Summary
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Games in the open world can make players feel fear, vulnerability and oppression through their open landscape and enemies.
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Survival instincts are tested in games like Dayz, Pathological, The Long Dark and offer challenges such as zombies and hunger.
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The Elden ring creates a vulnerability through brutal difficulties, demanding players with deadly meetings.
Good games should always try to evoke a special feeling in their players, be it fear, miracle, amazement, strength or vulnerability. It all depends on what type of game is and the story that developers tell. Games in the open world have the potential to create one of these feelings because they can cover a wide range of genres and themes.
Even those who do not continue in horror territory can oppress players with enemies that roam the world, the landscape they explore, and the things they have to do to survive. For those who are looking for games that will really feel vulnerable, these are perfect titles.
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Dayz
Dayz puts instincts of survival on the limit
Dayz
- Released
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December 13, 2018
As with many open world games, the world Dayz was thrown into post-apocalyptic nightmares where zombies now mortar ground, and are ready to tear any living creature that happens through their journey, which will be unfortunate players who are thrown into the wild and unforgivable country Dayz.
As if the zombies were not enough to feel slight and vulnerable, players can also die of secular means such as exposure to cold, animal attacks, blood loss, starvation, food poisoning … It is definitely not survival for weak hearts, and if players want to feel vulnerable and steadily.
7
Pathological
The city of the ravage of the deadly plague
The outbreak of a mysterious but deadly illness plunges the city into deep despair and fear, because no medicines can be found in its walls, which leads to searching for external help. Three will arrive in the form of bachelor, Haruspex and Changeling. Each of these characters has its own unique mission, but there is one shared goal: in this small sleepy city to survive a total of 12 days.
The assumption sounds simple but Pathological He is one of the most unforgivable games of all time. There is no hand holding, small or no instructions on the next goal. Instead, players have to rely on their own joke. A couple with added pressure to the survival of a dangerous city contaminated by plague and players will surely feel completely at every step, because surviving pathological is much easier than done.
6
Long darkness
Play as an ordinary person who plunges into a situation of survival
Nowadays, the cold grip of winter is slightly more than an inconvenience, because people can warm up in their houses with a cup of hot cocoa, they do not have to worry about exposures or dangerous animals. Good, Long darkness It will force people to realize how dangerous winter can be without proper shelter or resources, as players plunged into the frozen wilderness of Canada and are expected to survive all risks.
Although there is a structured story regime, the game also has a survival mode in which the player travels through a wide open map. Weather, thirst, hunger, fatigue and wild animals are urgent threats. With so many ways to die, the game can often feel stunning and create a real sense of vulnerability, because there are as many ways that the player can perish.
5
Stalker 2: Heart of Chornobyle
Zone is a dangerous place
Jevhen “Skif” Martynenko enters the zone where he could learn more about the anomaly that caused it and raise some money for his new home to destroy his apartment after returning home from active service. Skif, armed with a piece of technology called scanner, emerges into the world and hopes to find an artifact that remained behind as a result of an anomaly. The world is dangerous that should not be explored.
But not enough Doom Prep in the world can make players feel that they are ready because the zone is teeming with dangers, some hostile and some human needs such as hunger, thirst and exhaustion. There is a lot to do and it can make players feel as if they are not ready to explore the open world, but have no other option. The unbearable state of the world and long sections open and empty roads create not only loneliness but real vulnerability.
4
Dying light
Zombie represents a sinister threat
The fictitious city of Harran got into the outbreak of a mysterious virus, which transformed most of the locals into aggressive and dangerous zombies of a similar creation. And this city is a playable character that Kyle Crane will have to infiltrate to get a stolen set containing top secret information and get zombies bites for its problems.
Now, with most zombies of games, creatures slowly move towards players, hands outstretched, pronounced long, outstretched syllables, their rotting bodies barely able to stand upright. But Dying light He decides to remove this stereotype and make their creation much more mobile, which makes them all the more sinister and creates a vulnerability in the player because they know that these zombies will take one hell of fighting.
3
Forest
Hardly feels safe anywhere
The abandoned forest island is hit by the plane and the survivors of Eric wake up to see his son Timmy missing, and sets out to this dangerous new country to find him. To survive in a harsh environment, players must get to work on cleaning supplies to create shelter and create weapons that will be needed because the island may not have been as abandoned as it originally looked.
Cannibals exist on this island and it looks like they want players to build their next meal. They can appear in some unexpected times, even somewhat close to their hiding place, which can be a scary surprise for players who thought they were safe only on their cabin. Although players can arm themselves, the fact that cannibals even exist here is difficult for them to sometimes feel as if they were really safe, even in daylight. At night and dark caves, only players feel they are still in immediate danger.
2
Subnautica
The ocean is an intimidating place
The sea is a terrifying place on the ground, because there is still so much under the surface that is explored, so there is a possibility that there are millions of other sea creatures that have to be documented and identified. But imagine exploring the ocean on an extraterrestrial planet, which is obliged to hold an even stranger seabeling than on our planet.
This is the assumption SubnauticaWhen the player's crash lands in the ocean on an alien planet. Without visible signs of real pieces of land, the player has little to choose from, but to explore the ocean, instead of astonishment, but it is also rather intimidating. There is pressure to monitor the use of oxygen and the fact that players could become creatures like Leviathan, which would be one way to get players to feel as if it were just a little more than a small piece of plank.
1
Elden Ring
From the software games are designed to punish
She made her career from the software and urged players with her brutally difficult games. No other game series has completely captured the feeling that it is weak and vulnerable as the Soulsborne Games, because the failure is all too often inevitability than the possibility, even after upgraded equipment and abilities.
Although qualified and patient players can eventually learn the timing of their angles and attacks and learn the patterns of bosses, there is still a great sense of vulnerability when exploring the world Elden RingAs the player knows he dares to find deadly meetings, be it enemies or even very unfair traps. Every step could only be a player approaching their death, but that is part of the fun and excitement of the software games.