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Nearly 30 Years Ago, ‘Sweet Home’ Established the Blueprint for Survival Horror Gaming!

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We revisit the first ever survival horror video game and examine how this humble NES title is still influencing the frightening genre.

“You must escape this house of residing evil.”

The survival horror genre has grown an impressive amount in the few decades that it’s been a part of gaming. The area has exploded from what started as one of the most niche of sub-genres to what is now one of most popular, celebrated variety of video games. When the merits of survival horror come up in conversation, people typically look back to the pioneers in the genre—your Resident Evils, Silent Hills, and your Alone in the Darks—with an appropriate amount of reverence. However, one of the most influential, essential games in the survival horror genre is, unfortunately, a title that many people in the public have never even heard about: Sweet Home. In fact, Sweet Home is a survivor horror game that existed before the term “survival horror” had even been coined and it would go on to influence practically every early survivor horror game that’s considered to be a classic.

One of the biggest surprises about Sweet Home is that it came out in 1989 and for the Famicom/NES, making it wildly ahead of its time. It’s considered to be the first official survival horror game and technically the first console horror RPG, too (it also technically qualifies as a sim, on some level). On top of that, the game is also inexplicably a movie tie-in and was even released on the same day that the film version of Sweet Home came out. A lot of the credit for Sweet Home’s unique, innovative design goes to the game’s director, Tokuro Fujiwara. Fujiwara even toured the film version of Sweet Home’s set to get inspiration for the game’s layout. It also didn’t hurt that famous Japanese horror director Juzo Itami was a producer on the game, too (and executive producer on the film). Fujiwara had previously primarily worked on arcade games and is perhaps most famously known for the 1985 version of Ghosts ‘n Goblins. He also did work on titles like Commando and Mega Man 2, but Sweet Home would largely be considered as his crowning achievement.

One of the major reasons that Sweet Home is such an underappreciated addition to the survival horror library is because it was only released on the Famicom and never saw an American release due to the title’s gruesome content. In spite of this, the game still has a strong reputation to this day and in the year 2000 a translation patch was even released (by Gaijin Productions, no less). Sweet Home received favorable reviews for the most part upon its release and many even thought that it was better than the film that it was based on, which is a rarity. Famitsu’s score for the title was an average 28/40, but still reasonably high for a survival horror game at that time. Sweet Home was appreciated during its release, but it’s appreciated even more now. Fans are so committed and have such love for this game that they’ve even slipped this translated ROM into actual Sweet Home cartridges so the experience can be as authentic as possible.

The game follows a very simple premise where a small team of five individuals enters Lady Mamiya’s mansion—a haunted house—in order to investigate what’s inside. It doesn’t take long for the supernatural entities that live in the mansion to begin to rebel. Sweet Home is very to the point, but this helps establish the genre and many other titles would use this framework in the future. Resident Evil and Alone in the Dark might borrow a lot from it, but it strangely feels even more similar to LucasArts’ Maniac Mansion from around the same period due to its character selection mechanic. Strangely enough, Sweet Home also really feels like a horror-themed version of the original Phantasy Star and who doesn’t want that? It’s also easy to see it as a precursor to early Metroidvania-esque games due to its labyrinthine mansion (the game even came included with a large fold-out map).

More than anything Sweet Home looks like an NES version of Resident Evil and there’s a lot more than the basic premise that the one Capcom title owes to the other. Sweet Home features slow, ominous loading screens when doors are opened, just like in Resident Evil and it also contains a very similarly frustrating inventory system. Sweet Home is also one of the first games to use scattered notes, diaries, and log entries to tell a story, which is not only still done to this day, but basically seen as the standard. None of this should exactly come as a surprise because Resident Evil was even originally planned to be a Sweet Home remake! Fujiwara is even a producer on the game. In the end, Resident Evil would differ enough to become its own entity. That being said, there’s a particularly creepy scene where players must walk through a hallway as dogs jump out and attack them that clearly Resident Evil wanted to “borrow.” Plus, Resident Evil 0 would still borrow from Sweet Home decades later, like with its instantaneous character swapping system. Sweet Home also literally uses the line “You must escape this house of residing evil,” which is pretty damn funny in retrospect. Clearly these games are in conversation with one another.

Another impressive dimension of Sweet Home is that it also incorporates RPG elements where gamers must pick who they want to be on their team and then take them to explore the Mamiya mansion. Interestingly enough, Sweet Home will let players embark on this mission on their own, but they’re destined to almost immediately die if they make this decision because the enemies are too strong to fight on your own. Sweet Home is happy to let its players make mistakes, which also feels like a staple of later survival horror titles where poor decisions do have consequences. Additionally, each character that players choose have specific skills, like how Kazuo has a lighter, Emi can unlock doors, Taro can take pictures. Plus, if any of these characters die, they’re dead for good (think early Fire Emblem). There’s no bringing them back and how many members of your team that are still alive at the end of the game will affect Sweet Home’s conclusion.

