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Eta statya o zhanre uzhasov v kompyuternyh igrah O rezhime igry sm Rezhim vyzhivaniya o drugom zhanre sm Simulyator vyzhivaniya Survival horror s angl horror na vyzhivanie uzhas vyzhivaniya alternativnyj perevod vyzhivanie v koshmare zhanr kompyuternyh igr dlya kotorogo harakternymi yavlyayutsya upor na vyzhivanie igrovogo personazha i nagnetanie atmosfery straha i trevogi podobno literature i filmam uzhasov Resident Evil stala etalonom v zhanre survival horror Hotya gejmplej takih igr mozhet vklyuchat v sebya srazheniya s kakimi libo protivnikami kak i v igrah drugih zhanrov igrok v survival horror ne oshushaet toj stepeni kontrolya nad proishodyashim kotoraya tipichna dlya bolshinstva ekshn igr Eto dostigaetsya razlichnymi ogranicheniyami nehvatkoj boepripasov nizkim urovnem zdorovya protagonista skorostyu peredvizheniya vidimostyu a takzhe razlichnymi prepyatstviyami uslozhnyayushimi vzaimodejstvie s igrovoj mehanikoj Zachastuyu igrok vynuzhden iskat v igre predmety kotorye otkryvayut dostup v novye oblasti igry reshat razlichnye zagadki i golovolomki Dizajn urovnej v survival horror zachastuyu takzhe ispolzuetsya dlya sozdaniya atmosfery uzhasa ili ozhidaniya chego to pugayushego naprimer igrovoj personazh mozhet obsledovat tyomnye mrachnye pomesheniya napominayushie labirint i podvergatsya neozhidannym napadeniyam vragov Samo nazvanie zhanra survival horror vpervye bylo ispolzovano pri originalnom yaponskom izdanii igry Resident Evil v 1996 godu Na razrabotku igry okazali vliyanie vyhodivshie ranee igry vypolnennye v duhe uzhasov takie kak Sweet Home 1989 goda i Alone in the Dark 1992 goda S togo vremeni etot termin ispolzuetsya dlya oboznacheniya vseh podobnyh igr a takzhe retrospektivno k sozdannym do ego poyavleniya Nachinaya s igry 2005 goda Resident Evil 4 zhanr zametno sblizilsya s ekshn igrami i bolee tradicionnymi shuterami ot pervogo i tretego lica stroyashimisya prezhde vsego na srazheniyah s mnogochislennymi vragami igra Amnesia The Dark Descent 2010 oznamenovala dvizhenie zhanra v drugom napravlenii k zhanru stels ekshn gde igrovoj personazh dolzhen ubegat i pryatatsya ot protivnikov a ne srazhatsya s nimi Obshie principyOdnoj iz unikalnyh chert zhanra survival horror yavlyaetsya to chto on opredelyaetsya v bolshej stepeni obshej atmosferoj igry chem igrovoj mehanikoj Hotya termin survival horror obychno associiruetsya s gejmpleem pervyh chastej Resident Evil i Silent Hill sushestvuet dostatochno predstavitelej zhanra napominayushie izbej ih vseh kvesty rolevye igry i shutery ot pervogo lica Vse igry etogo zhanra obedinyayut temy straha neobyasnimyh yavlenij zhestokosti i tomu podobnogo Syuzhet tipichnoj igry v zhanre survival horror vklyuchaet v sebya rassledovanie nekih tajn i stolknovenie s pugayushimi silami takim obrazom igry mogut ispolzovat temy i obrazy iz filmov i literatury uzhasov prevrashaya ih v prepyatstviya dlya igroka Po mneniyu sozdatelya igry The Suffering Richarda Rausa uslovnosti filmov uzhasov yavlyaetsya ochen privlekatelnymi dlya razrabotchikov kompyuternyh igr voobshe uzhasy stalkivayut igrovogo personazha s vrazhdebnymi emu chudovishami delaya srazheniem s nimi moralno opravdannym ostavlyayut vozmozhnost sozdaniya minimalistichnogo syuzheta i ispolzovaniya mira priblizhyonnogo k realnomu no s dobavleniem fantasticheskogo elementa Krome togo Raus otmechal chto auditoriya filmov uzhasov preimushestvenno molodyozhnaya i preimushestvenno muzhskaya horosho sovpadaet s auditoriej igrokov v kompyuternye igry Tem ne menee vazhno chto kompyuternye igry otlichayutsya ot filmov uzhasov interaktivnostyu esli v filme dejstvie prodolzhaetsya nezavisimo ot zritelya to prodvizhenie po igre nahoditsya v rukah samogo igroka i emu nekogo vinit v svoih neudachah krome samogo sebya Tomas Grip kreativnyj direktor studii Frictional Games utverzhdal chto zadacha razrabotchikov horror igr ne stolko napryamuyu pugat igroka skolko pomeshat ego v takie usloviya gde igrok pugal by sam sebya Podobno filmam uzhasov igry survival horror mogut byt kak psihologicheskimi trillerami s nagnetaniem saspensa tak i boevikami gde sdelan upor na unichtozhenie kakih libo zhivyh mertvecov ili zhertv neudachnyh eksperimentov V 2014 godu na stranicah zhurnala Game Informer ego avtory Garri Makin i Tim Turi obsuzhdali znachenie etogo termina i vozmozhnost otkazatsya ot nego rassuzhdaya o tom chto slova survival horror byli pridumany razrabotchikami konkretnoj igry Resident Evil 1996 goda i prizhilis kak opisanie igr pohozhih na etu igru odnako slova horror uzhasy vpolne dostatochno dlya opisaniya vseh strashnyh igr dazhe sovsem ne napominayushih Resident Evil V 2014 godu zhurnalistka Brittani Vinsent v kolonke dlya sajta Shacknews vydelila neskolko podzhanrov uzhasov v kompyuternyh igrah pomimo sobstvenno survival horror v eyo ponimanii klassicheskih igr v duhe Resident Evil i Silent Hill Igry oboznachaemye Vinsent kak ekshn horror ot tretego lica Third Person Action Horror napodobie Dead Space v bolshej stepeni yavlyayutsya action igrami sozdateli kotoryh pozhertvovali kakimi to elementami uzhasov chtoby sozdat bolee priyatnyj igrovoj process Takie igry k ih chislu Vinsent prichislyaet angl angl Dead Rising Manhunt uzhe ne stavyat vo glavu ugla vyzhivanie predlagaya igroku bolshij vybor oruzhiya i bolshee kolichestvo vragov po sravneniyu s sobstvenno survival horror oni takzhe predlagayut igroku bolshuyu stepen fizicheskogo vzaimodejstviya s okruzheniem naprimer v vide elementov platformera ili neobhodimosti razrushat kakie to obekty chtoby prodvinutsya dalshe Shozhim obrazom shutery horrory shooter horror predstavlyayut soboj strashnye shutery v kotoryh osnovnym faktorom nagonyayushim uzhas na igroka yavlyaetsya prosto bolshoe kolichestvo protivnikov s kotorymi on dolzhen srazhatsya k etomu podzhanru Vinsent prichislyaet igry napodobie Doom F E A R Resistance ili Metro 2033 K kategorii stels horrorov stealth horror Vinsent otnosit stels igry ispolzuyushie rovno protivopolozhnyj podhod k gejmpleyu v takih igrah kak Penumbra i Amnesia The Dark Descent Slender The Arrival Outlast SCP Containment Breach ili Alien Isolation igrok malo chto mozhet protivopostavit protivnikam i dolzhen ubegat ili skryvatsya ot nih Osobnyakom v klassifikacii Vinsent stoyat igry osnovannye na yaponskom folklore napodobie Project Zero Forbidden Siren Kuon Rule of Rose Clock Tower eti igry chasto soderzhat syurrealisticheskie elementy issleduyut temy svyazej i otnoshenij mezhdu lyudmi ekspluatiruyut folklornye predstavleniya o privideniyah i demonah oni Izabella van Elferen professor muzyki i rukovoditel Shkoly issledovanij scenicheskih i ekrannyh iskusstv v Kingstonskom universitete predlagala razdelyat zhanr na sobstvenno survival horror napodobie Resident Evil ili Dead Space gde rech idyot prosto o demonstracii na ekrane kakih to pugayushih obrazov i psihologicheskie uzhasy napodobie Amnesia The Dark Descent zatragivayushie vopros psihologicheskoj nestabilnosti samogo igroka pri etom igry vrode serii Silent Hill s tochki zreniya van Elferen zanimayut promezhutochnoe smeshannoe polozhenie hotya ona i ogovarivaet chto psihologicheskaya tyomnaya igra angl dark play ideya apellyacii