Branching Dialogue: Survive All Horror (Part Two)
Presenting Branching Dialogue, a weekly, wordy and often worryingly pedantic discussion of video game genres, trends and err ... stuff I didn't think to put in this introductory line.

Though the latest survival-horror scare pair, Dead Space and Silent Hill: Homecoming, are unlikely to be praised for oozing INNOVATION! out of every pore, both games do a lot to improve and streamline the genre's traditional gameplay. So much so, in fact, that some of the contrivances I would have vigorously defended before, passed off as "misunderstood" by run 'n' gunners, no longer seem worthy of the effort.
But which genre staples can be safely torn out without leaving the design document in tatters? Well, there are two in particular which I'm glad to be rid of.
Contrivance #1: My character moves like a tank piloted by an inebriated sloth.
There was a time when this could be passed off as a legitimate control issue or genre growing pain, but Capcom's refusal to tread outside tank controls, even after numerous Resident Evil games, cemented it as a "survival-horror thing." To be fair to the franchise's '90s, Alone in the Dark heritage, there was a good reason for turning agile STARS operatives into lumbering robots. There was no telling what direction they'd be facing when the next creepy camera angle arrived, so it was best to keep "forward" glued to the same place.
The argument for clumsy movement goes something like this: Tense situations (example: a monster is attempting to eat your face) become scarier and more frantic when you don't have complete control over your on-screen persona. The controls are intentionally inadequate and not only increase the risk posed by monsters, but curb your confidence, making sure you're more player than slayer.
This concept really fits well with Silent Hill's choice of protagonists, believable everymen who can barely operate a handgun and are every bit as confused as we are when they're asked to "retrieve the Flauros." It makes sense for them to be rubbish at fighting, certainly more so than the supposedly elite soldiers of Resident Evil. But even in Silent Hill, doing something as basic as swinging a pipe (which even I can do!) is hampered by a clunky lock-on mechanism and a single, canned animation. You would choose to avoid monsters not only because they were grotesque and unusual, but because attacking them was a tedious struggle against a developer's external limitation.

DO A BARRE-- err, EVASIVE ROLL
Homecoming's shift in this department is pretty dramatic -- you play as a soldier this time, one capable of aiming a gun and everything. "Ludwig, do you think Homecoming will be good?" they asked me. I'd look them in the eyes, shake my head and say, "They added an evasive roll." That was my snide, single-sentence summary and my summary execution of the game. And I was wrong.
Homecoming's enemies are weird, disorienting and best of all, more fun to fight. Now that a little skill is required -- and make no mistake, they still have the upper hand -- monsters become a more tangible part of the environment, as opposed to moaning, meandering signposts that read, "Ugh, avoid." Granting you a better grasp on your character has all sorts of benefits: your connection to him is stronger and more transparent; battles are far more engaging and tug you deeper into the game's world; and when you die, it's entirely your fault. Thank goodness for the evasive roll!
Contrivance #2: I could have sworn all this junk fit into my suitcase before.
In most genres, you can almost always rest assured that you've got the right equipment to deal with any problem the game can throw at you. In survival-horror, however, this warm and fuzzy rug is viciously yanked from underneath your feet. With a what-if awaiting you behind every door, Resident Evil in particular has made a game out of selecting the right equipment -- guns, grenades, precious healing herbs -- before venturing into the maws of danger.
Dead Space captures the essence of this concept without all the hopelessly outdated implementation in other games. In what is perhaps its greatest innovation, the game turns the entire inventory system into an in-game object -- a hologram. Why does this work when Resident Evil 4's suitcase doesn't? It's simple -- Leon's suitcase isn't part of the environment. Opening it places the world on hold, deposits you in a menu-driven limbo and yanks the plug on immersion.
EA's inextricable inventory system makes for seamless scares, an effect that even extends to the fantastic map and an unobtrusive health bar on Isaac's suit (can you believe we had to pause Resident Evil to view something as crucial as health?). Furthermore, Isaac's inventory does away with Capcom's ridiculous and decidedly non-terrifying game of detritus Tetris, a distraction which ratchets up the difficulty but utterly murders pacing and tension.
