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{{quote|''The door to safety is shut. There is no turning back.''|'''Resident Evil Zero'''}}
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* [[Psychological Horror]]
* [[Surreal Horror]]
* [[Zombie Apocalypse]]: Not essential, but still used a lot. Give it a twist to make it less "generic zombie". ''[[Dead Space (
== '''Choices, Choices''' ==
* '''Weaponry:''' Generally, you shouldn't give the player police or military grade weapons until late in the game, if at all, and after the enemies have gone up in strength and difficulty. Most games restrict it to things like melee weapons, pistols, revolvers, shotguns, and other guns that one would expect to see lying around. By all means, avoid providing the player a [[BFG]] in anything except a [[New Game
** Also consider how proficient the protagonist should be with them. The key is to keep the protagonist feeling vulnerable, and limiting them to random flails of an [[Improvised Weapon]] can help keep them feeling desperate.
** In fact, you might even consider the idea of not allowing the protagonist to fight back at all, meaning they can only run from or, at best, stun enemies. Do not make the mistake of assuming that fighting and killing enemies are necessarily essential components.
** Nor should you make the mistake of assuming that the inability to kill enemies equates to giving the player no means to at least temporarily ward off threats. The need to stop what you were doing to run away from the [[Implacable Man]] every 30 seconds quickly stops being scary and starts being ''annoying'', which is not the effect you're supposed to be going for.
* '''Health and ammo:''' How much of each should there be? Too little and the game will be [[Nintendo Hard]]... ''but'' it will also be scarier since every bullet and health pack counts. A fine balance between enough/too little should be found. Consider including multiple [[Video Game Difficulty Tropes|difficulty settings]], with lower difficulty providing more health and ammo and vice versa.
* '''[[First
* '''How many enemies?:''' Some survival horror games get by with only one [[Implacable Man]] hunting the player, a la [[A Nightmare
* '''What Sort of Scares?:''' [[Zero Punctuation|Yahtzee]] divided monster scares into three; you might find others, but here are his:
** You walk by a cupboard and a monster jumps out and goes "A bloogy woogy woo!" (Cheap [[Cat Scare]] moments, basically. Useful if not overdone.)
** You look at the cupboard and realize there's a monster behind you. And you just know he's going to go "A bloogy woogy woo!" at some point, but he doesn't, and you're terrified to turn around because what he'd do then would be even worse. (Here, your mind does most of the work: [[Nothing Is Scarier]].)
** The monster says "A bloogy woogy woo," but he's all the way across the room and coming very slowly toward you, giving you plenty of time to get away. (Not so scary, but on the other hand, there's always the [[Advancing Wall of Doom]], where the monster acts as a visceral time limit on the actions you're taking to get away from it, and every little mistake or back-track makes it more intense.)
* '''What "flavor" of horror?:''' Western horror is visceral (the horror comes from the threat of being eaten or otherwise painfully murdered; a prime example would be [[Dead Space (
== '''Pitfalls''' ==
* '''Why Don't You Just Leave?:''' Not such an issue in a broken starship, but in a monster-infested suburbia, why not just hop the next bus out of town? Some games forget to give the hero a darn good reason for sticking around when there are monsters trying to ''eat his soul''. The reason could be [[How to Stop
* '''[[Villain Decay]]:''' Because of the nature of the player as a monster-killing dynamo, they may become a [[One
** [[Enemy Rising Behind]]. Think you got him? Naw he's just [[Turns Red|mad]] now.
* '''Camera Control:''' In a movie, a monster popping up out of nowhere is scary. In a videogame, a monster popping up out of nowhere is also scary, but if overdone can be a little annoying. In a movie, a hero who doesn't look both ways and gets mugged by the monster is subject to audience mockery. In a videogame, a camera that can't be made to focus on the places the player expects a monster to come out of is [[Camera Screw]], and ''damn annoying!'' So, use the former, avoid the latter.
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* '''Claustrophobia, Agoraphobia... or both?''' Most Survival Horror games cause dread with small, cramped spaces and strange, hard to locate sounds. You never know what horror lies behind a new... [[Clown Car Grave|or old]]... door. This is because it's usually thematically appropriate, since most of these games are in a [[Closed Circle]]. However, some games manage to avoid the monotony of a sewer, haunted house, or cramped spaceship by adding vast, [[Empty Room Psych|"empty"]] areas. The trick is to somehow hide the enemies, be it by playing possum, invisibility, impenetrable darkness, fog, or some other means.