k skrytym sloyam psihologii igroka vpervye poyavilas imenno v igrah etoj serii Takaya gradaciya po mneniyu van Elferen sootvetstvuet tonkim razlichiyam mezhdu literaturoj uzhasov i goticheskoj literaturoj Ogranicheniya i slozhnost V otlichie ot igr zhanra action adventure k kotorym igry survival horror blizki v survival horror igrok ne mozhet polnostyu vooruzhit igrovogo personazha ili dostatochnym obrazom podgotovit ego k predstoyashim srazheniyam Bolee umelyh igrokov v kompyuternye igry slozhnee napugat chem effektivnee igrok reshaet ispytaniya predlagaemye emu igroj naprimer unichtozhaet vragov ili uklonyaetsya ot vstrech s nimi tem menshe budet vyzyvaemoe igroj chuvstvo straha Imenno etim obuslovleny vsevozmozhnye ogranicheniya v igrovom processe naprimer neuklyuzhest personazha kotoryj ne mozhet bystro razvernutsya v storonu protivnika nevozmozhnost peredvigatsya i strelyat odnovremenno V igrah takogo roda igrok mozhet stalkivatsya s bolshim kolichestvom vragov pri etom kolichestvo boepripasov dlya oruzhiya zametno menshe chem v drugih igrah a moshnoe oruzhie yavlyaetsya redkim ili vovse otsutstvuet v igre po vyrazheniyu iz knigi Endryu Rollingsa Fundamentals of Game Design mir kazhetsya ne takim uzh i strashnym kogda u tebya pri sebe ruchnoj protivotankovyj granatomyot V silu etogo igrovoj personazh bolee uyazvim chem v drugih igrah i pereves vsegda nahoditsya na storone vrazhdebnogo okruzheniya Takim obrazom v survival horror boi otstupayut na vtoroj plan a igrok dolzhen nauchitsya izbegat vragov ili ispolzovat protiv nih elementy okruzheniya Igry zhanra pytayutsya podcherknut etu uyazvimost isklyuchaya vozmozhnost igry inache kak v odnopolzovatelskom rezhime i predlagaya igroku dlya upravleniya menee silnyh i sposobnyh vynesti menshe ranenij geroev chem v igrah zhanra action Dizajn urovnej Tyomnoe pomeshenie so sledami nasiliya igra Killing Floor Igry zhanra survival horror predlagayut igroku ispytaniya ne svyazannye s boyami naprimer v razlichnyh mestah igrovogo mira mogut nahoditsya golovolomki kotorye neobhodimo reshit chtoby prodvinutsya dalshe Drugoj zadachej mozhet yavlyatsya sbor predmetov i upravlenie ih zhyostko ogranichennym zapasom Survival horror kak pravilo ogranichivaet svobodu igroka v opredelyonnye oblasti igry nelzya popast ne najdya opredelyonnyh predmetov hotya nekotorye igry mogut predlagat alternativnye puti prodvizheniya Labirintoobraznyj dizajn urovnej mozhet trebovat ot igroka navykov orientirovaniya na mestnosti Chtoby vyzvat u igroka oshushenie trevogi i klaustrofobii igrovye urovni v survival horror mogut namerenno ispolzovat tesnye ploho osveshyonnye ili tyomnye pomesheniya neudobnye ugly obzora hotya nekotorye igry zhanra mogut naprotiv ispolzovat vmesto tesnyh labirintov otkrytye prostranstva Temnota i tuman pozvolyayut maskirovat tehnicheskie ogranicheniya igry na tyomnom ili zatyanutom tumanom urovne net neobhodimosti otrisovyvat udalyonnye predmety i eto takzhe lishaet igroka vozmozhnosti videt vragov na bolshom rasstoyanii pozvolyaya igre sozdavat ih blizko k igrovomu personazhu Imenno takie priyomy ispolzovalis naprimer v serii Silent Hill Tem ne menee v bolee tehnicheski sovershennyh igrah poyavlyayutsya ogranicheniya svyazannye s trudnostyu realistichnogo izobrazheniya osvesheniya i tenej Tak igra Doom 3 ispolzovala neobychajno sovershennuyu po tem vremenam sistemu osvesheniya i vysokopoligonalnye modeli personazhej odnako iz za vozrosshej nagruzki na apparatnye resursy kompyutera razrabotchiki byli vynuzhdeny vmesto bolshih aren so mnozhestvom protivnikov kak v predydushih igrah stroit igru vokrug vstrech s malochislennymi no bolee silnymi vragami skryvayushimisya v temnote v tesnyh pomesheniyah v etom sluchae vyrazhennaya tematika uzhasov horosho sootvetstvovala gejmpleyu Protivniki Kak pravilo survival horror v kachestve protivnikov predlagaet chudovish s razlichnym inogda dostatochno slozhnym zaprogrammirovannym povedeniem Vragi mogut poyavlyatsya neozhidanno pugaya igroka i dizajn urovnej mozhet vklyuchat v sebya skripty zastavlyayushie vragov pri priblizhenii igrovogo personazha vnezapno padat s potolka ili prolamyvatsya skvoz okna Podobno mnogim kompyuternym igram v zhanre action adventure prohozhdenie igr v zhanre survival horror chasto vklyuchaet v sebya stolknoveniya s bossami osobo silnymi protivnikami kotoryh igrok dolzhen pobedit chtoby imet vozmozhnost prodvinutsya na sleduyushij uroven igry ili dalshe po syuzhetu Upravlenie i polozhenie kamery Rannie igry zhanra ispolzovali harakternye dlya filmov uzhasov priyomy svyazannye s polozheniem kamery blagodarya etomu vragi v takih igrah mogut nahoditsya vne polya zreniya igroka Takie manipulyacii s kameroj v rannih igrah napodobie Alone in the Dark ili Resident Evil neredko soedinyalis s tak nazyvaemym tankovym upravleniem personazhem angl tank controls privyazannym k orientacii personazha a ne kamery v etom sluchae knopka vverh na gejmpade ili klaviature dvigaet personazha vperyod a knopki vpravo i vlevo povorachivayut ego na meste Takuyu shemu kritikovali kak neudobnuyu i neestestvennuyu v realnom mire chelovek mozhet dvigatsya v lyubuyu storonu Tem ne menee v igrah s chastymi i ne zavisyashimi ot igroka peremenami polozheniya kamery tankovoe upravlenie otnositelno udobno pozvolyaya igroku sohranit chuvstvo napravleniya nezavisimo ot togo kuda v tot ili inoj moment ustremlena kamera V bolee pozdnih igrah obychno ispolzuetsya vid ot pervogo lica ili kamera sleduyushaya za personazhem v Resident Evil 4 bylo vvedeno smeshyonnoe polozhenie kamery nahodyashejsya za plechom personazha eto novovvedenie okazalos nastolko udobnym chto proniklo vo mnogie drugie igry drugih zhanrov Zvukovoj dizajn Mnogie igry etogo zhanra ispolzuyut zakadrovuyu muzyku i zvuki nagnetaya oshushenie straha i preduprezhdaya igroka o gryadushej opasnosti Takie zvukovye podskazki pomogayut igroku v prodvizhenii po igre no takzhe podstyogivayut oshushenie trevogi i neopredelyonnosti Zakadrovyj zvuk pozvolyaet obyavlyat o poyavlenii chudovish eshyo do togo kak oni poyavyatsya v pole zreniya adaptivnyj harakter muzyki v kompyuternyh igrah pozvolyaet ispolzovat eyo ochen gibko naprimer po mere priblizheniya monstra mozhet narastat gromkost zvuka i muzyki vozmozhnost vosproizvedeniya tryohmernogo zvuka dazhe mozhet podskazyvat igroku s kakoj imenno storony nadvigaetsya opasnost V takom kachestve rabotaet shum radiopomeh v Silent Hill soobshaya igroku o priblizhenii sverhestestvennoj ugrozy Igra Alone in the Dark obychno ispolzuya trevozhnuyu muzyku dlya preduprezhdeniya ob opasnosti vremya ot vremeni obmanyvala igroka kogda trevozhnaya muzyka zvuchala za kadrom no nikakoj opasnosti tak i ne poyavlyalos takoj podhod dolzhen byl vnushit igroku chuvstvo neuverennosti Opredelyonnye zvuki kak tyazhyolye shagi Nemezisa v Resident Evil 3 Nemesis ili skrezhet mecha Piramidogolovogo v Silent Hill 2 pozvolyayut igroku nemedlenno identificirovat etih virtualnyh personazhej i poluchit signal ob ih opasnom prisutstvii Kak i filmy uzhasov igry v zhanre survival horror mogut ispolzovat lejtmotivy korotkie povtoryayushiesya melodii svyazannye s opredelyonnymi personazhami ili situaciyami Neredkim yavlyaetsya protivopostavlenie melodij i tembrov ispolzuyushee