Connect with us

Editorials

10 Mistakes That Nearly Ruined Otherwise Great Horror Games

Published

on

Have you ever had that moment where you’re blissfully mowing down Necromorphs with your plasma cutter or literally mowing down zombies in Dead Rising, only to come across that part of the game that almost ruins everything? Pretty much every game has it, but that doesn’t lessen the blow when you finally find it. It’s like when someone violently shakes you while you’re sleeping, ruining the amazing dream you were having about that saucy minx who works at the Starbucks near your work. You go there every day–even if you don’t want a coffee–just to see their face. If you’re feeling extra brave you might pretend to forget your usual order, just to see if they remember you. Then when they aren’t there or they don’t remember you, you’re struck by a wave of sadness that only a Mountain Dew Pitch Black and a hug from TJ can soothe. Oh, and you should definitely check out the ten games that came close to ruining everything after the break.

10. The Time Limit (Dead Rising)

Obviously, this is a matter of personal taste. Some people hate the time limit, then there are the freaks who love it. Despite falling into the former group, a very small part of me can understand the appeal of the time limit. It’s a staple of the Dead Rising series, so it probably won’t be going anywhere anytime soon. I can live with that, but for me, the penalties for failing to stay on schedule are way too harsh. I don’t think I should be punished for straying from my objective so I can use this bitchin’ new electric lawnmower I just crafted with some tape and my firm, calloused man hands.

9. Too Ambitious (Alone in the Dark reboot)

Alone in the Dark burned me pretty bad, but hidden under that thick, nearly impenetrable layer of awful were some exceptionally well-made environments, a haunting soundtrack and some fucking incredible fire effects. Unfortunately, its ambition proved too heavy a burden and it eventually crumbled under the weight of its lofty aspirations. The manual healing, inventory and use of its awe-inspiring fire effects were grand ideas, but either they were too much for the developer to handle or they were left unfinished thanks to budget and/or time constraints. The end result was a buggy, unpolished game with a lot of unmet potential.

8. Not Ambitious Enough (The Suffering: Ties That Bind)

“Too ambitious” isn’t the worst thing a game can be. In fact, as we continue to get sequel after sequel, my desire for more unusual games only gets stronger. All The Suffering: Ties That Bind had to do was take what its predecessor did well and build off that. Instead, it squandered its potential by playing it safe and offering much the same experience the first game did, essentially killing the promising new series.

7. The Controls (Rise of Nightmares)

Hyped as the first real horror experience for the Xbox 360’s Kinect, Rise of Nightmares had the exciting opportunity to give us an experience we hadn’t had before, and one that couldn’t be offered on any other console. It was a little cheesy, though it never quite reached a House of the Dead level of delicious cheesiness, and the gore was delightfully over-the-top. Sounds great, right? Sadly, no. The controls were a hot mess, almost completely ruining an otherwise solid piece of B horror entertainment. At the very least, Rise of Nightmares did manage the impressive feat of dethroning Resident Evil as the reigning king of tank-like controls. When getting your character to walk in the right direction is the most frustrating thing about your game, you have issues.

6. Hot Boner Sniping (Shadows of the Damned)

First off, I think we should all agree that the above line is the best thing you’ve ever read. Shadows of the Damned certainly didn’t reinvent the horror genre, as I would’ve liked it to, but it did offer a damn enjoyable chunk of horror comedy gold. It was sexy, raunchy, bizarre, and had enough gore to make Eli Roth uncomfortable. In other words, it was incredible. I can only hope it will get the sequel it so badly deserves and that its developer has learned how painful it is having to sit atop a rooftop sniping demons with your smoking hot boner. That level sucked so much scaly demonic ass that I still have a bitter taste lingering in my mouth a year later.

5. Where My Scares At? (F.E.A.R. 3)

F.E.A.R. 3 had the greatest chance of being the scariest game in the fairly terrifying F.E.A.R. series. Sure, the series tends to rely a little too heavily on jump scares, but the atmosphere has always been very unsettling, almost as if Alma’s eyes were on you at all times. Even with John Carpenter (Halloween, The Thing) and Steve Niles (30 Days of Night) lending a hand F.E.A.R. 3 was still about as scary as a coloring book. Other than a total lack of scares and a bland cast of enemies, F.E.A.R. 3 was good fun and its multiplayer was easily the best of the series.