Sweet Home’s battles follow a very RPG-style structure and characters can gain experience, level up, and gain stronger weapons with better stats as they proceed through the mansion. Players also have two parties that they manage at once. You’re meant to have your parties ultimately work together as one big team, but this division makes aspects like item management super important in the game. Sweet Home also tells its players shockingly little about what they need to do and it leaves much of the puzzle solving to the gamer. This proves to be an exceptional challenge, even with a guide, that’s it a wonder to think that people genuinely completed it back in ’89. At least there’s some really awesome music (and an particularly badass, gothic battle theme) to entertain players through this troubleshooting.

There are all sorts of traps and elements that are faulty in Mamiya mansion (like limited health items or bridges that break after a set amount of steps are taken on them) that players need to figure out about the hard way or otherwise they’ll just be stuck in the game. Fire is used to burn down barriers, mallets can knock down obstacles, boots are used to get across goo without getting stuck, a pick help players not slip on ice. There’s also a crazy degree of meticulousness to the title like where players need to take a plank of wood because it will later be used to fill in gaps and cross chasms, but if the plank isn’t retrieved afterwards, then you’ll get stuck. Gamers also need to earn enough Pray Points through battle in order to gain access to certain areas, which is thankfully not a concept that carried over into Resident Evil.

There are other innovative ideas present here like how enemies such as Worms are extra vulnerable to items like lighters or that bats are weak to a camera flash. Every enemy has some sort of item-based weakness and even if that’s Capcom’s Mega Man tendencies shining through the game, it’s still a nice touch! There are even rudimentary quick time events where poltergeisted furniture will fling itself at players unless they push the right button in time to avoid the attack! Sweet Home also impressively features a number of different endings that are triggered based on how well players do. All of this is very impressive and shows great foresight for a Nintendo title.

Ultimately Sweet Home might not be scary, but very few games from 1989 actually are. That being said, Sweet Home is about as scary as a Nintendo game can be, but this is a title that’s more important for its innovation, what it inspired, and what other titles would borrow from its creepy nature, not how frightening it is. Even still, there are certain enemies like Evil Doll and Grave (a vomiting zombie) that do stand out. The death screen, where a body rots away into a skeleton and then decomposes further into pieces of flesh is also fairly grotesque. There are also impressive lightning effects, which add a lot of character and atmosphere to the experience. Furthermore, background assets like the bones in a graveyard or creepy statues really stick out, too. The final battle that takes place before the final boss, Lady Mamiya, involves gamers fighting doppleganger versions of their team, which is actually quite disturbing.

Sweet Home remains to be one of the most interesting, overlooked titles in the history of survival horror. It’s certainly encouraging to see the niche title’s popularity increase through the years, but it’s fair to say that more obscure series with less impact like Clock Tower or Parasite Eve are still better known. Unfortunately Sweet Home’s translated version hasn’t made its way over to any of Nintendo’s various Virtual Consoles or online services (not even in Japan), but it’s worth the extra effort to seek out and play for those that are interested (the film isn’t that bad of a watch either). Who knows, with remakes of older titles still very much in fashion, maybe a fully overhauled true remake of Sweet Home will eventually find itself on the Switch.

Modern gamers need to figure out just what the hell a fresco is!

Daniel Kurland is a freelance writer, comedian, and critic, whose work can be read on Splitsider, Bloody Disgusting, Den of Geek, ScreenRant, and across the Internet. Daniel knows that "Psycho II" is better than the original and that the last season of "The X-Files" doesn't deserve the bile that it conjures. If you want a drink thrown in your face, talk to him about "Silent Night, Deadly Night Part II," but he'll always happily talk about the "Puppet Master" franchise. The owls are not what they seem.

Editorials

Finding Faith and Violence in ‘The Book of Eli’ 14 Years Later

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Having grown up in a religious family, Christian movie night was something that happened a lot more often than I care to admit. However, back when I was a teenager, my parents showed up one night with an unusually cool-looking DVD of a movie that had been recommended to them by a church leader. Curious to see what new kind of evangelical propaganda my parents had rented this time, I proceeded to watch the film with them expecting a heavy-handed snoozefest.

