r/survivalhorror

FF remake 2 vs sh:f question

Hey guys, I was thinking about buying the fatal frame remake 2 for switch. However, reading a review yesterday, it complained that the game is much lore combat focused now. The thing is that while I loved the atmosphere of silent hill:f, I hated the combat oriented aspect( mele and doge mainly). To the point I would give it a 6/10 tops. Are both games similar? My favorite horror games are, silent hill 2, re4, re7, bioshock, the evil within and dead space( maybe leaving something out)

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u/surface33 — 4 hours ago

What’s a hidden gem survival horror game everyone should play? To keep things interesting, Resident Evil, Silent Hill, Alien: Isolation, Signalis, and Crow Country won’t be counted since they’re already represented.

u/Sufficient_Notice_61 — 22 hours ago
▲ 14 r/survivalhorror+5 crossposts

We tried turning a peaceful alien design into something nightmare fuel

A before/after look at one of the creatures from our upcoming horror project, Life & Shadow: Celestial Call.

The original version felt too calm and almost “friendly,” so we started pushing the design into a more disturbing direction — sharper teeth, darker textures, stretched facial details, and a more aggressive silhouette overall.

We’re trying to balance cosmic horror with something that still feels biologically believable instead of completely random monster design.

Still a work in progress, but the transformation already feels way more unsettling than the original version.

u/Designer-Pie4299 — 22 hours ago

Not sure if it's recency bias yet...

But I think I prefer Tormented Souls 1 to RE1-3 OG.

Now Silent Hill is a different story, and RE1R is blatantly one of the kings of Survival Horror.

BUT this is just my current opinion. Classic RE is paramount, and tbch it's probably objectively better than the first Tormented Souls game, but MANE this game is insanely good for real though.

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u/Gonzongus — 1 day ago

Anybody else think RE9 would be agreed as one of the best survival horror games OAT if they removed Leon's parts and added another 2 hours to Grace?

Leon's parts are most of the reason of why the game is so successful and I know a lot of casual players love it, but I've heard traditional RE fans call the game mediocre because of it. The gameplay is awesome and just as good as RE4r, but the level design really suffers. Dissapointing progression/merchant system, bland environments and most importantly, the huge standout arena fights in RE4r are replaced with scripted bosses/segments which I'm sure would cost more to develop anyway.

Grace's segments are awesome and the pinnacle of survival horror gameplay, especially on Insanity which is challenging but fair. No other RE game rewards smart play as much as RE9. I agree with under the mayo that the care center is probably the best designed map in all of survival horror (although the mansion/police station have return trips that put them higher overall). I truly believe that if the following changes were happened, RE9 would be put on the level of RE2r, RE1r, Signalis, and the like.

  1. After the basement, Grace has to travel through an extended care center with a new twist alike to Mr. X or the Hunters
  2. Add a ~1hr area between the care center and the lab, replacing the Girl water plant boss (have the Girl die in the basement instead)
  3. Rebalance the lab to have every zombie be able to spawn as a blisterhead if not dealth with, and have lickers drop 0 blood. Also add a final boss.

Sorry for the ramble just a thought I had

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u/OkYam7295 — 2 days ago

Resident Evil 1996 Screenplay

Hey everyone, I hope you're all good!

I wrote a Resident Evil movie script that adapts the 1996 game, but as a working, production-ready screenplay. I love the original 1996 game, but I've always been frustrated by how Hollywood turns the franchise into a superhero action fest. So, I wrote a feature length script to prove you can adapt the original lore into an airtight, terrifying, 90-minute survival horror movie. Think Dawn of the Dead meets Aliens. It follows the classic lineup (Chris, Jill, Barry, Rebecca, Wesker) trapped in the Spencer Mansion, but I wanted to make sure it runs like a realistic cinematic experience.

Since the main sub doesn't allow external links, I can't post the script directly here. But I’d love to share it with fellow RE fans! You can find it on my profile page or at r / residentevilscript

Here's a little sample below.

Thank you so much!

...

ACT 1 - SCENE 3

EXT. ARKLAY MOUNTAINS - CLEARING - NIGHT

The rain has stopped now. The CHOPPER hovers low, its searchlight cutting through the mist like a laser beam. The trees bend under the force of the CHOPPER’S rotors

BRAD (INTERCOM)

I see smoke! Three o’clock! Down in that clearing!

The searchlight hits a patch of wreckage. It’s the BRAVO TEAM CHOPPER.

INT. HELICOPTER - CONTINUOUS

WESKER

Put us down. Now!

EXT. ARKLAY FOREST - CONTINUOUS

The Alpha Team hits the ground before the skids even touch the mud. CHRIS, JILL, BARRY, JOSEPH and WESKER move out in a 360-degree security perimeter.

The silence after the roar of the engine is deafening.

CHRIS

Bravo! It’s Alpha!

No response.

BARRY examines the cockpit of the CRASHED CHOPPER. He finds KEVIN DOOLEY (Bravo team).

