Fear
is subjective. Fear of the unknown, of the violent and terrible. Some fear
death, others fear spiders. We each have a unique perspective on this universal
sensation, but no matter who you are, or what you say, there is something in
this world that we all fear. It’s a natural response to events or images that
we perceive as threatening or otherwise dangerous. Movies, books, real world
events – anything can trigger that basic survival instinct that tells us “this
is not right.” It’s also important to create the distinction between fear and
anxiety, and while anxiety can lead to fear, it generally occurs when there is
no immediate sense of danger.
Take
Steven Spielberg’s classic open water tale Jaws,
for instance; the anxiety is in the suspense. The classic score playing when
Jaws is circling its prey, the pause before it strikes, all of it creates
layers that builds up to the eventual release, a sort’ve catharsis. Once the
tension of such a scene is cut, it resets until the next dramatic moment. Jaws was not, by any categorical
standard, a horror movie. And yet it created such fervor long after its release
that people still, to this day, fear that movie.
So
what’s my point? My point is that fear is subjective. You don’t have to watch a
horror movie or play a horror video game to find things frightening. Half-Life 2, System Shock 2, BioShock, Max
Payne: these are not typical horror games, and yet each one contained at
least one area, or one particular theme that was just unsettling. From
Ravenholm, to SHODAN, to the Splicers, to Max’s nightmare, these were
appropriately frightening moments from typically non-frightening games. At the
complete opposite end of the spectrum, take a game like EarthBound, Nintendo’s classic SNES RPG starring the telekinetic
thirteen year old Ness trying to save his planet from an alien invasion. It’s a
colorful, cheeky little story about growing up and a child’s rite of passage
into adulthood, but if you were to break it down, it has some of the most
horrific and disturbing subtleties and subtext of any game I’ve played. Anyone
who has managed to finish the game and can recall the laments of
series-antagonist Giygas as he cries out to Ness knows exactly what I’m talking
about.
Max's nightmare in the original Max Payne is one of the most disturbing moments in the game, but it's only a tiny part in an otherwise noir-inspired revenge story. |
And
then, there’s Dark Souls. What can be
said about this game that hasn’t already been discussed? Even the topic I’m
about to delve into shares some corner of the internet with talks of its
difficulty, its minimalist storytelling, and its infamous boss battles. But on
the subject of fear, Dark Souls is a
rare breed. It does what nearly any horror game is incapable of doing (even the
greatest of the genre). It stays with you. It haunts you. It puts you in a
panic long before and long after you play the game. There is a persistent dread
that goes along with playing Dark Souls,
one that far too many horror games try to emulate with typical horror tropes
and stereotypical set pieces.
For
the purposes of this article, let’s compare Dark
Souls and its elements of horror to, what I believe, is the prime example
of a modern horror game – Amnesia: The
Dark Descent. Now I must warn you, if you have any interest in playing Amnesia at all but have not done so yet,
then I suggest you close out of this article right now, because I am about to
dissect it to the point that knowing just how the horror works ahead of time
will completely diminish the experience. That being said, for everyone else
still here, let’s get on with it.
There
is great excitement that builds up in horror fans at the mere mention of Amnesia, and rightfully so. It
skillfully wove atmosphere with tension to create one of the most terrifying experiences
in recent memory. But peel back the curtains and you start to see the puppet
strings at work. Amnesia is, by no
means, a flawless game, and for as much praise as it deservedly gets for its
ability to outright terrify the audience, there is clear deception at play. Amnesia manipulates the player into
believing they are in danger: that faraway noise, the floorboards creaking
under your feet; these are some of the most common elements of horror that, no
matter how archaic, still manage to make our skin crawl.
Unsettling imagery and moody atmosphere helped mask the orchestrated horror elements of Amnesia: The Dark Descent. |
But
it’s all a ruse, a cleverly guised setup. There’s nothing around the corner, or
behind the door (until there eventually is). It’s the buildup that terrifies
us, the expectation that something is
going to come and stalk us, that very same feeling that Spielberg captured so
brilliantly with Jaws: a
collaboration of sight and sound that creates perfectly synergized anxiety. The
monsters themselves, once they appear, are not particularly frightening.
Disturbing, for sure, but observation alone isn’t enough to create that
necessary fear. So the buildup is essential, and Amnesia handles it exceptionally well. Not only that, but they
ingrain a sense of helplessness in the player long before you ever even lay
eyes on these creatures by convincing you that they cannot be defeated, that no
form of mortal weaponry can kill them. Unlike action games that seem to
consider themselves horror (Dead Space,
Resident Evil, Left 4 Dead), Amnesia gives you nothing to defend
yourself except for the reminder that you can run and hide. And so, you run and
you hide and you hope whatever’s out there hasn’t seen you.