To my surprise, I was a few minutes in when Denzel Washington proceeded to dismember a band of cannibal raiders when I realized that this was in fact a real movie. My mom was horrified by the flick’s extreme violence and dark subject matter, but I instantly became a fan of the Hughes Brothers’ faith-based 2010 thriller, The Book of Eli. And with the film’s atomic apocalypse having apparently taken place in 2024, I think this is the perfect time to dive into why this grim parable might also be entertaining for horror fans.

Originally penned by gaming journalist and The Walking Dead: The Game co-writer Gary Whitta, the spec script for The Book of Eli was already making waves back in 2007 when it appeared on the coveted Blacklist. It wasn’t long before Columbia and Warner Bros. snatched up the rights to the project, hiring From Hell directors Albert and Allen Hughes while also garnering attention from industry heavyweights like Denzel Washington and Gary Oldman.

After a series of revisions by Anthony Peckham meant to make the story more consumer-friendly, the picture was finally released in January of 2010, with the finished film following Denzel as a mysterious wanderer making his way across a post-apocalyptic America while protecting a sacred book. Along the way, he encounters a run-down settlement controlled by Bill Carnegie (Gary Oldman), a man desperate to get his hands on Eli’s book so he can motivate his underlings to expand his empire. Unwilling to let this power fall into the wrong hands, Eli embarks on a dangerous journey that will test the limits of his faith.


SO WHY IS IT WORTH WATCHING?

Judging by the film’s box-office success, mainstream audiences appear to have enjoyed the Hughes’ bleak vision of a future where everything went wrong, but critics were left divided by the flick’s trope-heavy narrative and unapologetic religious elements. And while I’ll be the first to admit that The Book of Eli isn’t particularly subtle or original, I appreciate the film’s earnest execution of familiar ideas.

For starters, I’d like to address the religious elephant in the room, as I understand the hesitation that some folks (myself included) might have about watching something that sounds like Christian propaganda. Faith does indeed play a huge part in the narrative here, but I’d argue that the film is more about the power of stories than a specific religion. The entire point of Oldman’s character is that he needs a unifying narrative that he can take advantage of in order to manipulate others, while Eli ultimately chooses to deliver his gift to a community of scholars. In fact, the movie even makes a point of placing the Bible in between equally culturally important books like the Torah and Quran, which I think is pretty poignant for a flick inspired by exploitation cinema.

Sure, the film has its fair share of logical inconsistencies (ranging from the extent of Eli’s Daredevil superpowers to his impossibly small Braille Bible), but I think the film more than makes up for these nitpicks with a genuine passion for classic post-apocalyptic cinema. Several critics accused the film of being a knockoff of superior productions, but I’d argue that both Whitta and the Hughes knowingly crafted a loving pastiche of genre influences like Mad Max and A Boy and His Dog.

Lastly, it’s no surprise that the cast here absolutely kicks ass. Denzel plays the title role of a stoic badass perfectly (going so far as to train with Bruce Lee’s protégée in order to perform his own stunts) while Oldman effortlessly assumes a surprisingly subdued yet incredibly intimidating persona. Even Mila Kunis is remarkably charming here, though I wish the script had taken the time to develop these secondary characters a little further. And hey, did I mention that Tom Waits is in this?


AND WHAT MAKES IT HORROR ADJACENT?

Denzel’s very first interaction with another human being in this movie results in a gory fight scene culminating in a face-off against a masked brute wielding a chainsaw (which he presumably uses to butcher travelers before eating them), so I think it’s safe to say that this dog-eat-dog vision of America will likely appeal to horror fans.

From diseased cannibals to hyper-violent motorcycle gangs roaming the wasteland, there’s plenty of disturbing R-rated material here – which is even more impressive when you remember that this story revolves around the bible. And while there are a few too many references to sexual assault for my taste, even if it does make sense in-universe, the flick does a great job of immersing you in this post-nuclear nightmare.

The excessively depressing color palette and obvious green screen effects may take some viewers out of the experience, but the beat-up and lived-in sets and costume design do their best to bring this dead world to life – which might just be the scariest part of the experience.

Ultimately, I believe your enjoyment of The Book of Eli will largely depend on how willing you are to overlook some ham-fisted biblical references in order to enjoy some brutal post-apocalyptic shenanigans. And while I can’t really blame folks who’d rather not deal with that, I think it would be a shame to miss out on a genuinely engaging thrill-ride because of one minor detail.

With that in mind, I’m incredibly curious to see what Whitta and the Hughes Brothers have planned for the upcoming prequel series starring John Boyega


There’s no understating the importance of a balanced media diet, and since bloody and disgusting entertainment isn’t exclusive to the horror genre, we’ve come up with Horror Adjacent – a recurring column where we recommend non-horror movies that horror fans might enjoy.

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