BARRY

Captain. It’s Dooley. He’s... This wasn’t the crash. It’s... Something got into the cockpit?

JOSEPH is twenty yards out, his flashlight beam dancing over the tall grass. He spots something metallic reflecting in the weeds.

JOSEPH

Hey! I’ve got something!

JOSEPH holsters his weapon and jogs towards whatever he’s spotted. The rest of the team turns their heads.

JILL

Joseph, wait! Stay with the team!

JOSEPH reaches down and grabs a handgun from the undergrowth. He tugs. The gun doesn’t come free.

He pulls harder. A SEVERED ARM, still clad in a Bravo Team sleeve, rips out of the brush. It’s jagged at the shoulder. Raw bone and sinew.

JOSEPH

(Gasping)

Oh god...

GROWL.

A guttural vibration seems to come from the earth itself.

JOSEPH freezes. He slowly turns his head to his left.

Two yellow eyes ignite in the darkness. Then four. Then six.

He looks to the right. Another four pairs.

They don’t blink. They’re moving closer. Slowly moving into position.

JOSEPH

(Stepping backwards, voice cracking)

Oh no. No no no!

Before he can bring his weapon up, a CERBERUS (zombie doberman) leaps from the darkness, its skin peeling off in wet ribbons.

CRUNCH!

It latches onto Joseph’s throat with a sickening snap.

JILL

JOSEPH!

The clearing explodes.

BAP! BAP! BAP! BOOM! PFT! PFT!

The team opens fire, but the dogs are fast, blurring like shadows. JOSEPH is dragged into the darkness, screaming as his flashlight spirals into the undergrowth before going dark.

WESKER

Fall back! Everyone back in the chopper!

They turn and look up. The CHOPPER is already airborne.

The Huey is thirty feet in the air, tilting away.

We see BRAD’S terrified face through the glass as he points and screams something inaudible before peeling out over the treeline.

BARRY

BRAD! YOU COWARD! GET BACK HERE!

A CERBERUS leaps at CHRIS and JILL.

PFT! PFT!

WESKER shoots it mid-air, knocking it off course.

WESKER

MOVE!

The team turns and runs. They fire at the dogs chasing them but it’s no use. They’re not putting them down, and they’re not outrunning them.

Chris stops running, turns, and aims.

CHRIS

QUICK! RUN! I’LL COVER YOU!

He spots one CERBERUS coming in low. He fires, dropping it with a headshot.

He keeps firing into THE PACK.

Another CERBERUS hits him from the side. They both vanish into the darkness.

No one sees.

JILL, BARRY, and WESKER keep running.

Through the fog, the massive, monolithic silhouette of the SPENCER MANSION looms.

A flash of lightning illuminates it.

For a split second, it looks less like a house, and more like a mausoleum.

WESKER

GO! NOW! RUN FOR THAT HOUSE!

JILL, BARRY, and WESKER keep running. Behind them, the sounds of snapping jaws and heavy paws are gaining.

They scramble up the stone steps of the porch. JILL and BARRY hit the massive oak doors first.

BARRY

OPEN UP! God damn it! OPEN THE DOORS!

WESKER isn’t far behind. He grabs the handle and slams his shoulder into the doors. They give way. The trio tumbles inside.

WESKER slams the doors shut and drops the barricade.

Silence.

u/dispatchpro2 — 1 day ago

What are the most niche/innovative features in horror games?

Looking for games that implement a feature, item, weapon, etc that isn’t seen in every survival horror game and might be extremely innovative.

For example:

Eternal Darkness’ use of Sanity Effects that make you think the tv or game are broken

Resident Evil’s use of typewriters to save progress

Silent Hill Origins’ use of mirrors to travel between the otherworld and fog/normal world

Fatal Frame’s use of the Spirit Camera as a weapon

Tormented Souls’ use of video tapes to go back in the past to use items that would take days to have an effect

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u/AvgPunkFan — 2 days ago

First time Signalis: An outstanding vision - with some flaws

I recently finished Signalis for the first time and oh boy was it something else. As a native speaker I played it in German (PS5 version).

The atmosphere and the way the world was presented were unique and very captivating. The aesthetic reminded me of Neon Genesis Evangelion. From a creative standpoint, this game does what many triple AAA titles don't: It has its own identity while clearly grounded in classic survival-horror. Judged by that alone, the game would be a straight 10/10, but I have some negative things to say.

As someone who grew up with the classic survival-horror titles, I'm not a stranger to limited inventory. But in this case, only six slots hurts the game more than it should. Especially when you have to collect that many key items. The backtracking to the item-box became a bit annoying. Imo eight slots would work out way better without ruining the experience. But that's only a minor thing.

Another thing I didn't like was the map design. Most areas lack any individuality - everything looks the same. Maybe that was the intention, given the feeling of loneliness and emptiness, but a little more details to the environment or slightly different colours (to keep the areas a little more distinct) would have been nice.