atonalnuyu muzyku belyj shum i cifrovoe iskazhenie zvuka dlya scen v kotoryh poyavlyayutsya vragi no bolee priyatnuyu dlya sluha orkestrovuyu muzyku dlya scen s geroyami takim obrazom sozdayotsya kontrast mezhdu mehanicheskim i chelovecheskim svoim i chuzhim V Dead Space instrumentalnaya muzyka podstraivaetsya pod situaciyu na ekrane odnovremenno mozhet zvuchat do chetyryoh muzykalnyh partij i igrovoj dvizhok podbiraet te chto podhodyat po dejstviyu i balansiruet ih gromkost ishodya iz polozheniya igroka i urovnya ugrozy tem samym sozdavaya psihologicheskuyu napryazhyonnost ili postepenno umenshaya eyo Igry serii Silent Hill poluchili izvestnost v tom chisle i blagodarya neobychnomu zvukovomu soprovozhdeniyu idushemu vrazrez s klishe kinematografa spokojnym povtoryayushimsya melodiyam navevayushim zhut na igroka samim svoim nesootvetstviem situacii na ekrane i obshirnomu ispolzovaniyu fonovyh shumov Psihologicheskie uzhasy podobnye Amnesia The Dark Descent v bolshoj stepeni polagayutsya na diegeticheskie zvuki prinadlezhashie miru igry zvuki shagov dyhaniya skripa polovic i tomu podobnoe muzyka v Amnesia The Dark Descent obychno otlichaetsya negromkostyu i nenavyazchivym fonovym zvuchaniem no v situaciyah kogda rassudok geroya pomrachaetsya narastaet prevrashayas v gromkuyu razdrazhayushuyu kakofoniyu Istoriya zhanraIstoki zhanra survival horror mozhno prosledit k rannej literature uzhasov Nemaloe vliyanie na kompyuternye igry okazalo tvorchestvo Govarda Fillipsa Lavkrafta i ego posledovatelej lavkraftovskie uzhasy vklyuchayushee v sebya detektivnye motivy syuzhety o puteshestvii skvoz tyomnye labirinty i Velikih Drevnih chudovishnyh sushestv poyavlyavshihsya v kompyuternyh igrah v vide protivnikov igrovogo personazha Temy vyzhivaniya gde igrovomu personazhu ugrozhaet silnyj protivnik takzhe svyazany s kinozhanrom slesherov Drugim vazhnym istochnikom vdohnoveniya dlya razrabotannyh v Yaponii igr povliyavshih i na zapadnye igry yavlyalis sobstvennye yaponskie tradicii uzhasov i detektiva v tom chisle tradicionnye predstavleniya teatra No knigi Edogavy Rampo i kinematograf Yaponii Zhanr survival horror v celom cherpaet temy obrazy i priyomy kak iz zapadnoj v pervuyu ochered amerikanskoj tak i iz vostochnoj v pervuyu ochered yaponskoj kulturnoj tradicii prichyom zapadnyj podhod k razrabotke igr skoree opiraetsya na ekshn sceny s izobrazheniem nasiliya togda kak dlya yaponskih razrabotchikov bolee harakternymi yavlyayutsya psihologicheskie uzhasy Predystoriya zhanra 1978 1992 Kvest Mystery House 1980 schitaetsya odnim iz predshestvennikov zhanra Eshyo v 1980 h godah vypuskalis igry oformlennye v duhe filmov i literatury uzhasov odnako o vydelenii kakogo libo osobogo gejmplejnogo zhanra rech ne shla Tekstovaya priklyuchencheskaya igra interactive fiction Zork I The Great Underground Empire 1978 predstavlyala soboj skoree fentezi priklyuchenie no eyo nemalaya chast prohodila v zaputannyh tyomnyh podzemelyah gde upravlyaemyj igrokom personazh dolzhen byl izbegat stolknovenij s chudovishem gru po tem vremenam eto byl novyj nevidannyj podhod k uzhasam K chislu pervyh kompyuternyh igr pytavshihsya napugat igroka prinadlezhala i Mystery House 1980 suprugov Roberty i Kena Uilyamsov pervyj v istorii graficheskij kvest vdohnovlyavshijsya romanom Agaty Kristi Desyat negrityat V 1986 godu v SShA poyavilsya arkadnyj avtomat angl tir so svetovym pistoletom predlagavshij igroku kalechit i ubivat privyazannyh k pytochnym ustrojstvam zhertv nesmotrya na neobychajno detalnoe izobrazhenie krovavyh scen rodnyashee Chiller s pozdnimi igrami zhanra survivor horror eta igra ne stala skolko nibud izvestnoj V igrah podobnyh Castlevania 1986 Kenseiden 1988 ili Splatterhouse 1988 geroi protivostoyali razlichnym chudovisham vrode vampirov ili skeletov v mrachnyh i pugayushih dekoraciyah odnako s tochki zreniya igrovogo processa eti igry nichem ne otlichalis ot drugih sovremennyh im igr v zhanre action platformerov i beat em up Drugie bolee eksperimentalnye igry pytalis ispolzovat gejmplej dlya sozdaniya atmosfery straha Igra 3D Monster Maze sozdannaya britanskim programmistom Malkolmom Evansom dlya kompyutera Sinclair ZX81 i vypushennaya v prodazhu v 1982 godu pomeshala igrovogo personazha v labirint s edinstvennym vyhodom zastavlyaya ego skryvatsya ot chudovisha tirannozavra Igra Nostromo pervonachalno razrabotannaya dlya personalnogo kompyutera Commodore PET 2001 studentom Tokijskogo universiteta Akiroj Takaguti v 1982 godu byla izdana ASCII dlya kompyutera Igra oformlennaya v duhe nauchnoj fantastiki osnovana na gollivudskom filme Chuzhoj v nej upravlyaemyj igrokom personazh pytaetsya sbezhat s kosmicheskogo korablya skryvayas ot vrazhdebnogo inoplanetnogo monstra V 1982 godu kompaniya Atari vypustila dlya igrovoj pristavki Atari 2600 igru Haunted House razrabotannuyu programmistom Dzhejmsom Andreasenom ot igroka trebuetsya izbegat protivnikov i iskat predmety nuzhnye dlya togo chtoby pokinut dom s privideniyami Kak i v pozdnih igrah zhanra survival horror zdes osobo podchyorkivaetsya uyazvimost personazha on ne v sostoyanii nanesti nikakogo vreda protivnikam i mozhet tolko izbegat vstrechi s nimi Dvuhmernaya yaponskaya rolevaya igra Sweet Home vypushennaya kompaniej Capcom v 1989 godu dlya igrovoj pristavki Nintendo Entertainment System zametno povliyala na posleduyushuyu istoriyu survival horror v tom chisle kak predshestvennica serii Resident Evil etu igru nazyvali pervym nastoyashim survival horror Eyo sozdatel Tokuro Fudzivara pozzhe rabotal i nad Resident Evil pervonachalno razrabatyvavshejsya kak pereosmyslenie Sweet Home Sweet Home byla osnovana na filme uzhasov angl rezhissyora Kiyosi Kurosavy i razrabatyvalas pod ego kontrolem Igrok upravlyaya gruppoj personazhej dolzhen reshit ryad golovolomok ispolzuya predmety iz ogranichennogo inventarya i odnovremenno vynuzhden srazhatsya s pugayushimi protivnikami ili ubegat ot nih prichyom igrovye personazhi mogut neobratimo pogibnut Sweet Home takzhe primechatelna popytkoj sozdat v ramkah igry pugayushuyu predystoriyu rasskazyvaemuyu cherez razbrosannye po miru igry dnevniki drugih personazhej Igra Project Firestart razrabotannaya kompaniej Dynamix i vypushennaya v tom zhe 1989 godu dlya kompyutera Commodore 64 takzhe soderzhala v sebe vse klyuchevye elementy harakternye dlya bolee pozdnih igr zhanra survival horror V Project Firestart vdohnovlyavshejsya filmom Chuzhie geroj pronikaet na bort zabroshennogo kosmicheskogo korablya Prometej okazyvaetsya chto korabl zahvatili chudovisha poyavivshiesya na svet v rezultate eksperimentov po gennoj inzhenerii i konechnymi celyami geroya stanovyatsya unichtozhenie Prometeya i begstvo s obrechyonnogo korablya Po sravneniyu s sovremennymi ej igrami v tom chisle shuterami osnovannyh na teh zhe Chuzhih Project Firestart predlagala neobychnyj gejmplej s issledovaniem nelinejnogo mira igry kolichestvo boepripasov v igre ogranicheno geroj ne mozhet peredvigatsya i strelyat odnovremenno a na pozdnih stadiyah igry labirintoobraznye pomesheniya Prometeya stanovyatsya bolee tyomnymi pokazyvaya chto svet na korable gasnet Kak i Sweet Home Project Firestart ispolzuet teksty zapisi chlenov ekipazha dlya nagnetaniya atmosfery Nesmotrya na innovacii