* Rather than over-the-top gore, make the setting a [[Sugar Bowl]] (or more accurately, a [[Crap Saccharine World]]). Make the players ''fear'' the cuddly berserker teddy bears! Have the player run in fear of the pack of singing bunnies who want nothing more than to eat their flesh!
* Instead of trapping the hero in a remote, monster filled location they must escape, place them in a densely populated environment where [[Somebody
* Don't be cribbin' ''[[Silent Hill]],'' use locations other than (or in addition to) the [[Abandoned Hospital]] and Mannequin factories. ''Or'' use them in an unexpected way: the Hospital is completely clean. ''[[Ascetic Aesthetic|Too]]'' [[Ascetic Aesthetic|clean, even.]] And then the [[Ninja Pirate Zombie Robot|steam-punk zombie orderlies]] show up to "clean up" the mess that is the player.
* [[Cold
* Try setting your game in a historical period or a fantasy setting instead of the usual modern or sci-fi style setting. ''[[Army of Darkness]]'' and ''[[Red Dead Redemption]]: [[Red Dead Redemption: Undead Nightmare|Undead Nightmare]]'' have deadite/zombie attacks in 1300's England and in [[The Wild West]], for example.
== '''Writers Lounge:''' ==
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* Isolation: The player is usually completely alone for most of the game except for the hordes of fiends out for their blood. To emphasize this, add cutscenes or in-game dialog where the character freaks out, curses at monsters, or otherwise tries to keep it together. No need to make them a [[Heroic Mime]], this isn't an [[Action Adventure]] after all.
* [[Pay Evil Unto Evil]]: When the plot of a survival horror game features [[Sealed Evil in
* [[Playing the Player]]. Give him (assumed to be a guy for the sake of convenience) a [[Sanity Meter]], and "comforts" to counteract his mental fatigue. If he goes for the [[Your Favorite|home-cooked meals and/or treat food]], make the monsters [[Dead Weight|fat]]. If he reaches for the [[I Need a Freaking Drink|booze and pills,]] give them [[The Grotesque|meth-head complexions]]. If he heads for the whorehouse, make them [[Evil Is Sexy|voluptuous]]. If he exercises to take his mind off things, make them [[Jerk Jock|athletic.]] If he uses the [[Finishing Move]] a lot, [[Body Horror|have them drip gore from a footprint in their chest]], and make them a mass of heavy bruises and [[Cranial Eruption|Cranial Eruptions]]. Going to church a lot? [[Sinister Minister|Sinister Ministers]] and [[Naughty Nun|Naughty Nuns]]. Be sure to have them all reduce the same amount of stress, or they'll favour one over the other for that reason rather than that's how they unwind. Sanity effects should be in full swing, also using the same motifs, like gnashing, gaping maws, bleeding walls of bruised flesh, distorted religeous heraldry, and [[Vagina Dentata]].
* [[I'm Not Afraid of You]]. instead of having a guns-blazing, gory finale, the protagonist (probably after [[Villain Decay]] has set in for the player) looks the [[Big Bad]] square in the eye and tells it to "fuck off."
* [[Removing the Head
* [[Netorare]]. Horror can be derived from sources other than violent dismemberment.
* [[Was Once a Man]]: ''What do you mean 'it used to be a person?' ''The (usually, violently abrupt) distortion of the human form is creepy. Bits missing or bits that shouldn't be there (wrong place, too many, etc.) make the mind reel, and so is the threat of it happening to you or someone you care about. [[But Wait! There's More!]] [[The Corruption|Having it happen slowly and inexhorably over the course of the game]], searching for the cure, and then finding it, [[Hope Spot|only to discover it doesn't work or there's none left because you waited too long]] adds that little bit of [[Player Punch]] for getting the [[Downer Ending]].
=== '''Potential Motifs''' ===
* Blood, guts, and carnage. So, lots and ''lots'' of red.
** There are several colors inherently disturbing to the human mind, such as off-white (corpseflesh), grey/yellow green (rotten meat), and middle brown (shit). Red is [[High
* Moral decay leading to physical decay.
* [[Science Is Bad]] [[Gone Horribly Wrong]].