My biggest gripe with the game was the aiming. I played on PS5 and the aiming felt just bad. Switching between targets rarely worked out for me and if there is a group of enemies, it often doesn't lock on the closest one, which leads to very cheap hits. I don't mind unreliable combat in survival-horror (it should be that way), but in this case, it felt more broken than difficult.

And finally, the game is a bit too long. I think after the fake-ending, the game drags a bit and is about an hour or so too long.

I probably sound more negative than I intended to. For me, Signalis was a very well-made game. It's creative, has very good puzzles, and feels like a real vision. 8/10

u/StabiloFox — 1 day ago

I have mixed feelings about RE9

After several playthroughs, once the initial impression faded, I started thinking more about the game's structure. At first, I thought it was one of the best entries in the series. Now I think it might be one of the worst.

Individual gameplay elements are cool on their own. The press check animations, finishers with the axe, weapon takedowns: all feels great. Leon is cool. Grace is cool. The characters are potentially (potentially!) interesting. But these villians are so poorly developed. They weren’t even given cutscenes from outside the protagonists perspective to properly flesh them out as interesting individuals

Everything is structured so oddly. So awkwardly. Like the game was hastily stitched together from leftover pieces.

I played through once on normal difficulty, then replayed requiring ink ribbons. That made it more engaging. And I think the game would've been better if it were EITHER a Grace-only game OR a Leon-only game. That would've been ideal.

I tried using Plitch to make Grace's sections more combat-focused: tweaked the camera, boosted damage, etc. Even playing that way was fun. You can't really turn Leon's campaign into stealth, but still. It feels like his segments drag the pace early on, then the full switch to him later throws you off. Because in the end, you get neither a proper long-form survival horror nor a proper shooter. Cheats help with the matter, but still.

I'm left with a very mixed impression of the game.
It's not worst but feels like RE3R for me now. Game have some charm but its not it

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u/Previous_Group621 — 3 days ago

I'm new to Silent Hill 4, but I'm liking it for the wrong reasons.

I decided to take a peak of the unlockables to see if a second playthrough is worth it and oh my.

😱😱😱

u/Forever_Berry — 3 days ago
▲ 3 r/survivalhorror+1 crossposts

[Obscure (2004)] Extremely rare MC2/Microids promotional resin statue of Kenny – Need more info!

Hi everyone,
I recently acquired this amazing resin/polystone statue and I’m looking for more information about it.
After some research, it is officially confirmed to be from the 2004 survival-horror game ObsCure (developed by Hydravision and published by MC2/Microids). It features Kenny Matthews with his iconic pistol + flashlight combo, standing in front of one of the mutated students.
The base has the official engraving: "© 2004 MC2 - Microids".
It is completely intact (which seems miracle-tier for an old polystone piece like this). However, it is a total ghost online. I couldn't find a single picture, archive, or past auction listing of this item anywhere on Google.
Does anyone remember how this was distributed back in 2004? Was it a press kit item, a promotional display for shops, or a prize for a specific contest? Any insight on its history or rarity would be highly appreciated!
Thanks!

u/Longjumping-Fold-129 — 2 days ago

Where has the misconception come from that Survival Horror games should be punishingly difficult?

It's become a bit of a gatekeeping thing with 'elite' Survival Horror fans that seem to think that the genre is known for it's high difficulty. It's come about since the resurgence of modern 'classic' horror games.

For me, difficulty never, ever defined the genre. It was the exploration, the 'horror', the atmosphere, the inventory management, the puzzle-box design etc. Not difficulty, and having to literally scrape by with no resources or having to repeat sections until you do it perfectly.

On normal these games shouldn't punish players that much. Players definitely should struggle if they do not explore enough, as this is a key feature of the genre.

I DO agree that these games should have more difficulty modes, because part of the fun is planning out paths on higher, punishing difficulties, once you know the layout of the area and can plan out how to avoid enemies etc - that's fun. Becomes a big puzzle.

Also, the combat, jank, clunk, and camera angles, combined with limited saves is not a good combination, and we're all getting old now. I played Tormented Souls 2 on easy just for the convenience of the auto-saves.

Fatal frame, Resident Evil, Silent Hill, Haunting Ground - None were punishing, but did have general challenge.

Just some waffle that's been on my mind the past few years. Still continue to love the genre.

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u/Most-Apricot8717 — 3 days ago

Where does Ground Zero rank in the recent output of retro survival horror?

This game seemed to just appear out of nowhere to fairly high acclaim. I’m a console player (though I’ve loved watching the dev process of games like Echoes of the Living and Becrowned), so I’m unaware if lots of eyes were following it’s development with anticipation. I’ve heard it’s up there with the likes of Signalis, Tormented Souls 1/2 or Crow Country: that’s quite the achievement considering today’s pretty saturated output. I obviously bought the game immediately (I bleed survival horror - come on), but just wanted to see what you guys had to say about this one?

u/Tatum_Warlick — 3 days ago