igra byla vypushena prakticheski bez reklamy i propala v bezvestnosti ne okazav nikakogo vliyaniya na industriyu Rozhdenie zhanra 1992 1996 Igra Alone in the Dark rodonachalnik zhanra Naprotiv graficheskij kvest Alone in the Dark 1992 goda razrabotannyj francuzskoj kompaniej Infogrames priobryol bolshoj kommercheskij uspeh i pozdnee slavu rodonachalnika zhanra survival horror okazav bolshoe vliyanie na posleduyushie igry Alone in the Dark byla odnoj iz pervyh igr ispolzuyushej tryohmernye poligonalnye modeli personazhej i dvuhmernye prerenderennye fony takoj podhod smog obespechit ochen vysokoe po tem vremenam kachestvo grafiki V igre cherpayushej vdohnovenie v tvorchestve Govarda Fillipsa Lavkrafta i filmov napodobie Uzhas Amitivillya igrok upravlyaet odnim iz dvuh geroev na vybor obsleduya starinnuyu usadbu v Luiziane Oshushenie straha i trevogi v igre vo mnogom stroitsya na ispolzovanii neobychnyh uglov kamery i manipulyacij s muzykalnym soprovozhdeniem mnogih lovushek v igre nelzya izbezhat a ogranichennyj inventar i boezapas namerenno byli prizvany sozdat u igroka chuvstvo neuverennosti Uspeh Alone in the Dark privyol k poyavleniyu Alone in the Dark 2 1993 i drugih igr prodolzhenij no oni ne polzovalis takim zhe uspehom Igra Clock Tower 1995 razrabotannaya yaponskoj kompaniej Human Entertainment po gejmpleyu skoree napominala nelinejnyj graficheskij kvest s interfejsom point and click Eyo syuzhet i atmosfera v znachitelnoj stepeni vdohnovlyalis filmom Dario Ardzhento Fenomen v Clock Tower igrok upravlyaet devushkoj po imeni Dzhennifer zapertoj so svoimi podrugami v starinnoj usadbe Dzhennifer dolzhna izbegat vooruzhyonnogo ogromnymi nozhnicami manyaka i ne mozhet srazhatsya s nim a dolzhna ubegat i pryatatsya Clock Tower sygrala nemalovazhnuyu rol v stanovlenii zhanra survival horror v dalnejshem byl vypushen ryad prodolzhenij seriya Clock Tower Zhanr poluchil nazvanie survival horror s vyhodom v 1996 godu igry Resident Evil Biohazard v Yaponii Eta igra takzhe razrabotannaya kompaniej Capcom i pervonachalno zadumannaya kak remejk Sweet Home imela i nemaloe shodstvo i s Alone in the Dark ispolzuya shozhij gejmplej upravlenie i grafiku s tryohmernymi modelyami geroev i prerenderennymi fonami V Resident Evil igrok takzhe upravlyaet odnim iz dvuh geroev policejskih na vybor obsleduya staryj osobnyak personazhi stalkivalis s ozhivshimi mertvecami zombi V otlichie ot Sweet Home i Alone in the Dark v Resident Evil osnovnoj upor byl sdelan na krovavye naturalistichnye uzhasy a ne istorii o privideniyah vmesto etogo razrabotchiki igry vdohnovlyalis filmami v duhe Chuzhogo Chelyustej i osobenno Nochi zhivyh mertvecov Pomeshaya igroka v riskovannye situacii i trebuya bystro prinimat resheniya Resident Evil vsyo zhe ne byla ekshn igroj zombi v nej byli ugrozoj podtalkivayushej igroka ubegat i ekonomit boepripasy a ne vvyazyvatsya v srazheniya Buduchi odnoj iz samyh ambicioznyh i dorogostoyashih razrabotok svoego vremeni Resident Evil priobrela ogromnuyu populyarnost i kommercheskij uspeh Igra stala hitom igrovoj pristavki PlayStation pozvoliv kompanii Sony zanyat lidiruyushie pozicii v igrovoj industrii Eta igra ostavalas istochnikom vdohnoveniya dlya novyh igr v zhanre dazhe mnogie gody spustya tak rukovoditel Frictional Games Tomas Grip nazyval eyo putevodnym svetom dlya ego sobstvennyh igr Zolotoj vek 1996 2005 V 1999 godu yaponskaya kompaniya Konami vypustila igru Silent Hill okazavshuyu ogromnoe vliyanie na zhanr Geroj Silent Hill pisatel Garri Mejson razyskival v gorode prizrake Sajlent Hill svoyu propavshuyu doch Hotya po gejmpleyu Silent Hill i napominala Resident Evil ona ispolzovala polnostyu tryohmernoe okruzhenie a ne prerenderennye dvuhmernye fony i vklyuchala v sebya elementy stels ekshn igrovoj personazh mog uklonyatsya ot stolknovenij s vragami naprimer vyklyuchiv fonarik ili ispolzuya tuman chtoby ostatsya nezamechennym Chto bolee vazhno po sravneniyu s Resident Evil v Silent Hill bolshuyu rol igrali ne sobstvenno uzhasy a strah i nagnetanie trevogi Eta igra i posleduyushie igry serii Silent Hill issledovali temu vnutrennego mira gde istochnikom straha stanovilis ne stolko obstoyatelstva v kotorye popadali igrovye personazhi skolko ih sobstvennaya povrezhdyonnaya psihika Osobuyu izvestnost poluchila igra prodolzhenie Silent Hill 2 2001 goda otlichayushayasya osobenno silnym narrativom glavnyj geroj Dzhejms Sanderlend poseshaet tot zhe samyj gorod Sajlent Hill v nadezhde vstretitsya s pokojnoj zhenoj chudovisha napodobie Piramidogolovogo s kotorymi stalkivaetsya igrok yavlyayutsya porozhdeniyami chuvstva viny geroya i ego podavlennyh kompleksov Paradigma psihologicheskih uzhasov vvedyonnaya v Silent Hill razvivalas v ryade igr vypushennyh posle 2000 goda podobnye igry ispolzovali priyom nenadyozhnogo rasskazchika i igrovyh personazhej chyo vospriyatie mira bylo iskazheno nekoej travmoj inymi slovami igrok v etih igrah chasto stalkivaetsya s vizualnymi i zvukovymi gallyucinaciyami personazhej vosprinimaemymi kak realnye Igra Project Zero razrabotannaya i vypushennaya yaponskoj kompaniej Tecmo v 2001 godu stala pervoj v serii igr Project Zero v angloyazychnoj literature eti igry bolee izvestny po nazvaniyu v SShA Fatal Frame Protivnikami igroka v serii Project Zero yavlyayutsya bestelesnye prizraki sposobnye parit v vozduhe i pronikat skvoz steny ih dizajn namerenno chelovekopodoben vyzyvaya u igroka ne tolko strah no i sostradanie syuzhety igr serii takzhe svyazany s temami utraty blizkih i viny Edinstvennym oruzhiem igrovogo personazha yavlyaetsya fotoapparat ispolzuemyj kak instrument ekzorcista ulavlivaya prividenie v obektiv i na plyonku igrok v sostoyanii unichtozhit sverhestestvennuyu ugrozu V poluchivshej mnozhestvo nagrad igre Eternal Darkness Sanity s Requiem 2002 razrabotannoj kanadskoj studiej Silicon Knights dejstvie pereklyuchaetsya mezhdu neskolkimi personazhami zhivushimi v raznye istoricheskie epohi igra byla primechatelna sistemoj kotoraya menyala igrovoj mir i gejmplej po mere ubyvaniya specialnoj shkaly otrazhayushej sostoyanie psihiki personazha Esli pri vysokom urovne shkaly igrok stalkivaetsya lish s neznachitelnymi iskazheniyami takimi kak lyogkij perekos kamery ili poyavlenie krovi na stenah igrovyh lokacij to pri nizkom igra mozhet prolamyvat chetvyortuyu stenu naprimer soobshaya ob otklyuchenii gejmpada Kompaniya Nintendo vypustivshaya igru kak izdatel zapatentovala koncepciyu shkaly bezumiya odnako ne ispolzovala eyo v drugih igrah Pohozhim obrazom igra Call of Cthulhu Dark Corners of the Earth 2005 osnovannaya na tvorchestve Govarda Fillipsa Lavkrafta i v pervuyu ochered na ego povesti Ten nad Innsmutom ispolzovala neobychnye priyomy chtoby otrazit kolebaniya fizicheskogo i psihicheskogo zdorovya personazha Esli igrovoj personazh psihicheski nezdorovyj detektiv poseshayushij gorodok Innsmut v 1922 godu stalkivaetsya s chem libo pugayushim ego sostoyanie uhudshaetsya i igroku nuzhno iskat bezopasnoe mesto chtoby privesti geroya v normu V otlichie ot Eternal Darkness igra ne predstavlyaet igroku yavnoj shkaly bezumiya vynuzhdaya ego orientirovatsya na vidimye gallyucinacii i neyavnye podskazki Transformaciya 2005 2010 V 2005 godu Resident Evil 4 ocherednaya igra serii Resident