* [[Sliding Scale of Unavoidable Versus Unforgivable]]
* [[Through the Eyes of Madness]]
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=== '''Set Designer''' / '''Location Scout''' ===
Very important, since it help set the mood. Generally, it has to be a scary place. [[Town
The main idea is to build a feeling of fear and isolation. Potential tropes include:
* [[Bedlam House]]: [[Dementium the Ward|Nothing says creepy like an old asylum.]]
* [[Ghost City]]: It is large and has potential for varied locations and open world explorations. It's also easy to fill it with zombies. You can also re-use it for the sequel. Just think of Raccoon City from ''[[Resident Evil]]''.
* [[Ghost Ship]]: [[Dead Space (
* [[Dark World]]: [[Silent Hill|Take a normal place and turn it into a dark, distorted version.]]
* [[The Suffering|An old prison, preferrably one with a bloody history. Always a favoured hangout of restless dead.]]
Also consider that a big part of horror is the familiar acting in an unexpected and horrifying way. Thus, a familiar location that has been distorted may be more effective than strange architecture or locations that most of the audience will never see. Also has the advantage of making people squeamish when they return to these places in real life, thanks to the [[Tetris Effect]].
=== '''Props Department''' ===
* A staple of survival horror is the [[Improvised Weapon]], often one that [[Breakable Weapons|becomes useless at an inopportune moment]]. So 2X4's, assorted sports equipment, [[Grievous Harm
== '''Costume Designer''' ==
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* For the main character, give them relatively normal clothes for the setting and for their position in life. Jackets and vests, for some reason, seem to be really popular in this genre.
* For [[The Load]], a three-piece suit (if male) or a girly skirt (if female) works well to emphasize how out of their element they are.
* [[Armor Is Useless]] often comes up.
* [[Hell
* [[Deadly Doctor|Blood-spattered scrubs are also good]].
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* [[The Load]]
* [[Manipulative Bastard]]
* [[Nietzsche Wannabe]]
* [[Trickster Mentor]]
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=== '''The Greats''' ===
* ''[[Resident Evil]]'' and ''[[Silent Hill]]'' are the [[Trope Codifier|trope codifiers]] for the genre. ''Resident Evil'''s brand of horror is heavily focused on [[Body Horror|grotesque abominations]] and [[Zombie Apocalypse|zombie mayhem]], while ''Silent Hill'' helped pioneer the more psychological brand of survival horror. Both spawned [[Long Runners|long-running]] franchises that continue strong to this day, with several installments of varying quality each under their belts.
* The ''[[Penumbra (
* ''[[Eternal Darkness]]: Sanity's Requiem'', described on this very wiki as "''[[Resident Evil]]'' meets ''[[Call of Cthulhu (tabletop game)]]''". It is known for its [[Sanity Meter]], which, if it should fall too low, would not only cause your character to see things that aren't there, but would make ''the player'' experience such things as well, with [[Interface Screw|volume shifts, controller malfunctions, fake memory card deletions, and the video feed cutting out]].
* ''[[Metro 2033 (
=== '''The Epic Fails''' ===
* The 2008 reboot of ''[[Alone in
* ''[[Vampire Rain]]'' from AQ Interactive. A failed attempt to mash [[Metal Gear Solid]] with [[Survival Horror]], the game is especially notorious for having a thinly-written plot with wooden voice acting, dreadful dialogue, lousy gameplay, horrendous enemy A.I. and [[Schizophrenic Difficulty|inconsistent difficulty]]. Moreover, the most innovative thing in the game is that your knife (a ''melee'' weapon) actually requires ''ammo'' to use. ([[Face Palm]])
* ''Ju-On: The Grudge'', a game also from AQ Interactive. Notorious for having cheap scares that a 12-year old won't scream at, horrid controls, ludicrously short amount of gameplay, and poor sound effects, it will more likely put the player to sleep than wet his or her pants.
* ''[[AMY (
=== '''Honorable Mentions''' ===
* ''[[
* The ''[[System Shock]]'' games and their [[Spiritual Successor]], the ''[[
* The ''[[Siren (
* ''Call of Cthulhu: [[Dark Corners of the Earth]]''. While quite buggy, it is still widely regarded as one of the best adaptations of the works of [[
* ''[[Clock Tower (
* ''[[Fatal Frame]]''.
* ''[[Dead Space (
{{reflist}}
[[Category:Write A Survival Horror Game]]
[[Category:So You Want To]]
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