4. The Ending (Condemned 2: Bloodshot)

Condemned is an incredible series. It’s brutal, consistently terrifying and up until Bloodshot’s conclusion came along and left us all in stunned silence with our jaws agape, it was somewhat based in reality. Overall, the sequel improved on many of the things that went wrong in the original and the more in-depth crime scene investigations were welcome additions. Unfortunately, while Criminal Origins was somewhat believable, the head-explosion-shout-blast ability, government conspiracies and ancient cults threw the series deeply into the realm of what-the-fuck?

3. Shoot The Asteroids! (Dead Space)

If you thought Shadows of the Damned’s god-awful stationary shooting level was awful, Dead Space had two and there weren’t any penile puns to make them at least a little amusing. I can’t tell you how many times I watched with tear-filled eyes as an asteroid floated gracefully toward me, my fingers mashing every goddamned button on the controller as my turret slowly reloaded until I saw the explosion in my peripheral and my turret’s health reached zero. It was traumatizing, and what made it worse was how scrotum-pinchingly great the rest of the game was that surrounded those two levels. It’s a good thing developer Visceral Games decided to exclude turret sections from Dead Space 2, because I don’t think my fragile mind could’ve taken it.

2. Wesker Showdown (Resident Evil 5)

All I should really have to mention here is there’s a point where Chris has to punch a boulder the size of a Volkswagen to clear the way for Sheva. Look, Chris could almost definitely break me in half and I realize that not ten minutes prior to that moment Wesker was throwing fucking missiles at you, but punching boulders that very obviously weigh a couple tons is even a little too much for my heavily jaded suspension of disbelief. As if that wasn’t ridiculous enough, the actual fight with Wesker felt more like tag, only in this version you’re immediately killed and have to watch as your body plummets into the surrounding lake of lava if Wesker manages to get anywhere near you. Dear developers, in no game are instant deaths anything but annoying. Not ever.

1. The Enemies (Silent Hill: Downpour)

In an ever-expanding sea of disappointing Silent Hill sequels, Downpour was like seeing a lighthouse off in the distant fog. A lighthouse made of pizza and Mountain Dew, beckoning you with its come hither eyes. It was a symbol that there’s still hope left for the series and for a major survival horror release in a post-Dead Space/Resident Evil 4 world. I’ve already touched on this in my review, but Downpour’s one near-fatal flaw is the black hole of originality that is its arsenal of monsters. The music, atmosphere, puzzles and story are all there, but the only disturbing thing about the creatures you fight is how utterly bland they are.

Toss Adam an email, or follow him on Twitter and Bloody Disgusting

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

Nintendo Wii’s ‘Ju-On: The Grudge’ Video Game 15 Years Later

Published

on

Nintendo Wii Ju-On

There was a moment in Japanese culture when writers and filmmakers began to update centuries-old fears so that they could still be effective storytelling tools in the modern world. One of the best examples of this is how extremely popular stories like Ringu and Parasite Eve began re-interpreting the cyclical nature of curses as pseudo-scientific “infections,” with this new take on J-Horror even making its way over to the world of video games in titles like Resident Evil (a sci-fi deconstruction of a classic haunted house yarn).

However, there is one survival horror game that is rarely brought up during discussions about interactive J-Horror despite being part of a franchise that helped to popularize Japanese genre cinema around the world. Naturally, that game is the Nintendo Wii exclusive Ju-On: The Grudge, a self-professed haunted house simulator that was mostly forgotten by horror fans and gamers alike despite being a legitimately creative experience devised by a true master of the craft. And with the title celebrating its 15th anniversary this year (and the Ju-On franchise its 25th), I think this is the perfect time to look back on what I believe to be an unfairly maligned J-Horror gem.

After dozens of sequels, spin-offs and crossovers, it’s hard to believe that the Ju-On franchise originally began as a pair of low-budget short films directed by Takashi Shimizu while he was still in film school. However, these humble origins are precisely why Shimizu remained dead-set on retaining creative control of his cinematic brainchild for as long as he could, with the filmmaker even going so far as to insist on directing the video game adaptation of his work alongside Feelplus’ Daisuke Fukugawa as a part of Ju-On’s 10th anniversary celebration.

