World Building in Survival Horror Games (Survival Horror Series Part 2)

I’ve said before survival horror games are like slow burning candles. The world of the game slowly creeps into your mind, instilling a sense of dread, something more than an adrenaline rush, something that shakes your very core with fear. One of the ways survival horror games achieve this is by presenting the player with a world that is more than darkened hallways, flickering lights, ominous sounds, or spectral figures. The world in which the player walks and the enemies he/she faces are imbued with meaning, they represent something, and as the player thinks more about what they represent the more it helps to eat away at the sanity of the player.

Not Just any Old Haunted House

One of the most recognizable locations for anyone who has dabbled in survival horror games is the ghostly town of Silent Hill. But the town is so much more than a truckload of fog and creepy sounds. The town constructs itself based on the sins and fears of the unfortunate souls who become trapped within.

The area on which Silent Hill was built is filled with its own rich history that is colorfully strung throughout the series. The land was a holy site to Native Americans known as “The Place of Silenced Spirits.” After forcing the indigenous people off the land, the first colony was abandoned after a epidemic killed most of the colonists. When colonists returned to the land it would be used first as a penal colony and then as a POW camp during the Civil War. By the time we get to the first game the town has been transformed into a resort town. But existing alongside the beautiful scenery is the nightmarish shadow that the players find themselves in.

While the history goes a long way to explain the nature of Silent Hill it doesn’t always explain the town the player interacts with. The town likes to take a peek inside its victim’s minds to create a more frightening experience.

woman walking up burning stairs

In Silent Hill 2 it is hinted the town one sees is crafted from one’s own mind. While most of the locations James visits seem like just twisted versions of the real world Silent Hill the hotel he visits at the end has special meaning because it’s where he and Marry stayed. Angela implies that the Silent Hill she sees is one that is always on fire while Laura seems impervious to the town’s effects.

The world that the player experiences in Silent Hill 4 The Room is a reflection of the mind of Walter Sullivan. As the player progresses through the game the player learns more about Walter’s past, learning about his suffering at the hands of the Silent Hill cult.

Prison Island

While I don’t consider The Suffering survival horror it does share a lot of the design philosophies that make for a good survival horror game. The game takes place on a prison island filled with a bloody history that has infected the very land with an evil presence. The island has the power to corrupt and influence those that inhabit its land. As the player runs around the island they are not just running around a creepy environment but an environment that itself is pulsating with evil.

Zombies Are Overrated

Just as the environment the player finds him/herself in can be imbued with meaning the monsters the player faces can be something more than grotesque monstrosities. It’s one thing to face mutated monsters but it’s another thing to face something crafted from the personal demons of an individual or the depravity of human nature.

pyramid head

In the Silent Hill games the monsters the player faces come from within the minds of those caught up in the town’s influence. The creatures the player faces in the first game are manifested from Cheryl/Alessa’s mind. Except for the abstract daddies, which represent the abuse Angela suffered from her dad and brother, the monsters in Silent Hill 2 represent parts of James. Pyramid Head represents his desire to be punished while Maria is idealized representation of Mary. And again in Silent Hill 3 the monsters represent the mental scars of Heather/Alessa caused by her history with the Order. While the monsters faced in Silent Hill 4 are representative of the madness bred in Walter by the Order.

noose monster journal page

The design for the creatures faced in The Suffering didn’t come from the scarred minds of the individuals that found themselves on the island but simply drew upon the depravity of human nature. Each of the creatures represents a form of execution or specific deaths on the island. The slayers and marksmen represent beheading and firing squads while monsters like the noosemen represent COs who were lynched as revenge for letting inmates die in a collapsed mine.

broken neck ghost

In the Fatal Frame series the ghosts faced aren’t representations of a character’s mind or human depravity but they do represent something else that can frighten the player: death. The form in which the ghosts are presented is how they died. If a woman died of a broken neck that is how she is presented to the player. You are not only facing something might that might be seen to represent death but something that represents all the ways death can take you.

Bringing it all together what does this mean for designing a truly frightening survival horror game? It means that you should consider imbuing the creatures and environment you present the player with twisted meanings. Not all survival horror games implement what I have talked about here, or implement such design decisions to varying degrees. In the early Resident Evil games the monsters and environment don’t carry any metaphorical meaning but through other methods creates tension and fear in the player. The Silent Hill games tend to place more focus on the symbolism of the monsters while the environments of the Fatal Frame games tend to not mean much, instead opting for a more traditional Gothic feel. Choosing to add meaning to the environment and monsters adds something more than the flickering light in the hall or the strange sounds in the forest. A deep sense of fear and disgust comes from not just realizing that you have to survive the onslaught of a deformed creature but realizing that creature is formed from the dirt and grime of reality. That its shape comes from the depravity and terror humans inflict on each other. That the ground you walk wasn’t made evil from the beginning but because of the blood that was spilled upon it. These things eat away at a person even if they survive the nightmare because the things that gave form to those nightmares are still out there walking the streets.