Foregoing a grid-based system in favor of a simple one item, one slot policy, Dead Space encourages you to think about your precious items for the right reasons. The level design certainly plays an important role, with central safety hubs supplying you before your dangerous excursions and, in turn, being bolstered when you return with some phat loot. You'll still have to make choices about what to keep and what to leave behind, but those are no longer dependent on whether or not you can fit the herb behind the sniper rifle. You can't carry all that stuff anyway, so why impose reality halfway?
Contrivance #3: The ending is always rushed
They may not offer the kind of innovation you'll see praised at the end of the year, but Dead Space and Silent Hill: Homecoming are innovators on their own stage, doing much to eliminate some of the longstanding problems genre fans have gotten used to over the years. Their adherence and respect for immersion is exemplary, so much so that I feel a little disingenuous when I praise their designers. After all, I only think they're doing their jobs when I can't see them.
Branching Dialogue is written by Ludwig Kietzmann. He regularly writes posts on Joystiq and also wrote the highly narcissistic blurb you're reading right now (well done for making it all the way to the end, by the way). He can be written to by means of this fairly uncomplicated e-mail address:

But which genre staples can be safely torn out without leaving the design document in tatters? Well, there are two in particular which I'm glad to be rid of.
Contrivance #1: My character moves like a tank piloted by an inebriated sloth.
There was a time when this could be passed off as a legitimate control issue or genre growing pain, but Capcom's refusal to tread outside tank controls, even after numerous Resident Evil games, cemented it as a "survival-horror thing." To be fair to the franchise's '90s, Alone in the Dark heritage, there was a good reason for turning agile STARS operatives into lumbering robots. There was no telling what direction they'd be facing when the next creepy camera angle arrived, so it was best to keep "forward" glued to the same place.
The argument for clumsy movement goes something like this: Tense situations (example: a monster is attempting to eat your face) become scarier and more frantic when you don't have complete control over your on-screen persona. The controls are intentionally inadequate and not only increase the risk posed by monsters, but curb your confidence, making sure you're more player than slayer.
"The controls are intentionally inadequate ... making sure you're more player than slayer." |

DO A BARRE-- err, EVASIVE ROLL
Homecoming's shift in this department is pretty dramatic -- you play as a soldier this time, one capable of aiming a gun and everything. "Ludwig, do you think Homecoming will be good?" they asked me. I'd look them in the eyes, shake my head and say, "They added an evasive roll." That was my snide, single-sentence summary and my summary execution of the game. And I was wrong.
Homecoming's enemies are weird, disorienting and best of all, more fun to fight. Now that a little skill is required -- and make no mistake, they still have the upper hand -- monsters become a more tangible part of the environment, as opposed to moaning, meandering signposts that read, "Ugh, avoid." Granting you a better grasp on your character has all sorts of benefits: your connection to him is stronger and more transparent; battles are far more engaging and tug you deeper into the game's world; and when you die, it's entirely your fault. Thank goodness for the evasive roll!
Contrivance #2: I could have sworn all this junk fit into my suitcase before.
In most genres, you can almost always rest assured that you've got the right equipment to deal with any problem the game can throw at you. In survival-horror, however, this warm and fuzzy rug is viciously yanked from underneath your feet. With a what-if awaiting you behind every door, Resident Evil in particular has made a game out of selecting the right equipment -- guns, grenades, precious healing herbs -- before venturing into the maws of danger.
Dead Space captures the essence of this concept without all the hopelessly outdated implementation in other games. In what is perhaps its greatest innovation, the game turns the entire inventory system into an in-game object -- a hologram. Why does this work when Resident Evil 4's suitcase doesn't? It's simple -- Leon's suitcase isn't part of the environment. Opening it places the world on hold, deposits you in a menu-driven limbo and yanks the plug on immersion.
