But some developers have subverted this expectation, finding a new way to expose horror in previously guarded spaces. Although the purpose of each safe room may differ, the expectation from players is the safe room is, in fact, safe. Iterations on this idea can be seen in other genres as well, present in the likes of Dark Souls' bonfires, Darkest Dungeon's camps, and many others. They are great motivators to continue venturing further in Resident Evil games despite the unforeseen horrors waiting on the other side of the door. Survival horror has treated them as a tradition over the years, offering players a shelter to save their progress, resupply, and regain their breath. Safe rooms have long been present in video games. Looking back, Usuda considers this a "contrasting expression".
It's only halfway into the story that things change. But at least the room is presented as your sanctuary. Room 302 is terryfying from the off because it doesn't let you unlock the door from the inside. Since then, rooms have always been at the core." "Three teams came up with a plan, and the concept of a room was chosen because it was the scariest of them. "The concept of Silent Hill 4 was clear from the early stages of development - the fear of eroding the safest places," director Murakoshi tells me.
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Over time, however, this initial promise of safety is broken by a series of increasingly dangerous hauntings, turning your home into an unfamiliar and hostile space. It's the only save point in the game, naturally turning it into a safe room. SPOILERS AHEAD FOR SILENT HILL 4, DOOM ETERNAL, DEATH STRANDING, WARHAMMER END TIMES - VERMINTIDE, FATAL FRAME 3: THE TORMENTED, AND AMNESIA: THE DARK DESCENT. We're talking about their time working on Silent Hill 4: The Room as director and designer, respectively - diving into the creation of Room 302, the apartment that kicks off the story and remains ever-present in the narrative. Via Facebook group chat, I'm speaking with Suguru Murakoshi and Hiroko Usuda from the now-defunct Team Silent.