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Part 7

The introduction of a villain is every bit as important as their means and motivations – particularly in horror where very little of the villain’s background is revealed. How this first introduction is carried out and it’s effectiveness depends on the type of horror. Visceral slasher shock does well when the stalker appears in the act of murder. Slower psychological horror can take it’s time to twist the knife in.

This is the main difference between Clock Tower and Haunting Ground. The former is a slasher horror game while the latter is more dependant on psychological torments. Haunting Ground even keeps many classic horror clichés such as having a nubile young female protagonist subject to tripping and fainting spells.

Haunting Ground is not without the slasher elements hence the frequent fleeing from the four stalkers in the game. It is abundantly clear when Daniella first becomes aggressive that she means bloody business. Of the four villains Daniella is perhaps the most frightening.

For starters she appears human but after hearing her speak of her creator it’s clear she is a construct built as an “ideal woman” to always obey, cook, clean, and take care of the castle interior. Unable to feel pain Daniella has no concept of her own mortality and lacks any ability to empathize with others. Her relationship with Riccardo is purely as a tool that he uses as he sees fit and abuses on a whim. She is completely loyal and obsessed with her own perfection.

It is unclear just what she plans to do upon achieving completion. There’s no hint of anger towards Riccardo. Her obsessiveness may stem from an intense desire to please him – seeing as how he isn’t too thrilled with how she turned out as-is – along with being stuck in a perpetual state of the uncanny valley. Although she has the form of a woman she cannot do the one thing that Riccardo wants out of Fiona and that is give birth.

There is also a constant thread throughout the game of each villain (except Debilitas) trying to gain Fiona’s azoth, her life essence. It is no surprise then that in the best ending only Debilitas reaches a level of redemption and is spared death. What azoth really is, well that’s not very well defined in the game. Daniella describes at as “essence of life, essence of woman” but by that point she’s slipped into serious dementia. It becomes clear that Riccardo has this essence when Lorenzo drains it from his dead body. You’d think that dying would extinguish the essence of life.

Azoth can apparently be passed from parent to child as Fiona inherited hers from her father Ugo. This further muddles things. Why did Fiona not inherit azoth from her mother if it is truly the essence of woman/life? This is pseudo-handwaved by saying that only certain special people have azoth but as the essence of life that fails to account for how all the non-azoth containing naturally born people can be alive.

Furthermore Ugo and Riccardo were created by Lorenzo as clones of himself. If Lorenzo so desperately needs azoth to regain his strength why did he bother creating twin clones with the precious energy when he could have instead directly absorbed it from the original host? By the time the game starts Riccardo is wary of Lorenzo and the old man hides from him.

These inconsistencies with the nature and use of azoth work to undermine the horrific integrity of the story as a whole. Luminescents, a mobile horror trigger explained as being attracted to people with azoth, never seek out Riccardo. There is a mechanical reason for that but the story doesn’t even try to provide an alchemical handwave to explain why.

It’s difficult to enjoy a story if it keeps throwing up wallbangers in it’s plot. Once again Daniella is probably the most effectively horrific villain in the game and her time to shine ends just before many of these plot problems appear. The game doesn’t yet try to explain azoth as anything beyond essence of life and being that Daniella is a construct it’s perfectly believable to understand the maid’s insanity in those simple terms. Fiona is alive, Daniella is not but she craves to be. The cat and mouse game with the glass wielding maid begins.
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Part 6

There are 4 villains in Haunting Ground. They are, in general order of appearance, Debilitas, Daniella, Riccardo, and Lorenzo. This isn’t absolute but it’s the order in which each stalks Fiona in turn so let’s stick with that.

Debilitas

This hulking brute is first seen in the teaser and opening cinemas. It is obvious he isn’t that bright – being scared off by thunder and all – but he is huge, misshapen, and the first thing he does in the opening cinematic is chop up some meat with a huge cleaver. During all of this Fiona is asleep.

The first real run-in with Debilitas occurs shortly after Fiona first meets Daniella (described below). Our heroine is walking down a corridor when she spots an enormous shadow cast by someone just around the corner. When she peaks around to see who or what it is a doll is thrown past her to the ground. Slowly, led by his shadow and the heavy thud-thud-thud of his footfalls, the doll’s owner walks into view with only his feet visible. He stops, leans down, and picks up the toy. Then the camera cranes up to reveal the rest of his figure stopping just short of his head.