Evil podtolknula zhanr k rezkomu povorotu v storonu action igr Resident Evil 4 syuzhetno prodolzhala predydushie igry serii eyo geroj Leon Kennedi vynuzhden razyskivat doch prezidenta SShA v ispanskoj glubinke a ego protivnikami vystupayut mestnye krestyane zarazhyonnye nekim parazitom i razlichnye chudovishnye mutanty Otlichiem igry ot predydushih chastej yavlyaetsya gejmplej trebuyushij ot igroka metko strelyat v cel i svoevremenno reagirovat na opasnosti takim obrazom v survival horror vnosilis elementy harakternye dlya zhanra action i bolee togo Resident Evil 4 vosprinimalas v pozdnejshej istorii imenno kak obrazcovaya action igra naprimer imenno v takom kachestve eyo nazyvali obrazcom dlya vdohnoveniya razrabotchiki The Last of Us Igra poluchila mnozhestvo nagrad i voshla v spiski luchshih igr ne tolko etogo goda no i v istorii v celom odnako nekotorye kritiki rassuzhdali o tom chto igry takogo roda uzhe nelzya nazyvat survival horror i chto seriya Resident Evil razrushaet te samye osnovy zhanra kotorye sama ranee ustanovila V eto zhe vremya bylo vypusheno i neskolko vliyatelnyh shuterov ot pervogo lica s vyrazhennymi elementami survival horror takim obrazom granica mezhdu survival horror i ekshn igrami razmyvalas s obeih storon Tak igra Doom 3 2004 soderzhala v sebe ryad dizajnerskih reshenij neobychnyh po sravneniyu s predydushimi igrami serii no harakternyh dlya survival horror eyo dejstvie proishodit po bolshej chasti v temnote i igrok dolzhen kazhdyj raz vybirat polzovatsya li emu fonaryom pozvolyayushim emu videt vragov i orientirovatsya na mestnosti ili oruzhiem napodobie drobovika nevozmozhno odnovremenno derzhat v rukah i fonar i oruzhie Pohozhim obrazom shuter ot pervogo lica F E A R 2005 stalkival igrovogo personazha v boyu s otryadami specnaza no odnovremenno ispolzoval obrazy i priyomy filmov uzhasov v chastnosti yaponskogo kinematografa stremyas vyzvat u igroka chuvstvo trevogi i gryadushej opasnosti Podobnyj povorot k action proizoshyol i v drugih populyarnyh seriyah survival horror takie igry kak Silent Hill Homecoming 2008 ili Alone in the Dark 2008 byli po suti action igrami v celom eti zhanrovye izmeneniya otrazhali obshee tyagotenie pristavochnyh igr togo vremeni k action i zastavlyali obozrevatelej zadavatsya voprosom Sushestvuet li eshyo zhanr survival horror Igrovoj kritik angl predpolagal chto zhanr utratil svoi klyuchevye osobennosti iz za interfejsnyh uluchshenij svyazannyh s boyami inymi slovami bolee udobnaya boevaya sistema v survival horror novogo pokoleniya sama podtalkivala igroka k tomu chtoby srazhatsya s protivnikami a ne bezhat i pryatatsya ot nih v to vremya kak zhurnalist Li Aleksander schital chto korni takoj evolyucii zhanra kroyutsya v kulturnyh razlichiyah mezhdu Yaponiej i Zapadom i obshih izmeneniyah v igrovoj industrii zhanr stal populyaren v te vremena kogda na rynke pristavochnyh igr dominirovali yaponskie razrabotchiki i ih specificheskij podhod k sozdaniyu igr opredelyal soderzhanie zhanra odnako so vremenem industriya smestilas bolshe v storonu zapadnyh kulturnyh cennostej V 2008 godu byla vypushena igra Dead Space sozdannaya studiej EA Redwood Shores Dead Space i eyo prodolzheniya Dead Space 2 2011 i Dead Space 3 2013 byli vypolneny v duhe nauchno fantasticheskih uzhasov ih dejstvie proishodit v kosmose i na drugih planetah a protivnikami glavnogo geroya inzhenera Ajzeka Klarka vystupayut nekromorfy chudovisha sozdannye iz tel pogibshih astronavtov Harakternoj osobennostyu Dead Space yavlyaetsya takticheskoe raschlenenie neobhodimost vdumchivo vybirat cel na tele ocherednogo vraga naprimer popadanie v grud ili golovu mozhet tolko razozlit monstra v to vremya kak otsechenie nog silno zamedlit ego Kommercheskij neuspeh Dead Space 3 svyazyvali s utratoj svojstvennogo predydushim igram svoeobraziya vvedenie v igru protivnikov lyudej sistemy sozdaniya oruzhiya mikrotranzakcij sdelali igru bolee druzhelyubnoj k shirokoj auditorii no i menee strashnoj Dead Space 2 i Dead Space 3 byli chrezvychajno dorogostoyashimi igrami na sozdanie i marketing Dead Space 2 bylo potracheno okolo 100 millionov dollarov no ne smogli okupitsya Po mneniyu Zaka Uilsona odnogo iz razrabotchikov serii razrabotka horror igr AAA klassa protivorechila sama sebe takie igry nesmotrya na ogromnye traty na razrabotku bylo slozhno prodat kak slishkom strashnye dlya mnogih igrokov Eshyo odnoj znachimoj igroj etogo vremeni stala Left 4 Dead 2008 kooperativnaya igra ot pervogo lica razrabotannaya studiej Valve South v 2009 godu byla vypushena igra prodolzhenie Left 4 Dead 2 V Left 4 Dead gruppa iz chetyryoh igrokov stalkivaetsya s ordami zombi bystryh i podvizhnyh sushestv v duhe filmov 28 dnej spustya i Rassvet mertvecov Nesmotrya na neprivychnyj dlya zhanra mnogopolzovatelskij gejmplej razrabotchiki igry opisyvali eyo imenno kak kooperativnyj survival horror igra otlichaetsya atmosferoj filmov uzhasov slabostyu personazhej pered licom prevoshodyashih sil vraga i obshej celyu vyzhit i sbezhat ot vragov a ne istrebit ih vseh Gejmplej Left 4 Dead trebuet ot igrokov dejstvovat soglasovanno i pomogat drug drugu Igra vo mnogom polagaetsya na prodvinutyj iskusstvennyj intellekt Rezhissyora kotoryj otslezhivaet dejstviya igrokov i reguliruet proishodyashee v igre naprimer stalkivaya igrokov s tolpoj zombi ili naoborot davaya im peredyshku Novejshee vremya s 2010 Gejmplej Amnesia The Dark Descent V dvernom proyome viden monstr ugrozhayushij igrovomu personazhu V konce 2000 h godov shvedskaya kompaniya Frictional Games vypustila trilogiyu korotkih horror igr Penumbra primechatelnyh neobychajno prorabotannym vzaimodejstviem s okruzheniem Eti igry zalozhili osnovanie dlya chrezvychajno uspeshnoj igry Amnesia The Dark Descent 2010 ot teh zhe razrabotchikov ona okazala ogromnoe vliyanie na zhanr survival horror Do Amnesia igry v duhe Resident Evil ili Dead Space kak pravilo stroilis vokrug srazhenij i poiska nemnogochislennyh pripasov dazhe bolee strashnye igry takie kak Silent Hill ili System Shock 2 ne izbegali etoj koncepcii obyazannosti srazhatsya s nekoej vneshnej ugrozoj v to vremya kak Amnesia voobshe ne soderzhit srazhenij i igrovoj personazh v nej mozhet tolko ubegat ili pryatatsya Amnesia vsecelo posvyashena vnutrennim uzhasam psihozu personazha i uhudsheniyu ego psihicheskogo zdorovya prebyvanie v temnote stolknoveniya s monstrami na svetu i nablyudenie razlichnyh pugayushih scen delayut personazha vse bolee i bolee uyazvimym vplot do katatonicheskogo sostoyaniya rezhim igry ot pervogo lica i produmannaya rabota s izobrazheniem i zvukom naprimer zvukami uchashayushihsya dyhaniya i serdcebieniya personazha ustroeny tak chtoby translirovat te zhe samye emocii igroku Amnesia porodila novyj podzhanr horror igr ot pervogo lica v pervuyu ochered igr v duhe najdennoj plyonki napodobie Slender The Eight Pages ili Outlast i elementy dizajna Amnesia mozhno uvidet i v nestrashnyh igrah napodobie Gone Home ili Dear Esther Vsplesk populyarnosti Amnesia The Dark Descent i ej podobnyh igr v 2010 h godah byl vo mnogom obuslovlen rascvetom videoservisa YouTube i massoj vykladyvaemyh na nyom letspleev videorolikov v kotoryh zritel mog nablyudat ne tolko za gejmpleem igry no kommentariyami i emociyami