During the summer of 2015, I revisited a few games that; having been
released in the previous year, had eluded me for whatever reason. The Evil
Within was one such game.
I'm quite aware of the games that get released and I know how well theyve
been received. So I knew that (at least through major outlets), The Evil Within
had a mixed response from Gamers. Some loved it, some not so much. In a time
where I had little money, it probably wasnt a wise investment for me to gamble
my money on something that I might not enjoy (I'm usually quite good at knowing
what I enjoy). So I didn't buy it. Thankfully, a year later, The Evil Within is
great. I actually found it extremely intense to play, like to headache
inducing, but in a good way. It's definitely reminiscent of Resident Evil 4;
one of my favourite games of all time, but focused more on survival horror.
Ammo and Health packs were scarce, enemies took plenty of damage and the
environment seemed far more cramped; creating a claustrophobic experience.
During my time with The Evil Within, I was preparing for my Driving Test.
This as you can imagine, was a particularly stressful time, where The Evil
Within was possibly not the best choice for calming my nerves. I managed to beat the game a few days prior to
my test. This however, managed to come at an ill-opportune time as I was also
waiting for the release of the Phantom Pain, which was the same day as my test.
As I waited, this left me without anything to take my mind from the impending
test, causing the pressure to build similarly to the intense pressure of The
Evil Within.
On the eve of my test (and the Phantom Pain, of course), I could hear my
brother playing some music whilst he worked. The song was “Clair De Lune” a
classical piano piece performed by French composer, Claude Debussy. Whilst,
this slow and soft piece of music played, I began to relax and my headache went
away. Where had I heard this music before? Well it was not but a few days
earlier whilst playing The Evil Within.
During the Evil Within, the intense pressure and threat of imminent death
around every corner made me particularly careful. That pressure built greatly
on my mental strength, as I couldn’t bear the thought of having start an area
again. Throughout the game, this piece of music “Clair De Lune” would be met
with a sudden burst of excitement and rush, quickly met by a deep calmness. The
music would emit from save rooms as inside these rooms you could save, as well
as unlock additional resources and purchase upgrades. More important than any
of these, was that it was also a safe room; where enemies literally couldn’t get
to you. This bought valuable time to reassess and invigorate mental wellbeing,
before getting back into the nightmare. Sure enough, I kept expecting one of
these rooms to turn into a trap where a boss would come and smash me into
pieces. You’ll be thankful to learn, this never happens; partly due to it not
making sense story-wise but also Gameplay-wise.
Something I had never completely considered when designing games was Game
Association. I have of course, some experience with this – Allies being Blue
and Enemies being Red. But to associate a song with something so prominent in
the game as being safe; something which in most games is a menu where the
player presses Save or Buy; it changes a player’s outlook on the scenario at
hand; particularly in a survival horror setting. For example, whenever (and I
mean whenever) I would hear “Clair De Lune” playing, I would immediately run to
the door, and couldn't wait to be greeted by the creepy nurse (who even being creepy is not at all creepy compared to everything outside). This often meant I would bypass resources and potentially enemies
just to create my next “checkpoint”. This process of Gameplay was exceptionally
powerful for me as the player. I believe it’s because this kind of feedback is most
often triggered by player interaction, and not by me hearing the music from a
couple of corridors over. I didn’t have to run to the door, but as a logical
next step; it made sense for me to do so in order to feel as though I was
making progress, whatever the outcome as soon as I left the room would be. These
save rooms also allowed me to test out areas knowing I would die, just to see
the traps and enemies that were lurking beyond; this ultimately calmed my
nerves more so.
So in future, I will incorporate as much Game Association into whatever games
I decide to make. And yes, by the way, I passed my Driving Test.
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