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The Hunt for Meaningful DLC in Horror Games

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When it comes to horror games, their post-release support tends to be lacking. Bad DLC is everywhere, sure, but for fans of this genre, it’s less of a mixed bag and more a bag that almost entirely consists of DLC that’s either unnecessary, unfinished, poorly realized or some combination of the three.

Let’s look at some examples, shall we?

For Resident Evil, for example. Ever since Capcom made the misguided decision to try and shoehorn a competitive element into Resident Evil 5, much of the DLC revolved around new multiplayer modes that most people had absolutely no interest in playing. That kills the multiplayer mode right there by fragmenting the audience that’s active online.

Resident Evil 5 wasn’t all bad. It also gave us Desperate Escape and Lost in Nightmares, the latter of which was surprisingly great and a welcome return to the series’ roots in survival horror.

Then there’s Capcom’s other zombie franchise: Dead Rising. Looking specifically at the latest game, which saw an impressive amount of post-release attention from the publisher in the form of five story expansions. I can’t speak for the final add-on, but I did play the other four, and they were universally terrible for reasons I’ve already gone over.

Capcom may be one of the worst offenders, but they certainly aren’t alone. We need only to look toward gaming’s other popular open-world zombie series to see another awful example of how to mishandle DLC, this time for the Techland-developed Dead Island games.

The Bloodbath Arena was a waste of time for most, mostly because there were already many other series that had implemented similar modes, ranging from Halo to Resident Evil, Left 4 Dead and Call of Duty, among others. We have Gears of War to thank for that massively popular trend.

I won’t even go into the Ryder White expansion, because it’s really not worth reliving.

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Unfortunately, it seems as if Deep Silver hasn’t learned as much as I would’ve liked, because the season pass contents of Dying Lightan otherwise great game — don’t sound like they’re going to make it worth returning to the game, if you’ve already beaten it.

Even Dead Space has struggled with this. The second game’s Severed expansion had an interesting narrative, but that wasn’t enough to make the fact that most of its paltry running-time was made up of back-tracking. Dead Space 3: Awakened was a small step up, but that, too, wasn’t as good as it could’ve been.

There are plenty of other examples out there, but I’m getting bummed out, so let’s cleanse our mental palates by recognizing a few of the games that have been considerably more successful.

Minerva’s Den managed to be more thoughtful and refreshing than BioShock 2, Left Behind managed the impressive feat of being as memorable as The Last of Us, the Left 4 Dead series DLC wasn’t perfect, but most of it was good stuff.

Horror-themed DLC shouldn’t fail as often as it does. This genre works great when it’s consumed in smaller portions, much like what episodic games are doing right now. More developers are realizing this and exploring it with their own games, like Resident Evil Revelations 2, Alan Wake, Siren: Blood Curse and Telltale’s The Walking Dead, among others.

Then there’s my favorite: Alan Wake.

With its themes of light vs. dark, it’s fitting that Alan Wake may be the shining beacon for how to use DLC to add to the experience in meaningful ways. Both The Signal and The Writer were fantastic, thoughtful and new experiences.

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I think this is partly why horror-themed DLC for non-horror games works so well. The Zombie Island of Dr. Ned was a great addition to Borderlands, as was Red Dead Redemption’s standalone expansion, Undead Nightmare, and inFAMOUS did a fine job honoring my favorite holiday, Halloween, with its vampire-themed Festival of Blood expansion.

So what’s going on here? Why does the quality of the post-release support that horror games receive underwhelm so often, when this same problem doesn’t seem to be quite as severe for other genres?

It is worth mentioning that there are signs that this trend could be becoming less of a problem. Alien: Isolation has received a ton of DLC, and much of it has been rather good. There’s also The Evil Within, which is scheduled to receive the first of three planned add-ons next month with The Assignment. It looks interesting, but it’s too early to tell.

I’m not bringing this topic up because I have a solution. Outside of asking developers to put a little more thought into the post-release support they give their games, or refusing to buy the particularly bad stuff until they up their game, there’s not much we can do.

The reason I wanted to write about this is because I do think this is a legitimate problem, and as a life-long fan of the horror genre, I’d really like to see it vanquished as soon as possible so I can have a reason to return to the horror games I’ve completed because there’s a new bit of DLC that looks worth my time. And yours.

Granted, this could just be me. I don’t think it is, but it’s possible.

So I’ll leave it to you.

YTSub

Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

Editorials

‘Arachnid’ – Revisiting the 2001 Spider Horror Movie Featuring Massive Practical Effects

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A new breed of creature-features was unleashed in the 1990s and continued well into the next decade. Shaking off the ecological messaging of the past, these monsters existed for the sake of pure mayhem. Just to name a few: Tremors, The Relic, Anaconda, Godzilla, Deep Rising and Lake Placid all showcased this trend of irreverent creature chaos. Reptiles and other scaly beasts proved to be a popular source of inspiration for these films, but for that extra crawly experience, bugs were the best and quickest route. Spiders, in particular, led some of the worst infestations on screen in the early 2000s. And on the underbelly of this creeping new wave — specifically the direct-to-video sector — hangs an overlooked offering of spider horror: Arachnid.