From Debilitas’s point of view he looks first at Fiona sitting on the ground, then at his doll, and again at the young woman. A cut to show his eyes later and as the camera pulls back he tosses the doll aside and takes up a menacing stance.

Daniella

The maid Daniella is the first inhabitant of the castle that Fiona speaks with. Fiona has just arrived in the castle and is wandering around. After a few minutes she finds herself in what appears to be a bedroom and stops to admire a portrait on the wall. The camera cuts away briefly to a second person watching her. When Fiona reaches for the doorknob to exit Daniella suddenly interrupts Fiona from behind saying she’s brought clothes for the young girl. Although not an immediate threat the pale maid’s way of moving silently and stiff monotone voice make it clear she is not a normal person.

Fiona tries to ask Daniella questions but the pallid woman only turns to look at the portrait to address someone she calls Master. Fiona looks again at the picture only to be overwhelmed by a horrific memory. By the time she recovers Daniella has vanished.

Riccardo

Following her initial run-in with Debilitas Fiona continues to explore her surroundings when she stumbles upon a study. Spotting a key on a table she approaches and just as she reaches for it a male voice calls out all around. The voice says he has something to show Fiona so she should remove a sheet that obscures something sitting on the adjacent sofa.

When Fiona complies she sees it’s a wooden statue vaguely resembling her – pregnant. Cue eerie laughter as the scene ends. The name attached to said voice will not be revealed for some time yet.

Later when Fiona is fleeing from Debilitas the game pulls another someone-is-watching-you cut to another partial, and unknown, face. Fiona finds herself only inches from Debilitas when a voice calls the giant off. After he has gone Riccardo reveals himself in the flesh. He explains that Fiona is the castle’s only living heir – interspersed with her memories of the fateful car ride that claimed her parents’ lives. Overwhelmed by this the heroine collapses. Riccardo walks up to her allowing for a crane reveal culminating with his hooded face.

Lorenzo

This villain doesn’t make a physical appearance until late in the game but his presence is hinted at earlier. In her early wanderings Fiona comes across a ringing phone. When she answers an unfamiliar, raspy male voice warns her to beware of Riccardo.

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part 5

Clock Tower, the sequel to Clock Tower: The First Fear

Clock Tower builds directly on it’s previous installment as it continues the story of Jennifer’s struggle. As I did yesterday, however, let’s attempt this exercise without any prior knowledge.

Clock Tower branches into two paths: Helen and Jennifer’s separate stories. The game begins with a prologue chapter that is the same for both of them. Jennifer is in therapy after witnessing what Dr. Barton refers to as the Clock Tower murders. Helen interrupts a session complaining that the doctor is pushing Jennifer too far too fast and the women leave. Barton, alone and acting as the player’s first avatar, muses over his dedication to get information out of Jennifer.

He seems like such a swell guy right out the gate doesn’t he?

On Barton’s desk lies a pair of replica scissors. As Barton thinks about what they represent the screen is flooded in crimson hues, ominous music plays, and the camera cranes up to look straight down on the replica as if to suggest that this replica has inherited a sinister power.

When the screen returns to normal Barton is back under player control. Having seen everything in the room it’s time to head into the adjoining office. A few of Barton’s workers are here and so is a strange cold statue likely to draw a player’s attention with it’s strategic location right next to the first NPC shown. On the next desk is a rubber mask that Barton comments is a cheap knock-off of Scissorman’s.

(As an aside, Bobby never wore a mask in the first game. The only conclusion that I can draw is that in her terror Jennifer mistook Bobby’s twisted features for a mask.)

Barton continues talking to the NPCs he meets including his assistant Harris, a reporter named Nolan, and his cameraman Tim. Throughout these conversations it is repeated that Dr. Barton is highly skeptical of Scissorman. As a first time player the existence of Scissorman is never in doubt, but whether he is a supernatural killer and why he kills are still unknown. As the prologue ends the path of Helen or Jennifer is set and the player will begin their first journey towards the truth with one of them depending on their actions prior.

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Jennifer’s Path

Jennifer starts at home deciding to go out and about. There are a number of locations to choose from on a simple city map. She speaks with Helen back at the office and Mr. Sullivan at the library. Eventually Jennifer heads to the hotel for her first meeting with the other survivor Edward – a young boy said to have lost his memory. When she gets home Nolan is there waiting for her. He requests a date with her that night, to which she agrees.

Night falls and the game shifts to the first official Jennifer scenario. She walks alone down a quiet street. Almost immediately the young woman senses she is being followed. Fear overwhelms our heroine as she approaches an open gate so she bolts inside towards a building where a security guard intercepts her. Jennifer pleads with him for aide. As he remarks on her plight his life is instantly cut off by a pair of scissors plunged through his body and out of his chest. The guard falls slain as the camera moves to show the gleeful murderer garbed in green. In the scant few seconds that Scissorman takes to finish off the guard Jennifer bolts inside looking for a hiding place.

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Helen’s Path

Helen begins in her office dealing with a hard drive crash. While waiting for a co-worker to return Helen heads out on the town to talk with NPCs. She visits Detective Gotts at the police station, Edward at the hotel, and then notes how late it is and hurries back to the university. Hard drive replaced she decides to grab a nap on the premises before working on her dissertation.

Thus begins Helen’s official first scenario. When Helen enters the dormitory she finds Rose curled up in a bed. The two chitchat briefly then Helen pads down for some sleep. Her last action before this is to turn off the lights.

A quick fade to black later and Helen is woken by knocking at her door. It is obvious that Rose left her bed. Cautiously she peers out the peep hole to see who keeps knocking at sees it is a co-worker. She opens the door for him but he only gets a failing step in before crashing to the floor dead. Immediately music starts up with the distinctive snip of Scissorman’s blade’s drawing closed.

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In the next part we’ll go over each villain in Haunting Ground one at a time as they make their entrances.
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part 4

Today let’s go over how the antagonists of Clock Tower and Haunting Ground make their first appearances. To simplify this let’s assume that this is from the perspective of someone who has never played each game before and knows absolutely nothing about the story save for what they’ve seen on screen as the game starts.

Clock Tower: The First Fear

For this the player does not opt to use Quick Start.

The player character, Jennifer, starts in the foyer with her three friends Laura, Ann, and Lotte as they wait for Ms. Mary to return. Jennifer separates from them to look for their host. When she reaches the end of the hallway opposite the foyer a scream pierces the air. At this point it is not unreasonable to assume that the player would return to the foyer to discover the cause for that scream. The other three girls have vanished by this time.

Now it may seem impossible for them to have completely disappeared as the front door is still locked, no windows appear to be broken (not even any shards of glass from the wall that is logically behind the camera), and Jennifer did not see them run down the hall she was standing in.

There is still one escape point on the second floor that Jennifer cannot reach because the floor collapses when she approaches. This seems like the only logical means by which the three left this room. Although badly weakened the floor held together long enough for them to pass.

Alright let’s keep going. There is a branch in the possible paths here but one way requires some minor puzzle solving. I’m going to call that Path B for now. However it is not unreasonable to think that a first-time player wouldn’t immediately solve the puzzle so let’s go back to Path A.

Through the door and down the hall Jennifer goes. There are three doors here but only one path that leads deeper into the house. About ¾ of the way some ominous music starts up. Jennifer opens the door and steps into the grand front hall. Immediately the camera is up at the roof where a beautiful stained glass sun roof would let in sunlight if the sun hadn’t already gone down.

A soft thumping noise plays and it is obvious there is something on the other side of the window. With a deafening chord it breaks and down plunges Ann’s body along with a strange figure. Both come to a halt amid bits of shattered glass and the standing figure removes what Jennifer can now clearly see as a huge pair of scissors from Ann’s body.

This misshapen figure is Bobby, the resident stalker of Clock Tower: The First Fear and it is immediately obvious what fate awaits Jennifer if he catches her.

But what about Route B? Rewind and solve the puzzle in the hall with the rockslide. This opens a crawl route to the courtyard and pool. As Jennifer approaches the pool a woman screams and we can see that it is Ann (unfortunate soul eh?) thrashing about begging for Jennifer to help her. After a few seconds she slips completely under the water. All is still. Then without warning Bobby pulls himself out of the pool and the chase is on.

There is some inherent randomness in what the player sees at the pool in Route B. The developers programmed the game so that a few items and rooms are shuffled about with every playthrough. The fates of Ann and Laura are likewise randomized and interdependant with Jennifer’s actions. This does not change the fact that Bobby’s presence is first announced with bloodshed.

this will continue tomorrow with Clock Tower for the Sony Playstation …
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Ending a stalker’s pursuit in Haunting Ground also requires an OFF trigger which is usually delayed as the stalker paths around the area searching for Fiona. At times this can get ridiculous and even tedious.It is particularly annoying when the stalker keeps repeating a line over and over.That’s a surefire way to break the mood by annoying the player.