It’s
only upon your first death (if you’re so unlucky) that you notice something
peculiar: there’s very little penalty for it. More than that, if you find
yourself adept in the art of hiding in closets, you may notice something else:
that the monsters follow a particular scripted path. If you wait long enough,
they’ll simply go away. This is one of those instances where, as brilliant a
sound design as Amnesia has, the
music simply works against its own intent. When a monster does appear, there is
a noticeable change in tempo and tone. If you’re playing the game as you should
(lights out, headphones on, and utterly immersed), this will all be subliminal
to you, just enough to make you realize that something is coming, but not
nearly as blatant as to make you question why
the music is changing. But once you realize it, what follows will render the
game nearly unplayable.
The
music not only increases when the monster is around, but it goes away when the
monster does, as well.
That
simple fact alone, once acknowledged by the player, removes any sense of danger
or urgency the game previously had. It is akin to Frictional Games themselves
standing beside you as you’re playing, telling you exactly when and where a
monster is going to appear, and similarly, when it will go away. Knowing a
monster’s pattern, its behaviors, and acknowledging the queues will turn what
is an artfully put-together horror game into an otherwise typical first-person
adventure that happens to take place in a dark, abandoned Prussian castle. And
that is an unfortunate thing.
“So
what, then, does this have to do with Dark
Souls” you ask? Everything. Because where Amnesia’s reliance on string-pulling
allows it to create its danger, Dark
Souls leaves it entirely up to the player. You decide your fate. You choose
your path. You deem what is or isn’t necessary to defend yourself in this
world. Yes, of course, you have the tools to kill everything and everyone
around you, which goes completely against the point I just made about Amnesia. But having the tools to defend
yourself and having the ability are two very different things, because even the
strongest warrior can take the one wrong step that will cost him everything.
You need far more than weapons to survive in Dark Souls. |
Dark Souls isn’t a game about
success, contrary to the notion that it is one of the only games that gives you
the ultimate feeling of success. It’s about facing your fear, about
disregarding your inhibitions, and about throwing away all you thought you knew
and starting over, literally and figuratively. Dark Souls begins training the player from the moment you step foot
in this world into abandoning your idea of what a video game is “supposed” to
do. For so many of us who have become accustomed to games telling us we are the
hero, the savior, the strongest soldier in the world, Dark Souls simply tells you “No. You are not special. You are not
unique. And you will die, just like everyone else.” And that can be a powerful
and frightening thing.
Death
is not just an obstacle in Dark Souls,
but a necessity. There are few places in the world that can’t kill you, and
even in the safest amongst them, the threat of danger looms all around you. Some
of the biggest causes of death in Dark
Souls are environmental hazards: cliffs, fire, steep drops, poison swamps.
The inhabitants of Lordran aren’t the only things trying to kill you, but the
world itself wants you dead. Where Amnesia
relied on scripted events to fill you with dread, the dread is everywhere in Dark Souls. The prospect of death itself
can be a powerful motivator, because unlike most games where death simply
returns you to a previous checkpoint with no penalty, in Dark Souls, death can mean the complete disregard of the last
couple hours of playtime. Your souls – that is, your means of experience and
currency – are lost upon death, with only a single opportunity to reclaim them.
So death in Dark Souls isn’t to be
trifled with, and the fear of it can create some admittedly frustrating
moments. Moments you’ll fear going through again.
But
that’s what makes it the epitome of horror. Because horror is the antithesis of
desire. You don’t want it. No one enjoys being scared. Sure, you may enjoy
scary movies or video games or stories, but you enjoy the excitement that
surrounds it. Or maybe you’re just the kind of person that is unaffected by it,
but you still appreciate the craftsmanship that went into its production. I
lean more towards the latter, as I enjoy all things horror, but am rarely surprised
by it. And then there’s Dark Souls.
Because no matter what you think you know about horror, Dark Souls convinces you to reimagine it. It’s not a typically
frightening world (though like the games mentioned at the very beginning, it
has a few disturbing locations), and none of the enemies are that unusual
considering its medieval fantasy setting. But what Dark Souls manages to do is combine a proper feeling of
helplessness despite all the necessary tools to succeed, a powerful aversion to
death, and the most genuine fear of the unknown ever put into a game. Because
if there’s one thing, above all else, that Dark
Souls does best, it’s surprise you, makes you ask “What else could possibly
kill me next?”
And
not knowing is the most frightening thing of all.
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