Sometimes, the inventory can provide a safe haven.
EA's inextricable inventory system makes for seamless scares, an effect that even extends to the fantastic map and an unobtrusive health bar on Isaac's suit (can you believe we had to pause Resident Evil to view something as crucial as health?). Furthermore, Isaac's inventory does away with Capcom's ridiculous and decidedly non-terrifying game of detritus Tetris, a distraction which ratchets up the difficulty but utterly murders pacing and tension.
"Furthermore, Isaac's inventory does away with Capcom's ridiculous and decidedly non-terrifying game of detritus Tetris ..." |
Contrivance #3: The ending is always rushed
They may not offer the kind of innovation you'll see praised at the end of the year, but Dead Space and Silent Hill: Homecoming are innovators on their own stage, doing much to eliminate some of the longstanding problems genre fans have gotten used to over the years. Their adherence and respect for immersion is exemplary, so much so that I feel a little disingenuous when I praise their designers. After all, I only think they're doing their jobs when I can't see them.
Branching Dialogue is written by Ludwig Kietzmann. He regularly writes posts on Joystiq and also wrote the highly narcissistic blurb you're reading right now (well done for making it all the way to the end, by the way). He can be written to by means of this fairly uncomplicated e-mail address:












Reader Comments (Page 1 of 1)
Titanium_Orchid @ Nov 4th 2008 8:16PM
file that video under: LoL Wut?
offday @ Nov 4th 2008 8:32PM
Bonus points for anyone who can actually play and beat that game. I couldn't even manage to watch an entire minute of it.
West @ Nov 5th 2008 1:50AM
Oh, I stayed up all night to play it. With the lights off. And 5.1 surround headphones. Awesomeness.
Titanium_Orchid @ Nov 5th 2008 3:12AM
playing the you tube video?
Rein @ Nov 4th 2008 8:42PM
So, I finally got to play Dead Space (up to Chapter 4 at a friend's house), and I must say that it's very different from what I thought it would be. Both games had a lot of "Oh SHIT!" moments (Dead Space's being the first airless area and Silent Hill's during the first Nurse encounter) and really set it in my mind that I never want to be an engineer or live in a small town with a bunch of crazy white people.
The whole "Alex is a soldier" thing doesn't matter when it comes to the combat, as he only does very simple maneuvers that anyone who has handled a baseball bat can do. The only thing I could see that would come from military training is charging up his attacks. As for dying, the game is really forgiving with the amount of checkpoints in the game. Dying goes from a horrible fear to a slight annoyance, especially if you die during a puzzle. The same goes for Dead Space, as whenever you die you either end up a couple rooms back or in the same room itself... You'd think the genre/developers would be a lot less forgiving when it comes to things like that. They should make dying a punishment instead of a minor setback...
Although, I'm glad they aren't, because it would annoy me to no end... ;D
WRE @ Nov 4th 2008 8:51PM
I'm just here to proclaim my love for Dead Space. I love you Dead Space.
Premature ejaculation man @ Nov 4th 2008 9:01PM
She's mine you bastard!
ice~ @ Nov 4th 2008 9:12PM
Excuse me, Dead Space loves me more than the both of you!
WRE @ Nov 4th 2008 10:15PM
That's not what Dead Space and your moms said last night!!!
WRE @ Nov 5th 2008 1:56AM
Holy FUCK! Tonight was what can only be considered an historic event and I am so proud to be an American!!!
Huh? Election? No, I just beat Dead Space! I can't remember the last time I played a survival horror game that was that amazing and that includes RE4. I love you even more Dead Space! November 4, 2008 will go down in history as the day I womped some Alien/weird human experiment thing's ass!
Markez @ Nov 5th 2008 3:29AM
You shouldn't refer to John McCain as a weird alien human thingy, that's just disrespectful.
That being said, since moving cross country, HD TV purchase is now imminent, Dead Space purchase nearing... Impatience growing...
WilhelmThe1st @ Nov 4th 2008 8:59PM
Good read.
Giroro @ Nov 4th 2008 9:10PM
Hay Can I get an English to American translation on the following?
rubbish
contrivance
bollocks (spell check won't work on this)
lol...Britain. (or is it Australian)
Poisoned Al @ Nov 4th 2008 9:21PM
See that book under the broken leg of your sofa? The one titled "Dictionary?" Go nuts!
(You Americans wonder why everyone thinks you're stupid)
MEATLOAF2 @ Nov 4th 2008 9:57PM
as stupid as americans are (me being one of them...and willingly admit it), we all have to agree that that video was filled with lots of funny bits from pausing the game repeatedly to screaming in a foreign language every time ANYTHING moved...especially when he was in the room with those locker thingys he probably wet himself
AoE @ Nov 4th 2008 10:03PM
@Poisoned Al,
The only dictionary you'll find in the US with British slang in it is the Oxford English Dictionary... and believe it or not, most people don't have $1,000 20-volume dictionaries propping up their couches (also, how fucked up is your couch that you need 20 books to prop it up? You should just bite the bullet and get a new one...)
And honestly, everyone thinks we're stupid because some of us don't know your slang? Yeah, I'm sure that's EXACTLY the reason jackass.
FlamingEffigy @ Nov 4th 2008 10:18PM
Well its british slang most prominently, although some australians also use it. The more important thing is simply, how dont you know the meaning of the word "contrivance"??? Thats not slang, thats english, learn it before complaining.
And try just a compacted version of the oxford english dictionary, or as most people use, the internet. Urban dictionary would give you definitions of any slang, although the majority of online dictionaries still give you an answer for at least the first two words this commenter mentioned. If you are relying on a spell checker then i fear for you.
Also Ludwig rocks my socks, ill read anything he writes.
WRE @ Nov 4th 2008 10:20PM
What the fuck, Poisoned Al? You used to be cool but now you're such a bad ass American hater. I hope that your second/third world country is a fun place and that you like all the American made and funded entertainment we provide.
Poisoned Al @ Nov 4th 2008 10:47PM
Don't you mean "use to provide?" Hollywood needs to be nuked from space. And I don't just hate Americans. I hate stupid. There are proably just the same ratio of dumb to smart people around the world, it's just that American's have the means, and indeed, the will to show everyone how retarded they are. Giroro's post being proof of this.
Oh, and by the way, the word "contrivance" is NOT a British word. It's used internationally by people who are not mono-syllable grunting retards.
offday @ Nov 4th 2008 10:56PM
At least Americans the majority of Americans know the value of a toothbrush and toothpaste.
Vidikron @ Nov 4th 2008 11:02PM
Blah, blah... some guy asked the definition of a few words. So what? It's better to ask than to not ask. Get a life, Al.
Poisoned Al @ Nov 5th 2008 6:26AM
My, what cutting wit. At least in this country we don't sell devices for disgustingly fat people to be able to wipe their own arse, becuase their pudgy arms can't reach by themselves!
Trust me, if you're going to resort to stereotypes, you're going to fucking lose. So why don't you test the weight limit of your mobility scooter some more?
Poisoned Al @ Nov 5th 2008 6:40AM
On a serious note, internationally the view of America is in the toilet. I mean the UK is America's closest ally, and we hate your guts! Most of this is thanks to the chimp-faced moron that has been ruling your country for 8 years. Bush was a walking American stereotype. If he put on a 200 pounds, he would have been a perfect example of how the world sees Americans. Hopefully the new guy will change a lot of this. Personally I'm not over struck on Obama, but Palin scared the shit out of me.
All I can say is THANK YOU for not letting someone so arse-backward have that much power!
Nigeria @ Nov 5th 2008 7:31AM
The UK doesn't hate America's guts. What kind of media regurgitated bullshit are you spewing, Al?
And us, being from the UK, are in no position to talk about a nation's standing. Try visiting Pakistan; I'm sure the reaction will be really favourable.
Poisoned Al @ Nov 5th 2008 10:10AM
Trust me, I hate the UK more then America. I have to live here remember. At least in the US, voting for someone else might actually do something.
And can you honestly say with a straight face that America (and in particular their foreign policy) is popular here? I still think half of it is harking back to the days where it was the British empire fucking everything up. Hence the gailing lap-dog nature of Blair. Yeah, he was REALLY popular being so close to Bush wasn't he?
Vidikron @ Nov 5th 2008 10:22AM
Al, you've done nothing but make yourself look like a dumbass. The OP simply asked the definition of a few words and you go off on some stupid rant about Americans and pathetically attempt to use Giroro's post as your proof. Seriously, one guy asking questions sends you off on this idiotic rant? And that's supposed to convince us that we're the stupid ones? Also, as I said above, since when is asking questions stupid?
Duke @ Nov 5th 2008 10:59AM
Al, from reading your posts you’re just a hate monger as a whole. Save us all the time and stfu. None of your angry crying does a damn thing to make us American's feel bad and it doesn't do a damn thing to make the UK better either. Simply put, you are just being a tool without serving any useful purpose.
Poisoned Al @ Nov 5th 2008 11:02AM
Frankly I find it rather sad that simple knee-jerk reply to a "Huuuurrr BRiTan! LOL!" post has descended into this long winded pile of wank. If you do not know the meaning of the word "rubbish" or "contrivance", wouldn't you maybe use dictionary.com, which shows ALL the definitions to the words, or do you show your frankly stunning ignorance on a internet blog, for a jerk like me to mock? Said jerkary would have been ignored, but wait, I said something bad about America! MAN THE CANNONS!
Oh for fuck's sake. I'm bored of this shit. Feel free to have the final say. I won't bother reading it.
The Doctor @ Nov 5th 2008 4:51PM
WOW. Rubbish and contrivance are not British-dialect words. At all.
Also there's this great series of tubes where if you put a word in you can find its definition on an e-dictionary.
#28 @ Nov 4th 2008 10:34PM
You wrote that column real good Ludwig.
Super I @ Nov 5th 2008 12:10AM
that video was fun, i like it and the end was good with that monster continually showing up, but my favourite part was the zombie coming out of the wall coffin thing
tjd @ Nov 5th 2008 12:01AM
I agree the immersion in Dead Space is really well done - right up to the point where you go to a save station and get abruptly kicked into the PS3's UI. DOH!
Sir Twilight @ Nov 5th 2008 6:53AM
Ah, you should've picked up the 360 version instead, which displays the save screen as an in-game hologram (albeit zoomed in on) just like the Store or Work Bench. Good stuff.
tjd @ Nov 5th 2008 10:08PM
lol, this is the first MP game i bought on ps3 instead of 360, guess that teaches me...
Courtney @ Nov 5th 2008 2:51AM
I'm quite enjoying these columns Ludwig. Keep up the good work!
Do you think that the improvements in these two games are related to the change in developers? Silent Hill moved to an American developer and EA entered the genre for the first time (as far as I know). New blood equals some new thinking?
Sheppy (of the Fidlious Clan of Wong) @ Nov 5th 2008 8:05AM
I'm currently playing Silent Hill and enjoying it, except when it wants to be Resident Evil 4. Such as the part I'm on right right, at the Police Station.
Ludwig Kietzmann @ Nov 5th 2008 11:39AM
I found the best course of action in that section was to run.
Duke @ Nov 5th 2008 12:10PM
Yeah, its hard to put up a good fight there.
Markez @ Nov 5th 2008 6:51PM
Sweet, how are you liking it Sheps? I really enjoy a good scary game, but am really on the fence as to what I want to get after I finish up with Fable II.
Would love some insight, as to whether to go with that or Dead Space...
ninjacat11 @ Nov 5th 2008 7:17PM
Markez:
Go with Dead Space.
Eliot @ Nov 5th 2008 8:34PM
I'm really enjoying the column. Keep it up!