igrayushego v nego igroka Tak shvedskij videobloger Pyudipaj priobryol populyarnost blagodarya chrezvychajno dramaticheskim letspleyam Amnesia The Dark Descent i podobnyh horror igr v dalnejshem raspolagaya mnogomillionnoj auditoriej Pyudipaj uzhe sam mog vliyat na uspeh horror igr takih kak Slender The Eight Pages 2012 Poslednyaya kak i eyo bolee krupnobyudzhetnoe prodolzhenie Slender The Arrival 2015 sozdannoe kanadskoj studiej Blue Isle Studios byli vystroeny na osnove internet mifa o Slendermene v etih igrah personazh igroka byl vynuzhden obsledovat bezlyudnye mesta izbegaya vstrechi so Slendermenom zloveshim personazhem napominayushim muzhchinu v strogom kostyume Eti igry ne sledovali stavshim privychnymi gejmplejnym ustoyam Resident Evil i Silent Hill otlichayas primitivnym gejmpleem no i bolshej originalnostyu po mneniyu obozrevatelya Eurogamer Dena Uajtheda oni byli tem zhe dlya zhanra survival horror chto Vedma iz Bler dlya kinouzhasov Eshyo bolshuyu populyarnost blagodarya YouTube i strimingu v realnom vremeni priobrela seriya malobyudzhetnyh indi igr Five Nights at Freddy s 2014 n v sozdannaya razrabotchikom odinochkoj Skottom Koutonom eta seriya prevratilas v svoego roda kult V etih igrah igrovoj personazh nochnoj storozh piccerii dolzhen izbezhat vstrechi s oderzhimymi animatronikami brodyashimi po zavedeniyu ispolzuya razlichnye predmety okruzheniya takie kak distancionno zakryvayushiesya dveri kamery nablyudeniya vklyuchaemoe osveshenie masku i t d Hotya chrezmerno chastyj vypusk igr ponachalu malo otlichayushihsya drug ot druga i ekspluatiruyushih odnu uspeshnuyu formulu i stal predmetom kritiki seriya stala kommercheski uspeshnoj vplot do sozdaniya mnozhestva fanatskih igr po motivam i pokupki Warner Bros prav na ekranizaciyu Nachinaya s 2019 goda nastupil novyj period dlya serii s vysokobyudzhetnymi igrami v tom chisle v virtualnoj i dopolnennoj realnosti Bylo napisano mnozhestvo oficialnyh knig takih kak trilogiya novell putevoditeli komiksy i t d Igra Outlast 2013 sozdannaya studiej Red Barrels neobychnym obrazom privnosila ekshn elementy v survival horror klyuchevym zaimstvovaniem iz Amnesia sdelannym razrabotchikami igry stalo otsutstvie oruzhiya u igrovogo personazha zhurnalista obsleduyushego zabroshennuyu psihiatricheskuyu lechebnicu lish s cifrovoj videokameroj v rukah Pri etom Outlast trebuet ot igroka bystro reagirovat na opasnosti i igra soderzhit nasyshennye dejstviem pogoni kogda personazh dolzhen skrytsya ot presleduyushih ego protivnikov chasto v tyomnyh pomesheniyah s neznakomoj planirovkoj Alien Isolation survival horror ot pervogo lica Pohozhim obrazom igra Alien Isolation vypushennaya v 2014 godu otlichalas ot predydushih igr po serii filmov Chuzhoj principialnym uporom na uzhasy i skrytnost a ne srazheniya Podobno filmu Chuzhoj igrovoj personazh v etoj igre nahoditsya na kosmicheskoj stancii s odnim edinstvennym Chuzhim neobychajno umnym i smertonosnym inoplanetnym hishnikom i dolzhen vsyacheski izbegat stolknovenij s nim Iskusstvennyj intellekt Chuzhogo byl zaprogrammirovan takim obrazom chtoby sozdat u igroka illyuziyu vzaimodejstviya s razumnym protivnikom kotoryj uchitsya na kazhdom stolknovenii s igrokom i sootvetstvenno menyaet svoyu strategiyu ohoty imenno s poyavleniyami i povedeniem Chuzhogo obozrevateli svyazyvali vyzyvaemoe igroj chuvstvo uzhasa V tom zhe 2014 godu byla vypushena nebolshaya igra P T igrabelnyj tizer k drugoj nahodyashejsya v razrabotke krupnobyudzhetnoj igre Silent Hills P T izobrazhala koridor v nekoem dome napolnennom mnozhestvom pugayushih detalej Nad P T i Silent Hills rabotali gollivudskij rezhissyor Gilermo del Toro i gejmdizajner Hideo Kodzima odnako proekt Silent Hills byl otmenyon po resheniyu kompanii izdatelya P T dazhe buduchi vsego lish tizerom k drugoj igre ostavila svoj sled v istorii zhanra sobrav mnozhestvo nagrad i pochyotnyh zvanij v tom chisle kak samaya strashnaya igra goda i porodiv neskolko igr podrazhatelej Tak tizeru P T vo mnogom podrazhala razrabotannaya polskoj studiej Bloober Team igra Layers of Fear 2016 o shodyashem s uma hudozhnike shizofrenike zapertom v sobstvennom dome v bolshej stepeni simulyator hodby chem privychnyj survival horror Primechatelnoj osobennostyu Layers of Fear bylo narushenie geometrii prostranstva illyustriruyushee pomutnenie rassudka geroya Po slovam odnogo iz razrabotchikov igry Layers of Fear Rafalya Basaya P T prodemonstrirovala chto na rynke vostrebovany strashnye igry ne yavlyayushiesya simulyatorami vyzhivaniya V to vremya kak neskolko posledovatelnyh chastej serii Resident Evil predstavlyali soboj skoree voennye shutery s puteshestviyami po vsemu miru chem horror igry Resident Evil 7 Biohazard 2017 opisyvalas kak vozvrashenie k istokam serii ili dazhe popytka pereizobresti zhanr survival horror zanovo Igra vypolnennaya v duhe takih filmov uzhasov kak Tehasskaya reznya benzopiloj ili Zloveshie mertvecy takzhe razvivala idei Amnesia ili Outlast ispolzuya rezhim ot pervogo lica pomeshaya igrovogo personazha v tesnye tyomnye koridory i prinuzhdaya ubegat ot bessmertnogo i upornogo presledovatelya Ochen pohozhij gejmplej ispolzovala i igra prodolzhenie Resident Evil Village vprochem eyo ot predydushej igry otlichali raznoobraznye mesta dejstviya i antagonisty kak ledi Dimitresku Village byla razdelena na neskolko oblastej i v kazhdoj iz nih igrok stalkivalsya s raznymi vidami horrora tak v odnom meste ego mogli zhdat napryazhyonnye srazheniya s ordami vragov v drugom netoroplivye psihologicheskie uzhasy Parallelno kompaniya Capcom vypuskala krupnobyudzhetnye remejki svoih klassicheskih igr Resident Evil 2 2019 Resident Evil 3 2020 i Resident Evil 4 2023 sohranyali personazhej protivnikov i syuzhet staryh igr no ispolzovali namnogo bolee sovershennuyu grafiku i obnovlyonnyj gejmplej Resident Evil 2 v chastnosti pomeshala igrovogo personazha v polnostyu tryohmernoe okruzhenie i v nej srazheniya v duhe shuterov ot tretego lica issledovanie mira i reshenie golovolomok plavno perehodili drug v druga bez promezhutochnyh zagruzochnyh ekranov V konce 2010 h godov priobreli populyarnost asimmetrichnye mnogopolzovatelskie horror igry Tak v igre Dead by Daylight vdohnovlyonnoj filmami slesherami odin iz igrokov beryot na sebya rol manyaka ubijcy a chetvero drugih obychnyh bezoruzhnyh lyudej pytayushihsya izbezhat gibeli Eta igra byla takzhe primechatelna vklyucheniem personazhej iz drugih horror mediafranshiz kak kinematograficheskih tak i igrovyh v nej v kachestve igrovyh personazhej poyavlyalis naprimer Freddi Kryuger ili Sheril Mejson i Piramidogolovyj iz Silent Hill Podobnyj podhod odin igrok v roli manyaka protiv komandy drugih igrokov ispolzovali i drugie igry kak Friday the 13th The Game Video Horror Society Evil Dead The Game ili angl V 2017 godu bolshuyu populyarnost priobrela Bendy and the Ink Machine otlichivshayasya originalnym vizualnym stilem Geroj igry issleduet starinnuyu studiyu multiplikacii raskryvaya eyo mrachnye sekrety reshaya golovolomki i vremya ot vremeni otbivayas ili ubegaya ot uzhasnyh eyo obitatelej Chuvstvo i atmosfera odinochestva v etoj igre peremenyaetsya s vnezapnymi stolknoveniyami s vragami meshayushimi prodvigatsya dalshe pri tom chto igrok ne vsegda imeet pri sebe