In 2000, Brian Yuzna and Julio Fernández launched the Spanish production company Fantastic Factory. The Filmax banner’s objective was to create modestly budgeted genre films for international distribution. And while they achieved their goal — a total of nine English-language films were produced and shipped all across the globe — Fantastic Factory ultimately closed up shop after only five years. Arachnid, directed by Jack Sholder (Alone in the Dark, A Nightmare on Elm Street 2: Freddy’s Revenge, The Hidden) and based on a script by Mark Sevi, was the second project from the short-lived genre house. Yuzna was drawn to the concept largely because of its universal appeal; a monster was marketable in any region, regardless of cultural preferences or restrictions. There was also the fact that spiders give everyone a case of the heebie-jeebies.

By having extraterrestrial forces be the cause of the spiders’ mutism and immensity as well as other urgent problems within the story, Arachnid incidentally pays respect to Hollywood’s golden age of schlock filmmaking. The opening sequence indeed shows a stealth plane’s pilot (Jesús Cabrero) trailing a UFO and its translucent passenger to an island in the South Pacific, but the alien business is kept to a minimum going forward. There is no time to process this seismic revelation of life beyond Earth before moving on to the film’s central plot. 

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Pictured: Alex Reid, Chris Potter and Neus Asensi’s characters get trapped in the spider’s web in Arachnid.

Several months since the E.T. was last sighted — and after being snuffed out by one of its own accidental creations — a medical team from Guam heads to Celebes (better known as Sulawesi nowadays), in search of whatever is behind a new illness. The doctors (played by José Sancho and Neus Asensi) already suspected a spider bite, although they failed to consider the biter could be the size of a tank. With The Descent’s Alex Reid as the snarky pilot of this doomed expedition, one who has ulterior motives for accepting the job, the film’s core characters go off in search of a spider and, hopefully, a cure.

The title makes it seem as if there is only the one arachnid in the story, but once Chris Potter and Reid’s characters plus their team step foot on the island, they encounter other altered arthropods. Yuzna felt Sevi’s script needed more creatures along the way, especially before the spider showed up in full view. The bug horror commences as one gunsman succumbs to a burrowing breed of crab-sized ticks, and random characters fend off a horrific centipede with reptilian qualities. These are just the appetizers before the greatest arachnid of them all arrives. The late Ravil Isyanov, here playing a zealous but sympathetic arachnologist, becomes a human Lunchable for the spider’s eggs. And one of the doctors gets a face full of corrosive spider spew. So, there is no shortage of grisly predation in the film, with a few bits of the monsters’ handiwork possessing a haunting quality to them.

Shot quickly and cheaply, Arachnid is fast-food horror. It’s convenient and designed for immediate consumption, and will likely not linger on the palate. Usually there is not a lot worth remembering with these slapdash genre productions, however, this is one case of spider horror where the extra effort made a difference. Apart from the egregious use of digital imagery in the outset, Jack Sholder’s film primarily employs practical effects. And these are not rubber spiders dangling from strings or being flung at the actors, either. Fantastic Factory aimed much higher by securing DDTSFX (Pan’s Labyrinth, Hellboy II: The Golden Army) and creature designer and makeup artist Steve Johnson (Species, Blade II).

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Pictured: One of the spider’s web-covered victims in Arachnid.

Arachnid, while far from flawless, somewhat redeems itself by having chosen practical effects and animatronics over CGI, which had become the new normal in these kinds of films. And this class of creature-feature was definitely not getting the sort of advanced VFX found in the likes of Eight Legged Freaks. Steve Johnson’s spider was not the easiest prop to work with, and it lacks the movement and versatility of a digital depiction. However, there is no beating that sense of weight and occupation of space that makes a tangible monster more intimidating. Viewers will have trouble recalling the human characters long after watching Arachnid, yet the humongous headliner remains the stuff of nightmares.

Over the years, the director has spoken critically of the film. He originally held off on agreeing to the offer to direct in hopes that another project, a Steven Seagal picture, would finally manifest. No such luck, and Sholder accepted Arachnid only on account of his needing the work. He said of the film: “I thought I could […] make it halfway decent, but I discovered there wasn’t a whole lot I could do.” Nevertheless, Sholder’s experience as a director of not exactly high-brow yet still rather entertaining horror is evident in what he has since called a “dud.” While there is no denying the reality and outcome of Arachnid, even the most mediocre films have their strokes of brilliance, small as they may be.

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Pictured: The poster for Arachnid.

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