Rather than forcing the franchise’s core concepts into a pre-existing survival-horror mold like some other licensed horror titles (such as the oddly action-packed Blair Witch trilogy), the developers decided that their game should be a “haunted house simulator” instead, with the team focusing more on slow-paced cinematic scares than the action-adventure elements that were popular at the time.

While there are rumors that this decision was reached due to Shimizu’s lack of industry experience (as well as the source material’s lack of shootable monsters like zombies and demons), several interviews suggest that Shimizu’s role during development wasn’t as megalomaniacal as the marketing initially suggested. In fact, the filmmaker’s input was mostly relegated to coming up with basic story ideas and advising the team on cut-scenes and how the antagonists should look and act. He also directed the game’s excellent live-action cut-scenes, which add even more legitimacy to the project.

Nintendo Wii Ju-On video game

The end result was a digital gauntlet of interactive jump-scares that put players in the shoes of the ill-fated Yamada family as they each explore different abandoned locations inspired by classic horror tropes (ranging from haunted hospitals to a mannequin factory and even the iconic Saeki house) in order to put an end to the titular curse that haunts them.

In gameplay terms, this means navigating five chapters of poorly lit haunts in first person while using the Wii-mote as a flashlight to fend off a series of increasingly spooky jump-scares through Dragon’s-Lair-like quick-time events – all the while collecting items, managing battery life and solving a few easy puzzles. There also some bizarre yet highly creative gameplay additions like a “multiplayer” mode where a second Wii-mote can activate additional scares as the other player attempts to complete the game.

When it works, the title immerses players in a dark and dingy world of generational curses and ghostly apparitions, with hand-crafted jump-scares testing your resolve as the game attempts to emulate the experience of actually living through the twists and turns of a classic Ju-On flick – complete with sickly black hair sprouting in unlikely places and disembodied heads watching you from inside of cupboards.

The title also borrows the narrative puzzle elements from the movies, forcing players to juggle multiple timelines and intentionally obtuse clues in order to piece together exactly what’s happening to the Yamada family (though you’ll likely only fully understand the story once you find all of the game’s well-hidden collectables). While I admit that this overly convoluted storytelling approach isn’t for everyone and likely sparked some of the game’s scathing reviews, I appreciate how the title refuses to look down on gamers and provides us with a complex narrative that fits right in with its cinematic peers.

Unfortunately, the experience is held back by some severe technical issues due to the decision to measure player movement through the Wii’s extremely inaccurate accelerometer rather than its infrared functionality (probably because the developers wanted to measure micro-movements in order to calculate how “scared” you were while playing). This means that you’ll often succumb to unfair deaths despite moving the controller in the right direction, which is a pretty big flaw when you consider that this is the title’s main gameplay mechanic.

Ju-on The Grudge Haunted House Simulator 2

In 2024, these issues can easily be mitigated by emulating the game on a computer, which I’d argue is the best way to experience the title (though I won’t go into detail about this due to Nintendo’s infamously ravenous legal team). However, no amount of post-release tinkering can undo the damage that this broken mechanic did on the game’s reputation.

That being said, I think it’s pretty clear that Shimizu and company intended this to be a difficult ordeal, with the slow pace and frequent deaths meant to guide players into experiencing the title as more of a grisly interactive movie than a regular video game. It’s either that or Shimizu took his original premise about the “Grudge” being born from violent deaths a little too seriously and wanted to see if the curse also worked on gamers inhabiting a virtual realm.

Regardless, once you accept that the odd gameplay loop and janky controls are simply part of the horror experience, it becomes a lot easier to accept the title’s mechanical failings. After all, this wouldn’t be much a Ju-On adaptation if you could completely avoid the scares through skill alone, though I don’t think there’s an excuse for the lack of checkpoints (which is another point for emulation).

It’s difficult to recommend Ju-On: The Grudge as a product; the controls and story seem hell-bent on frustrating the player into giving up entirely and it’s unlikely that you’ll unlock the final – not to mention best – level without a guide to the collectables. However, video games are more than just toys to be measured by their entertainment factor, and if you consider the thought and care that went into crafting the game’s chilling atmosphere and its beautifully orchestrated frights, I think you’ll find that this is a fascinating experience worth revisiting as an unfairly forgotten part of the Ju-On series.

Now all we have to do is chat with Nintendo so we can play this one again without resorting to emulation.

Continue Reading