oruzhie Za igroj posledovalo neskolko spin offov a eyo prodolzhenie nahoditsya v razrabotke s 2019 goda Sm takzheLiteratura uzhasov Filmy uzhasovPrimechaniyaNikolya Kurse Mehdi El Kanafi Rafael Lyuka Sozdanie trilogii BioShock Ot Vostorga do Kolumbii BioShock From Rapture to Columbia rus red Zaharova A A per Kolesnichenko V P Bombora 2022 S 25 336 s ISBN 978 5 04 112434 2 Does Survival Horror Really Still Exist neopr Kotaku 29 sentyabrya 2008 Data obrasheniya 16 aprelya 2009 Arhivirovano 28 avgusta 2011 goda Vasilij Kavajnyj i Anzhelika Kavajnaya Umirat igrayuchi Istoriya zhanra Survival Horror rus Strana Igr 9 2008 1 maya 2008 Data obrasheniya 26 iyunya 2012 21 marta 2013 goda Jim Sterling neopr IGN 9 iyunya 2008 Data obrasheniya 26 iyunya 2012 Arhivirovano iz originala 17 fevralya 2012 goda Bernard Perron Sign of a Threat The Effects of Warning Systems in Survival Horror Games angl COSIGN 2004 Proceedings Art Academy University of Split 2004 Rollings Andrew Ernest Adams Fundamentals of Game Design neopr Prentice Hall 2006 31 dekabrya 2017 goda Richard Rouse III 2009 Bernard Perron ed Horror video games essays on the fusion of fear and play McFarland pp 15 25 108 ISBN 0 7864 4197 6 Data obrasheniya 10 maya 2011 neopr Data obrasheniya 3 oktyabrya 2017 Arhivirovano 13 aprelya 2014 goda Douglas Heaven How the scariest video games use our own minds to terrify us angl New Scientist 21 oktyabrya 2015 Data obrasheniya 4 marta 2018 13 iyunya 2018 goda Travis Fahs IGN Presents the History of Survival Horror neopr IGN 30 oktyabrya 2009 Data obrasheniya 14 yanvarya 2018 21 oktyabrya 2015 goda Harry Mackin Should The Term Survival Horror Die angl Game Informer 30 iyunya 2014 Data obrasheniya 14 yanvarya 2018 14 yanvarya 2018 goda Brittany Vincent More Than Survival The Five Faces of Horror Gaming angl Shacknews Data obrasheniya 17 yanvarya 2018 17 yanvarya 2018 goda Isabella van Elferen Sonic Descents Musical Dark Play in Survival and Psychological Horror Eds Torill Elvira Mortensen Jonas Linderoth Ashley ML Brown The Dark Side of Game Play Controversial Issues in Playful Environments Routledge Advances in Game Studies Routledge 2015 P 226 280 p Routledge Advances in Game Studies Book 4 ISBN 978 1138827288 Brett Todd A Modern History of Horror Games neopr GameSpot Data obrasheniya 18 marta 2007 18 maya 2007 goda Left 4 Dead Q amp A First Details neopr GameSpot Data obrasheniya 10 marta 2007 30 sentyabrya 2007 goda Richard Rouse III Postmortem The Game Design of Surreal s The Suffering neopr Gamasutra 9 iyunya 2004 Data obrasheniya 6 fevralya 2009 6 maya 2021 goda Richard J Hand Proliferating Horrors Survival Horror and the Resident Evil Franchise Horror Film neopr Steffen Hantke University Press of Mississippi 2004 S 117 134 Christopher Buecheler GameSpy Hall of Fame Haunted House neopr GameSpy 8 dekabrya 2002 Data obrasheniya 6 fevralya 2009 Arhivirovano 24 aprelya 2012 goda Phil Co Level Design for Games neopr New Riders Games 2006 S 40 Keith Stuart Destuctoid on the death of survival horror neopr The Guardian 12 dekabrya 2008 Data obrasheniya 16 aprelya 2009 7 fevralya 2009 goda PCGamer A eulogy for tank controls angl PC Gamer 20 fevralya 2015 Data obrasheniya 18 yanvarya 2018 19 yanvarya 2018 goda Kaszor Daniel Decade in Review The most influential video games since Y2K neopr National Post 30 dekabrya 2009 Data obrasheniya 24 yanvarya 2010 Arhivirovano iz originala 9 iyunya 2010 goda Kristan Reed Silent Hill retrospective angl Eurogamer 19 yanvarya 2014 Data obrasheniya 18 yanvarya 2018 19 yanvarya 2018 goda Denikin A A Zvukovoj dizajn v videoigrah Tehnologii igrovogo audio dlya neprogrammistov M DMK Press 2013 696 s ISBN 978 5 94074 234 0 Richard J Hand Proliferating Horrors Survival Horror and the Resident Evil Franchise Horror Film neopr Ed Steffen Hantke University Press of Mississippi 2004 S 117 134 123 5 Bernard Perron amp Clive Barker 2009 Bernard Perron ed Horror video games essays on the fusion of fear and play contributor Clive Barker McFarland pp 96 98 103 4 108 ISBN 0 7864 4197 6 Data obrasheniya 10 maya 2011 neopr Data obrasheniya 3 oktyabrya 2017 Arhivirovano 13 aprelya 2014 goda Edge staff Andy Krouwel The Making of 3D Monster Maze angl Edge magazine Future plc 2006 18 April no 161 13 maya 2007 goda Michael Broomfield New Generation Ingredients of a winning team angl Crash magazine 1984 5 June no 5 28 noyabrya 2019 goda Szczepaniak John The Untold History of Japanese Game Developers angl SMG Szczepaniak 2014 Vol 1 P 544 573 ISBN 978 0 9929260 3 8 Top 11 Survival Horror Games Sweet Home neopr angl 21 maya 2008 Data obrasheniya 17 aprelya 2009 8 iyunya 2008 goda Harrison Thomas Nowlin The Sweet Home of Resident Evil neopr 2006 The Man Who Made Ghosts n Goblins Tokuro Fujiwara Interview ot 7 marta 2018 na Wayback Machine Continue Vol 12 2003 Jim Sterling Fear 101 A Beginner s Guide to Survival Horror neopr IGN 9 iyunya 2008 Data obrasheniya 26 avgusta 2009 4 oktyabrya 2011 goda Max Bert GOTW Sweet Home neopr GameSpy Data obrasheniya 28 avgusta 2009 11 marta 2010 goda Alexander Chatziioannou How a forgotten 80s gem created the formula for video game horror angl A V Club 31 oktyabrya 2016 Data obrasheniya 14 yanvarya 2018 15 yanvarya 2018 goda Leigh Alexander GDC 2012 Inside the making of Alone in the Dark angl Gamasutra 9 marta 2012 Data obrasheniya 16 yanvarya 2018 15 oktyabrya 2019 goda Pinsof Allistair It Came from Japan Clock Tower neopr Destructoid 20 oktyabrya 2011 Data obrasheniya 11 iyunya 2016 2 iyulya 2016 goda Kurt Kalata Clock Tower Super Famicom neopr Hardcore Gaming 101 15 sentyabrya 2017 Data obrasheniya 11 marta 2018 11 marta 2018 goda Nodwin Gaming The History of Zombies in Video Games angl redbull com 24 yanvarya 2017 Data obrasheniya 8 marta 2018 8 marta 2018 goda Mat Paget How Resident Evil became the guiding light for SOMA and Amnesia angl PC Gamer 22 yanvarya 2017 Data obrasheniya 24 oktyabrya 2018 29 avgusta 2019 goda Bobba Fatt Review Silent Hill PlayStation neopr GamePro 24 noyabrya 2000 Data obrasheniya 17 aprelya 2009 27 dekabrya 2008 goda Shane Patterson The sneaky history of stealth games Hide and seek through the ages neopr 2 GamesRadar 3 fevralya 2009 Data obrasheniya 21 iyunya 2009 Bernard Perron Sign of a Threat The Effects of Warning Systems in Survival Horror Games angl COSIGN 2004 14 sentyabrya 2004 Dan Whitehead Why Silent Hill 2 is still the most disturbing game ever made angl Eurogamer 17 avgusta 2014 Data obrasheniya 3 marta 2018 3 marta 2018 goda Katarzyna Marak Japanese and American Horror A Comparative Study of Film Fiction Graphic Novels and Video Games McFarland 2014 ISBN 0786496665 Brown Andrew Scary Nintendo Memories Fatal Frame neopr Nintendo World Report 3 noyabrya 2012 Data obrasheniya 21 oktyabrya 2015 21 oktyabrya 2015 goda Rob Haines Eternal Darkness Sanity s Requiem retrospective angl Eurogamer 9 marta 2014 Data obrasheniya 14 yanvarya 2018 15 yanvarya 2018 goda Aleksandr Tarakanov Call of Cthulhu Dark Corners of the Earth angl Igromaniya 8 avgusta 2006 Data obrasheniya 14 yanvarya 2018 15 yanvarya 2018 goda James Brightman neopr angl 2 marta 2005 Data obrasheniya 16 aprelya 2009 Arhivirovano iz originala 14 fevralya 2008 goda Gateway to Horror