialogue may actually allow the player to put a little more of him or herself into Isaac, and may work better than if Isaac were actually voiced. Of course, Dead Space 2, which just came to me, gives a voice to Isaac, so I’ll have a chance to experiment and report back on whether that is actually the case.
For What It’s Worth, Isaac, You Did A Great Job
Dead Space is a fantastic game, but it also loses a bit of its good qualities about two-thirds of the way through. In my experience, that’s when I had gotten a really good handle on the behavior of the necromorphs, upgraded my guns and armor quite a bit, and was basically mastering the skills necessary to play the game well. However, because I had started to play the game well, and knew roughly what to expect from situations, I found the game increasingly less scary. And, while the game doesn’t necessarily have to be frightening in order to be fun and good, it was definitely less enjoyable after I had gotten over my fright. I began to play it less like I was Isaac, a man in a horrible situation, and more like a game. The distance between Isaac and I had increased.
This is a problem that all horror games share. The fear comes easily early on, when the player is still learning the controls, how weapons and enemies behave, and so forth. Like the character in the game, the player is in a new and somewhat uncomfortable position. However, a player becomes more and more comfortable with a game, improving his or her skills so that the game becomes less difficult. At the same time, there is the game trope that the character should become more powerful throughout the game by gaining access to better weapons or simply by learning new skills. Dead Space allows the player to purchase new weapons (that, while not exactly better, are more specialized and are useful for certain situations), as well as upgrade weapons and armor. This makes the game less challenging, and at this point the player can easily place most of their focus on performing well instead of on experiencing the narrative and experiences of the game. Unfortunately, and especially for horror games, this is at a detriment to the mood of the game.
Dead Space does not maintain the mood that it establishes early on, but that is partially due to the trope mentioned above. Isaac feels less helpless, and the player realizes that destroying these necromorphs doesn’t have to be as frightening an endeavor. The game is designed to be enjoyable along that transformation, as well; there are less attempts to frighten the player as the game nears its end. The game then becomes about difficulty and challenge
This steady increase in distance is the game’s weakest point. It’s still a commendable experience; it accomplishes what it sets out to for at least five hours or so. It’s just exceptionally difficult to create an experience that maintains such an oppressive mood for such a long period of time. It seems to me that the game trope of rising character proficiency does not necessarily suit the horror genre. Certainly, games that instill feelings of helplessness, such as Silent Hill 2, may be better examples of how to create a lasting mood of horror. If the avatar character of a game is constantly becoming better equipped to deal with the enemies of the game, then the game becomes less horrifying and more challenging shooting gallery.
Make Us Whole Again, Isaac
The first half of Dead Space is quality art. It’s an adrenaline-fueled fight for survival, in which the player is gradually introduced to the scope and horror of this virus. The game pulls out all the stops in its attempts to frighten you and keep you alert and nervous. In the second half, though, the tension eases, increasing distance and encouraging the player to treat the experience as a game. The narrative of the game also begins to weaken. This makes me wonder whether Dead Space would have been better were it shorter.
For that first half, though, Dead Space is a great example of the right way to decrease distance. The mechanics and presentation of the game are designed to keep the player embedded in Isaac’s skin, and allows the player to experience the game with fear and anxiety. Dead Space serves as a good model for the horror genre in regards to distance, and I sincerely hope that Dead Space 2 follows suit.
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