encephalon
Member
... That aren't Resident Evil? Perhaps not even horror games?
Playing REmake now, which is glorious, I find myself wishing I had been experiencing it for the first time. There are a number of games with this kind of setting.
Here's a list of games I can think of
Typical Mansion
The Barrow's House in Clock Tower SFC/PS1
And the castle in the PS1 Sequel Clock Tower 2 (Just "Clock Tower" in NA) PS1
The Seven Mansions of Nanatsu no Hikan SS/PS1
Luigi's Manson and its respective sequel GC/3DS
Japanese Flavor
Himuro Mansion in Fatal Frame/Project Zero PS2
The dream mansion in Fatal Frame/Project Zero III PS2
It's Like a Mansion!
Belli Castle in Haunting Ground PS2
Not Sure/Haven't played
The mansion in The Demon of Laplace/Laplace no Ma ... This is an RPG. SFC/PC Engine/etc
The mansion in 7th Guest PC
Alone in the Dark ... and sequels? I've briefly played the original and it's ... rough. PC/etc?
I'm probably forgetting a bunch and there are also probably old games (hopefully on GOG.com) that I'm just not aware of. Do you know of any? I love seeing a locked door and going back to find out what's behind it. And also the sense of mystery it creates before I'm able to open it. Finding my way deeper and deeper into a mansion, etc. Outside of maybe, say, Dark Souls*, I can't think of any modern games devoted to evoking this sort of feeling.
For the sake of contributing content and making this thread more interesting than posting lists, I'd like to post excerpts from an older article from Chris' Survival Horror Quest that details the "recursive" style that RE1 maintains. It's actually quite cleverly designed.
It's a testament to the design of the original game that it was so tightly and carefully designed. It's really a shame that we lost the Resident Evil that was with Resident Evil 4, even if 4 was quite a great game. Please click the link above for the full article.
Playing REmake now, which is glorious, I find myself wishing I had been experiencing it for the first time. There are a number of games with this kind of setting.
Here's a list of games I can think of
Typical Mansion
The Barrow's House in Clock Tower SFC/PS1
And the castle in the PS1 Sequel Clock Tower 2 (Just "Clock Tower" in NA) PS1
The Seven Mansions of Nanatsu no Hikan SS/PS1
Luigi's Manson and its respective sequel GC/3DS
Japanese Flavor
Himuro Mansion in Fatal Frame/Project Zero PS2
The dream mansion in Fatal Frame/Project Zero III PS2
It's Like a Mansion!
Belli Castle in Haunting Ground PS2
Not Sure/Haven't played
The mansion in The Demon of Laplace/Laplace no Ma ... This is an RPG. SFC/PC Engine/etc
The mansion in 7th Guest PC
Alone in the Dark ... and sequels? I've briefly played the original and it's ... rough. PC/etc?
I'm probably forgetting a bunch and there are also probably old games (hopefully on GOG.com) that I'm just not aware of. Do you know of any? I love seeing a locked door and going back to find out what's behind it. And also the sense of mystery it creates before I'm able to open it. Finding my way deeper and deeper into a mansion, etc. Outside of maybe, say, Dark Souls*, I can't think of any modern games devoted to evoking this sort of feeling.
For the sake of contributing content and making this thread more interesting than posting lists, I'd like to post excerpts from an older article from Chris' Survival Horror Quest that details the "recursive" style that RE1 maintains. It's actually quite cleverly designed.
Chris' Survival Horror Quest said:
This approach has interested me for a long time. The genius part of the Resident Evil level design is that in the course of playing through the game two things happen: the player unlocks shortcuts and the player runs out of ammo. At some point the game becomes entirely about traversing efficiently through the mansion; it's a run from the safe room (where we can save) through the shortest possible set of rooms until we reach another safe room or a new puzzle to solve. There's simply not enough ammo to dispatch all of the zombies in the game, so route planning and deftly maneuvering through the Victorian building is eventually the key source of challenge.
There are 116 unique rooms in Resident Evil, split between four major areas: the mansion, the courtyard, the guardhouse, and the laboratory. A room is any space the player can occupy: a hallway, passage, closet, or room. To finish the game, UltimateSpeedRuns visited 213 rooms total, which means that most rooms were visited only twice. Does it strike you as odd that a game known for requiring a lot of backtracking can be completed without passing through most rooms more than two times? Remember, this includes all hallways and passages, as well as proper rooms, in the game.
In fact, the data shows that we can be far more efficient than that. Of the 116 rooms in the game, 19 of them were not visited at all in this run. These are rooms that contain story pieces, or access to guns or other items that are not strictly necessary for progression. The majority (44, 38%) of rooms were only visited once. The most visited room in the entire game is a small hallway in the upper-right part of the mansion's first floor. This room connects the mansion to the courtyard, to the second floor, and it is also right in the middle of several shortcut paths. It was visited a total of eight times.
This means that while there is some backtracking involved in Resident Evil, the path is from beginning to end is mostly linear. In fact, ... we can see that there is a common pattern to the traversal: the player enters an area and then spends a lot of time in that immediate vicinity, visiting adjacent rooms several times before moving forward or heading back the way they came. You can see how an area will light up with activity for a few seconds, then the player travels on to some other part of the mansion. There's a little bit of micro-backtracking within these "hot" areas, but very little retracing of steps across the larger map. At a macro level, Resident Evil is pretty much a linear string of these hot spots.
It's a testament to the design of the original game that it was so tightly and carefully designed. It's really a shame that we lost the Resident Evil that was with Resident Evil 4, even if 4 was quite a great game. Please click the link above for the full article.
*Which I haven't played yet.