neopr angl 17 oktyabrya 2008 Data obrasheniya 16 aprelya 2009 Arhivirovano iz originala 5 iyunya 2012 goda Prestia Gaetano The Last Of Us inspired by Ico RE4 PS3 News MMGN Australia neopr Ps3 mmgn com Data obrasheniya 16 iyulya 2013 10 iyunya 2013 goda Resident Evil 4 angl Nintendo Power magazine 2005 March P 105 Resident Evil 4 angl Game Informer magazine 2005 March P 134 Readers Picks Top 99 Games neopr IGN Data obrasheniya 16 aprelya 2009 Arhivirovano iz originala 19 oktyabrya 2012 goda Jim Sterling How survival horror evolved itself into extinction neopr Destructoid 8 dekabrya 2008 Data obrasheniya 16 aprelya 2009 4 aprelya 2009 goda Matthew Pellett Resident Evil 5 neopr Computer and Video Games 6 dekabrya 2008 Data obrasheniya 16 aprelya 2009 8 fevralya 2009 goda Clara Barraza The Evolution of the Survival Horror Genre angl IGN 1 sentyabrya 2008 Data obrasheniya 14 aprelya 2018 7 aprelya 2018 goda Atherton Ross Review Doom 3 angl PC Gamer UK magazine 2004 September no 139 P 66 73 Andrew Laughlin Feature Feel The F E A R Making Games Scary neopr Digital Spy 17 aprelya 2011 Data obrasheniya 14 aprelya 2018 14 aprelya 2018 goda Ellie Gibson Atari s Phil Harrison Interview neopr Eurogamer 29 maya 2008 Data obrasheniya 16 aprelya 2009 Arhivirovano 5 iyunya 2012 goda Dead Space Game Designers Explore Some Really Gross Anatomy ot 4 marta 2018 na Wayback Machine Wired 27 12 2010 Dom Peppiatt How Dead Space s innovative ideas and design created one of the most innovative and distinctive horror games of recent times ot 3 marta 2018 na Wayback Machine GamesRadar 26 02 2018 GB Burford How The Dead Space Saga Lost Its Way ot 1 oktyabrya 2014 na Wayback Machine Kotaku 30 09 2014 Dalton Kooper Dead Space Dev Says Horror Games are Hard to Sell ot 3 marta 2018 na Wayback Machine Game Rant 26 10 2017 Jeff Marchiafava The Essentials Left 4 Dead angl Game Informer 12 aprelya 2015 Data obrasheniya 3 marta 2018 11 sentyabrya 2015 goda Rick Lane The monstrous evolution of Amnesia The Dark Descent angl Eurogamer 10 aprelya 2015 Data obrasheniya 4 marta 2018 4 marta 2018 goda Adam Dodd Remembering Amnesia The Dark Descent ot 4 marta 2018 na Wayback Machine Bloody Disgusting 08 09 2015 Emanuel Maiberg Why Horror Games Are More Fun to Watch Than Play angl Vice 30 oktyabrya 2015 Data obrasheniya 6 marta 2018 6 marta 2018 goda Fahey Mike He Screams at Gaming s Most Terrifying Moments So You Can Laugh neopr Kotaku 27 fevralya 2012 Data obrasheniya 8 oktyabrya 2012 9 avgusta 2012 goda Lindholm Maria The most powerful Swede in the world neopr Icon Magazine oktyabr 2014 Data obrasheniya 12 oktyabrya 2014 5 oktyabrya 2014 goda Dan Whitehead How Slender gave gaming its Blair Witch moment ot 15 aprelya 2018 na Wayback Machine Eurogamer 06 04 2015 Danielle Riendeau Why Five Nights at Freddy s 2 is a viral success ot 19 iyunya 2018 na Wayback Machine Polygon 13 11 2014 Matthew Reynolds What on earth is Five Nights at Freddy s ot 3 marta 2018 na Wayback Machine Digital Spy 24 07 2015 Patricia Hernandez Why Five Nights At Freddy s Is So Popular ot 29 yanvarya 2018 na Wayback Machine Kotaku Australia 07 02 2015 Brock Wilbur The Rise and Fall of Five Nights At Freddy s One of the Most Polarizing Games of 2015 ot 4 marta 2018 na Wayback Machine Inverse 21 12 2015 Alice O Connor A List Of 1139 Five Nights At Freddy s Fan Games ot 23 yanvarya 2018 na Wayback Machine Rock Paper Shotgun 21 01 2016 David Hinkle Outlast draws inspiration from Amnesia blends stealth and horror angl Engadget 31 oktyabrya 2012 Data obrasheniya 7 marta 2018 8 marta 2018 goda Stephanie Carmichael Outlast reminds us why survival horror is important angl Kill Screen 6 sentyabrya 2013 Data obrasheniya 7 marta 2018 7 marta 2018 goda Alien Isolation Beginner s Guide Survival Tips Evasion Strategies Staying Alive neopr USGamer 6 oktyabrya 2015 Data obrasheniya 29 iyulya 2015 8 oktyabrya 2014 goda Kevin VanOrd Alien Isolation Review neopr GameSpot 3 oktyabrya 2014 Data obrasheniya 30 iyulya 2015 5 oktyabrya 2014 goda James Batchelor 18 things we learned about Alien Isolation last night neopr Develop 13 fevralya 2014 Data obrasheniya 2 avgusta 2015 2 marta 2014 goda Andrew Webster Alien Isolation is the most terrifying game I ve ever played neopr The Verge 3 oktyabrya 2014 Data obrasheniya 3 marta 2018 5 oktyabrya 2018 goda Jeffrey Matulef Hideo Kojima and Guillermo del Toro are making Silent Hills angl Eurogamer 12 avgusta 2014 Data obrasheniya 13 avgusta 2014 14 avgusta 2014 goda Ilya Logunov Konami prokommentirovala sluhi ob otmene Silent Hills angl Igromaniya 27 aprelya 2015 Data obrasheniya 27 aprelya 2015 30 aprelya 2015 goda Kayla Herrera Hideo Kojima s P T Has Inspired A Small Movement In Survival Horror Gameplay angl Cinemablend 2016 Data obrasheniya 3 marta 2018 4 marta 2018 goda Artemij Kotov Galereya uzhasov Obzor Layers of Fear ot 4 marta 2018 na Wayback Machine Igromaniya 25 02 2016 Ravi Sinha Layers of Fear Interview Progressive Horror angl Gaming Bolt 22 fevralya 2016 Data obrasheniya 3 marta 2018 24 oktyabrya 2018 goda Hoggins Tom Resident Evil 7 Biohazard review Grisly and intimate horror that s daft enough to ensure we re having fun angl The Telegraph 23 yanvarya 2017 Data obrasheniya 24 oktyabrya 2018 15 maya 2021 goda Ilona Shvec Horosho zabytoe staroe Obzor Resident Evil 7 Biohazard angl Igromaniya 23 yanvarya 2017 Data obrasheniya 24 oktyabrya 2018 29 maya 2020 goda Samuel Roberts Resident Evil 7 reinventing survival horror again angl PC Gamer 2 sentyabrya 2016 Data obrasheniya 24 oktyabrya 2018 24 oktyabrya 2018 goda updated Andy Kelly last Resident Evil Village review angl PC Gamer 5 maya 2021 Data obrasheniya 15 iyunya 2023 14 maya 2021 goda published Joe DonnellyContributions from Jasmine Gould Wilson The Resident 2 and Resident Evil 4 remakes are masterpieces but which is better angl gamesradar 4 aprelya 2023 Data obrasheniya 15 iyunya 2023 10 aprelya 2023 goda Editor Matt Kim News The Resident Evil 2 Remake Takes the Best of Resident Evil 4 and Resident Evil 7 angl VG247 14 iyunya 2018 Data obrasheniya 15 iyunya 2023 27 avgusta 2023 goda O Connor Alice 2016 04 22 Dead By Daylight Bringing 4v1 Slasher Horror To June Rock Paper Shotgun 8 noyabrya 2020 Data obrasheniya 15 iyunya 2023 Wales Matt Freddy Krueger comes to Dead by Daylight angl Eurogamer net 26 oktyabrya 2017 Data obrasheniya 15 iyunya 2023 4 aprelya 2023 goda V Dead by Daylight poyavyatsya Piramidogolovyj Sheril Mejson i shkola iz Silent Hill V Dead by Daylight poyavyatsya Piramidogolovyj Sheril Mejson i shkola iz Silent Hill Igromaniya rus Igromania ru 26 maya 2020 Data obrasheniya 15 iyunya 2023 7 maya 2023 goda Asymmetric multiplayer horror games are brilliantly reinventing the entire horror genre neopr GameRevolution 13 yanvarya 2019 Data obrasheniya 18 iyunya 2022 18 iyunya 2022 goda Brandon Trush Evil Dead and Beyond 2022 Will Be Asymmetrical Horror s Biggest Year Yet angl Bloody Disgusting 18 maya 2022 Data obrasheniya 18 iyunya 2022 18 iyunya 2022 goda SsylkiZhanr Horror na MobyGames Istoriya Horror Igr Poslednie novosti horror igr pervyj ukrainskij sajt o zhanre Horror Survivalhorror ucoz ru forum ob igrah zhanra Survival horror
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