‘The Quarry’ and ‘Evil Dead: The Game’ lure you to a scary movie
Both games, in their own way, ask players to suspend their disbelief enough to believe they are directing the outcome of movie-inspired horror scenes, whether that’s by pressing a single button in The Quarry or direct, timing-based fight as one of the survivors or demons of Evil Dead. And both use different conceptions of game design in their own way to capture the experience of watching a horror movie.
Games in the decades before that attempted to achieve this goal in a variety of ways. Survival horror releases of the sort made famous by Resident Evil and Silent Hill in the 1990s used an intentionally clunky control scheme (called tank controls) and a scarcity of ammunition and healing items to model the fear of being outnumbered and outnumbered. to be overwhelmed by monsters. This, combined with the drugged feeling of maneuvering a character into position to run from or fight an enemy, worked to mimic the nightmarish helplessness of a horror movie. Amnesia: The Dark Descent took a different approach to modeling powerlessness, forcing the player to explore terrifying locations and hide from danger without access to any weapons.
In short, designers have always been interested in finding ways to make the vicarious thrill of watching a horror movie more intimate — to make players feel like they’re not just watching, but actually participating in the experience.
Both of the aforementioned design ethos maintain their popularity, but they’re joined by The Quarry and the more passive genre it belongs to, as well as games like Evil Dead, the latest in the “asymmetric multiplayer” horror sub-genre that also includes Dead by Daylight and the Friday the 13th adaptation. . The continuous line connecting these horror releases is their use of role-playing as a means by which audiences lose themselves in various aspects of the horror movie experience.
the quarry
Thanks to 2K
For example, something interesting happens while playing The Quarry: the player doesn’t make decisions as if he were the character involved, but instead acts from a director’s perspective – or perhaps more accurately, from the point of view of a plot-influencing superviewer whose screams at the TV to not just go out to investigate a strange noise, on the contrary, can change the course of events. An understanding of genre tropes informs these decisions. When a cast member is attacked by a bizarre monster and develops a strange infection from a leg wound, another character’s suggestion to amputate the limb, moments after seeing black fluid along the edges of the wound, seems more reasonable than it should. The player knows that something bad is inevitable because of the story they are witnessing, but because of their familiarity with the logic of horror movies, which dictates how a mysterious injury inflicted by a monster causes the patient to turn into a monster in turn. they try to save the injured player by judging the situation based on the genre. The Quarry encourages its audience to impersonate a horror movie viewer rather than a horror movie character.
In Evil Dead: The Game, players take on more direct roles on the screen. As a demon, they are forced to think like a supernatural predator and do everything possible to kill the other players. As the survivors, they are made to prioritize saving their lives and their companions. The abstraction of the genre is taken away to promote the fight-or-flight behavior that slasher movies try to capture in the first place. One layer of signifier is removed, leaving something closer to the real emotions a slasher wants their viewer – or in this case, player – to feel.
The Evil Dead movies, and horror movies in general, are made up of more than just the aesthetics of suspense, fear, and violence. The Quarry and Evil Dead: The Game both understand this in their own way, modeling the vicarious pity and guilty pleasure that comes from watching events unfold in slasher movies. Their approach to design can take different forms, but they work towards a similar goal: to take movie monsters and those who terrify them a few steps from the screen so that their fate can be placed in our hands to some degree.
This post ‘The Quarry’ and ‘Evil Dead: The Game’ lure you to a scary movie
was original published at “https://www.wired.com/story/the-quarry-evil-dead-the-game-horror-movie-inspirations/”