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No. 179132
>>179128
Let's be clear, horror doesn't exclusively mean fear. And horror as a genre especially doesn't exclusively mean fear. Movies like Saw, while actually psychological thriller/mystery films, are also considered horror. Because, while they don't actually create, or try to, induce fear in you, they do try to shock and disgust, which is also a part of horror. Look at a dictionary.
Secondly, my point was shitty mechanics are a lazy way to create tension. Everything from Resident Evil's crappy camera angles, Dead Space's segments where you lose control of your character, to developers making ammo so scarce that you have to run away in a game where running away is cumbersome and shitty (Resident Evil, Dead Space, Parasite Eve, etc.) And the fear coming from losing progress in your game because of limited save files? Come on.
You get the same tension from not having ammo in Resident Evil as you do from not having ammo in BioShock, or the earlier Call of Duty games (let's face it, you'll never have to run out of ammo in any of the newer ones) and two are decidedly not "horror" games. Meanwhile you have games like Amnesia and Penumbra where you either can't defend yourself, or defend yourself by getting up close and personal provide the same thrill without cumbersome gameplay mechanics, because the game was designed with this explicitly in mind. Lousy mechanics do not create genuine tension. If they were in any other game, a game that's not supposed to be a "horror" game, you would be frustrated. Why should it be any different because there's a zombie dog? The answer is, it's not. That's all I was saying.
Not to say I don't enjoy games that use SOME of those mechanics, the Silent Hill games are fun, and running into a horde of zombies with no ammo in Resident Evil 4 is some of the best gameplay there is to be found. But that doesn't make them good features in every instance, and that doesn't make them great in general, or less lazy really.
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