encephalon
Member
Whether it's debating it's place in the horror genre or whether it was ever scary to begin with, the Resident Evil games have always been dismissed as only offering so called "jump scares" - things jumping out at you, sudden noises, etc to make you jump in turn. But having played those games extensively, at least up to the point when they were still horror games, I'm left wondering ... what is wrong with jump scares, especially in the way they're handled in the RE series?
I can see where jump scares can probably go wrong. Playing the original Silent Hill, although the series is generally proposed as the antithesis to RE, I've noted several jump scares, from a corpse fallout out of a locker after a false start with another, the sound of crashing glass in various rooms in the hospital, etc. These might make you jump, but they're not necessarily a threat and unless you turn your radio off nothing really threatening seems to jump out at you either.
But when playing Resident Evil, typically the types of things that jump out at you are the enemies themselves. Sure, sometimes the threat isn't that big. Dogs jumping out of windows or zombie hands through the makeshift barricades over windows in the precinct. But other times, like when you hear the Nemesis theme and you know that he could suddenly jump out at any moment catching you off guard and forcing you to make a run for it ... is it not delivering on the atmosphere and enhancing the sense of dread? When I play REmake and know that there's that one zombie left unburned, knowing it will probably leap out at me the next time I run through the hallway is enough to fill me with that sense too. The fear that something could catch you off guard in a dangerous situation seems like something that capitalizes on our basic instincts. And personally, if a horror game fills me with dread, it's enough for me to consider the game to be doing something right.
Edit: What do you think about jump scares and the notion that they could be use to complement or enhance atmosphere or the overall sense of dread that a horror game should try to achieve?
I can see where jump scares can probably go wrong. Playing the original Silent Hill, although the series is generally proposed as the antithesis to RE, I've noted several jump scares, from a corpse fallout out of a locker after a false start with another, the sound of crashing glass in various rooms in the hospital, etc. These might make you jump, but they're not necessarily a threat and unless you turn your radio off nothing really threatening seems to jump out at you either.
But when playing Resident Evil, typically the types of things that jump out at you are the enemies themselves. Sure, sometimes the threat isn't that big. Dogs jumping out of windows or zombie hands through the makeshift barricades over windows in the precinct. But other times, like when you hear the Nemesis theme and you know that he could suddenly jump out at any moment catching you off guard and forcing you to make a run for it ... is it not delivering on the atmosphere and enhancing the sense of dread? When I play REmake and know that there's that one zombie left unburned, knowing it will probably leap out at me the next time I run through the hallway is enough to fill me with that sense too. The fear that something could catch you off guard in a dangerous situation seems like something that capitalizes on our basic instincts. And personally, if a horror game fills me with dread, it's enough for me to consider the game to be doing something right.
Edit: What do you think about jump scares and the notion that they could be use to complement or enhance atmosphere or the overall sense of dread that a horror game should try to achieve?