Introduction to Horror Video Games (Survival Horror Series Part 1)

The first real horror game I ever played was Silent Hill 2. I was just starting to really get into video games and I had recently purchased an Xbox. I enjoyed horror literature and movies so I was looking for something special to get my fright on with my new console. All the game had to do was entice me with its cover art (the Xbox Platinum Hits edition). I knew nothing about horror video games; nothing about Resident Evil, Fatal Frame, or Alone in the Dark. Absolutely nothing. With nothing to go on except the surreal images plastered onto the game case I entered the world of horror games.

Silent Hill 2 Cover

Since that time I have more than enjoyed my time with horror video games, playing and studying them. This article is meant to provide a brief history of horror video games and a breakdown of its sub-genres, one of which I will concentrate on in future articles.

Back in the earliest days games were text games. These were games where the game provided you with text explaining what was happening in the setting and you choose what to do by typing it. The game then provided you with result of your typed action. What we know of as adventure games evolved out of these text based games 1,2.

Adventure games (think Myst) are games where the narrative is advanced through puzzle solving. There is little to no action and failure or death is the result of a deliberate choice, rather than failing to hold off a horde of enemies because you ran out of ammo. Because of this adventure game design has to rely heavily on world building, strong characters, and compelling narrative to pull the player in.

When graphics started to get thrown into horror games the games were still mostly adventure games. But then Resident Evil and Silent Hill came along adding a bit of action to the games along with popularizing the term survival horror. Survival horror games are simply action adventure horror games with a different label.

Action adventure games still retain the puzzle solving aspect of adventure games but inject some action into the gameplay allowing the player to combat the monsters around him/her. The action is restricted either through the scarcity of combat supplies or frequency of combat. While the player can fail the game by being killed by a monster it is not the utter destruction of the enemy that advances the narrative. Puzzles still have to be solved. In fact one could go through the early Silent Hill games without killing much and still beat the game but if you couldn’t figure out a puzzle you were screwed (thank god for online guides).

Silent Hill 2 Music Box Puzzle
What the fuck do I do now?

For years action adventure horror or survival horror games dominated the horror game genre but then things started to change as horror games moved towards pure action horror. Action games are characterized by the need for combat to advance the narrative and finish the game. The Resident Evil and Silent Hill franchises both started producing entries that were action horror compared to the earlier entries that were action adventure. New video game series, such as F.E.A.R, Dead Space, and Condemned, came along leaving their mark on the horror video game scene.

Until recently action horror games are what dominated. In the last couple of years a new sub-genre of horror games has risen. Another shoot off like survival horror I will simply call escape horror. It is a return to action adventure style games but instead of combat the player has to run and hide. Games like Outlast and Amnesia fall into this category. Puzzles still have to be solved to advance the narrative but the player has to learn how to indirectly face his/her enemies unable to confront them directly. Survival horror games have you directly face the enemy while escape horror has you indirectly face them.

My preference out of all of these is survival horror. That doesn’t mean I won’t dabble in the others. The only one I don’t have much experience in is escape horror which really isn’t my cup of tea. If I’m forced to face my enemies I would rather face them head on than run and hide. The different sub-genres have different methodologies when comes to trying to scare the player. The games that lean toward the adventure side tend to rely more on a slow burn that subtly creeps into your mind, eating away at your sanity while the games that lean towards action rely on jump scares and keeping you in a constant state of adrenaline fueled panic.

The sub-genres tend to shift around in terms of what is popular at any given moment but you should always be able to find something that suits your taste. Below is a list of some recommended games to play based on sub-genre. These are only games I have had experience with. There are a ton more out there I haven’t had a chance to play yet.

  • Pure Adventure Horror: Sanitarium, Scratches, I Have No Mouth and Must Scream, Doorways
  • Survival Horror: Silent Hill 1-3, Resident Evil 1-3, Fatal Frame Series
  • Action Horror: Alan Wake, Silent Hill 4-5, Resident Evil 4-6, F.E.A.R Series, Condemned Series, The Suffering
  • Escape Horror: Amnesia and Outlast

1. There weren’t just text adventure games. There were other types as well like text RPGs but today’s adventure games still carry a lot more of the design philosophy of the text days compared to other genres.

2. If you want a more detailed and personal history of the early days of horror video games check out this article.

Finally here is my favorite song from the Silent Hill franchise: