<p>As I found myself picking off decaying zombies in a dim graveyard in <em>Resident Evil 6<&sol;em>&comma; I couldn’t help but flash back to the early days of my gaming career when not everything was about boat loads of ammunition and action heavy set pieces&period; It was a time long before games like <em>F&period;E&period;A&period;R&period; <&sol;em>combined horror elements into action games&comma; creating the hybrid Action Horror genre that most horror titles adopt today&period; Survival Horror was still a <em>thing<&sol;em>&comma; and gamers were still clambering for more games that relied heavily on pacing and the surrounding atmosphere&period; I felt a tinge of sadness wash over me as I thought back to the most recent years&comma; where games like <em>Silent Hill <&sol;em>are finding themselves overshadowed by the action-heavy <em>Resident Evil 5<&sol;em>&semi; and good Survival Horror is reserved mostly for independent developers and limited releases&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>If the reviews of <em>Silent Hill&colon; Downpour <&sol;em>are any indication of the evolution of gaming&comma; then it should be safe to say that the days of enjoying slower paced horror are long gone&period; Having played through <em>Downpour<&sol;em>&comma; I felt a sense of nostalgia for the <em>Silent Hill <&sol;em>games&comma; and while they were praised for their efforts&comma; Vatra’s crack at the desolate town seemed to be ostracized for mediocrity&semi; a mediocrity that&comma; almost 10 years ago&comma; earned accolades&period;<&sol;p>&NewLine;<p>Back in the late &OpenCurlyQuote;90’s&comma; Survival Horror was at its pinnacle&period; The pixilated environments of places like Silent Hill&comma; Raccoon City&comma; and Ibis Island provided for the perfect settings for pacing that horror titles required&period; Tacked onto the slower pacing was also the awful reality that the gamer wasn’t in control&period; Unless acquired through special means&comma; the characters weren’t equipped to the max&period; Bullets didn’t drop from every downed foe and&comma; sometimes&comma; the horrific truth was that one had no way to defend themselves&period;<&sol;p>&NewLine;<p>These days&comma; we as gamers have driven it into the heads of the industry’s leaders that bigger is better&period; Faster is better&period; Let us get from point A to point B as quick as possible&comma; but still deliver us a game that lasts a steady 20 plus hours&period; Survival Horror games of yore didn’t follow this formula&period; A good portion of game’s like Silent Hill and Dino Crisis revolved around walking&semi; sometimes back and forth between the same area for at least a half hour&period; Outside of the original Dead Space&comma; whose biggest apparent &OpenCurlyDoubleQuote;fault” was the backtracking and slow pacing&comma; this style of gaming has long been left behind&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>That’s not to say good horror doesn’t exist in gaming&comma; though&period; Titles like Alan Wake&comma; Doom 3&comma; and Dead Space 2 succeed in the psychological department&comma; but even these A-list games rely on some varying sort of action elements to keep the gamer engaged&period; The tension that once was is lost in large set pieces&comma; high powered &lpar;and well stocked&rpar; weaponry&comma; and&comma; as miniscule as it may seem&comma; looser controls&period;<&sol;p>&NewLine;<p>While horror is still an element very much so alive in gaming&comma; 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I've been apart of the gaming community since my introduction to Metal Gear Solid in 1998. Mixing my love for gaming and the paranormal, I created the persona The Gamer's Ghost - a gamer from the afterlife with an affinity for horror. I can be found on Xbox LIVE and the Playstation Network on Uncharted 3 and Gears of War servers - and I am probably the only person left on the Ghostbusters: The Video Game servers.
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