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The full-length video found the right home: horror games

fulllength, Games, Home, Horror, Video


It would be easy to assume that the full video is no longer valid.

The full video, which is usually won on FMV, is in a pre-translated or recorded scene drawn from the game, rather than being released by the game engine in real time. A full-motion video is used that allows developers to add visuals to the game beyond their graphics engine. For example, when Final concept 7 which needs to show a great deal of Midgar, it did not use the illegal graphics of the 1997 game – using the previously provided FMV.

Of course, this description paints a great flow of format history. Arcade games like Dragon's monster create a world of responses that turn into full-blown digital video, and FMV sub-titles such as Erica or Sam Barlow Telling Lies has proven that the contents of the recorded video can still be written in a compelling way.

But if today's games can approach the standards of pre-eminent filming in pre-translated scenes played like a movie between interactive stages, is there any benefit to discussing the surprising reversal of the best-known FMVs?

2019 Commitment has given us an undeniable answer: yes.

And especially in horror games.

To change the mode through the middle switch

CommitmentHer story focuses on a young girl, Mai Shin. In an effort to encourage his family, Ming Shin competes in a television singing competition, competing with other children for fame. We go back to the tournament many times throughout the game; almost all of the critical events in the story can be traced directly back to this situation. And to guide home how important this work is, Commitment make it complete visual transmission.

Photo: Red Candle Games

While everything else in the game is built inside a game engine called Unity, the singing competition is, in fact, real. It's a blurry, VHS-style recording of real players on real sets with a real girl singing her heart out. Shocking difference, that one Commitment plays upwards by putting FMV on a television made up of in-game footage. It sounds like the game is depressing and you can question its authenticity. Is it on TV and in the same facts as the daily spiritual installations of this apartment in Taipei?

The article in the new video home of the shocking in-game horror was written as a companion episode in the video above, and made by Jacob Geller.


Variety in beauty takes a negative tone in the context of the game's story. May Shin admits that she doesn't really want to do it on television. He just wants to make his father, Feng Yu, happy, and he knows what this means to him.

Even when May Shin falls ill with physical symptoms caused by her anxiety, Feng Yu refuses to admit that getting her out of the show would be a good idea. By using the full video, we begin to understand what motivates him. For Feng Yu, television performance real real rather than his daily life. Thus, she is willing to make any sacrifices to continue her daughter.

CommitmentThe crack of course reminds me of another game that uses full video to stimulate the reality of the gameplay you might have asked nearly two decades ago: Silent Mountain 2.

Picture: Konami

One of the most incredible images of the PS2 era is to shoot for the first time Silent Mountain 2. His former friend, James, looks in the mirror. His eyes are dark brown, his hair is oily, the mirror is covered with grief. Second, the game is a breath away from reality. Of course, the lighting and text of this event is more than the PS2 can provide in real time. Silent Mountain 2The first shot is a full video, not anything made with a game engine.

The human face is a popular topic of CGI giving. There is a reason why Wright's first films include toys, bugs, fish and giant monsters; a few things that make viewers uncomfortable than the intellectual representation of our form.

However Silent Mountain 2The character of the character, Takayoshi Sato, has come straight into this ridiculous valley. The game's videos feature a close-up shot of characters whose personality has done more than make a quiet conversation with one another. Usually due to their technical limitations, they are not too stressed. And in the horror of this game, they work.

To all its beasts and darkness, Silent Mountain 2 it is a story of undeniable horror. Opening the knotted knot of James & # 39; s case and mourning lasts the entire length of the game. In all cases, the same Commitment, major changes in casting beauty with our character look. Is the true "James" a model of low-level decision-making that dominates around the streets of Silent Hill? Are you a crazy, above-average person in the sequence given before the game?

Or can we just get to know James from the secrets we read on the lost VHS tape, the tape that uncovers the cold darkness just below the surface? It is no coincidence that we start with James putting himself in a dirty mirror; the game refused to give us a clear picture of him.

Silent Mountain 2 blinds the player with these visual changes. You can go into the depths of the hospital, or stumble across a historical society, open the door, and find yourself unlocked before the video. On more than one occasion, I actually jumped as the game started a previously assigned area. Nothing, not even the basic look of the world, can be relied upon for a long time. The truth, and how it is presented to the player, is proven as fluid, and the game reminds you of that as soon as you start forgetting.

While the obvious purpose of the full video is to draw players deeper into the game, Commitment and Silent Mountain 2 do the opposite: They force us to deal with the logic of what we play. The protagonists of each of these games hold a deep mistrust. Their reality is breaking into conventions, and the apparent difference between the graphics of the game and the FMVs makes this argument a reality.

Decades ago, game developers may have wished the whole game could be the same as their FMVs; indeed, Final 7th idea The 2020 remake looks light years without any previous cuts to the original. But unfortunately, as the graphics develop, my appreciation for FMV inconsistencies has only grown. In a situation that is often the victim of repetition, they are quite unexpected. They challenge the way we perceive these real situations.

Even in the AAA space, FMVs are used to highlight local mistrust. In Control, a recording of the live performers fills the title of The Oldest House, which is projected on the wall or blasted on old TVs. If you're lucky, you can even find an episode of "Threshold Kids," a completely bizarre children's program with (()), puppets with pictures. As fans of the FMV show grieving for their dead mother or visit “uncle Mr. bones, ”only draws home the infidelity of ControlLots of secrets.

Shockingly, this visual pull can make the whole fabric of the world feel uncertain. Fixed is safe. Jump to futility for looks and looks? That's it it is dangerous.

How, though, can we feel safe if we cannot even rely on our own eyes?

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