Moderation is the key word here.If the player is spending all of their time just running and hiding how are they to wander about and appreciate the ambient environment for what it is?It takes time and, dare I say it, stillness to absorb and understand the warped nature of a place.Flight and combat require a player’s complete attention.

The mansion in the first Resident Evil is not horrific because it is filled with zombies and other nasty creatures. These things provide immediate threats and scare moments. Horror comes from the total package. It is a deep-seated sense of revulsion at recognizing the Other and realizing it is not so far removed from what is normal so as to be completely unknowable. If a zombie jumps out and the player is startled that fear will fade in time. Combine that startle with an environment that keeps them nervous and the realization that anyone can become a monstrosity and you walk into horror by making connections to fears beyond basic survival.

What am I getting at with that long tirade? My point can be summed up by a great quote from Disney’s The Hunchback of Notre Dame:


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Frollo: Ease up. Wait between lashes. Otherwise, the old pain will dull him to the new.


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That is precisely what Clock Tower: The First Fear succeeds at but Haunting Ground fails to understand. In Clock Tower Bobby might only appear at the beginning and end of the game if the player is swift and fortunate. The second installment, named simply Clock Tower (don’t ask), sees the antagonist Dan appear more frequently but there are more impromptu weapons and hiding places to ditch him quickly. It threatens to cross the annoyance threshold but doesn’t overdue it.

This threshold I speak of comes from having a needed objective to accomplish. If a stalker keeps popping up and interrupting this mission the threshold is breached at that point when the player yells at the screen to knock that annoying crap off. The stalker has tranformed from a threat to a nuisance instilling resentment and anger.

I presume that the tendency to have a Stalker at the Heels originated in Resident Evil 3 with Nemesis. Resident Evil 2 included a persistant tyrant named Mr. X who would pursue the player during route B missions. Resident Evil 3 built on this by introducing a warped rocket launcher toting X Tyrant named Nemesis after the Nemesis parasite that gives the tyrant it’s tentacles.

Nemesis appears many times throughout the game but most appearances can be ended immediately by opting to flee when a Fight or Flight option appears on screen. Fighting is usually brief – either you have the firepower and skill to defeat Nemesis or it makes short work of Jill. Thus are Nemesis’ many appearances tempered by their brevity.

The makers of Haunting Ground did not include such restraint with their villains. They simply keep coming back. Clock Tower 3 introduced the notion of stalker triggers. These were things in the environment that would alert the resident evil of the heroine’s location but were generally avoidable as long as you were alert and knew where they were. These were such things as accidently kicking a bottle over so it shatters loudly. Haunting Ground has mobile stalker triggers that move towards Fiona in a concerted effort to reveal her location.

to be continued ...

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The main source of fear in this setup arises from the presence of a stalker – that seemingly omniscient force of death just a step away. This presence is always there waiting in the wings. Knowing that it’s there is a major motivating force that keeps the player moving.

Tension is also generated by the ambient environment. This environment is always working against the protagonist in some way. It bars access to the safeties of escape with weather and terrain. Sanctuaries, if they exist, are generally rare. There are times when an antagonist breaches this hallowed ground such as discovering the heroine cowering under a bed.

In Haunting Ground the ability to fight back and eventually drive away your stalker makes every hiding place 100% expendable. Indeed fighting is more profitable as each time a stalker is knocked unconcious you can loot items from them. There are damage limits to prevent this from being exploited indefinitely. The fastest way to lose any stalker, as demonstrated by louischou, is to knock the stalker down then quickly run out an open door and hide behind it so that the stalker doesn’t see Fiona as they tear out after her. Abusing hiding places causes that stalker to catch on.

Conversely in Clock Tower: The First Fear Jennifer has limited means of fighting back. Aside from a can of insecticide she can toss in Bobby’s face her only means of defense is to knock him down. This is never certain as it requires button mashing during PANIC MODE and if her health is extremely low she might just collapse and become frozen with fear. Evasion is always preferred until Jennifer finds a way to shake Bobby.

There are a few guaranteed methods of throwing him off the trail that will work every time but also some that can backfire horribly. I mentioned above that Jennifer can throw a can of insecticide at Bobby but that can prove fatal to our heroine if her health is low enough that she is unable to escape from the poisonous cloud of her own creation. Another great example is Jennifer locking herself in a bathroom. There is roughly a 50/50 chance Bobby will break the door down and kill her anyway (there is no chance to escape if this happens). It boils down to a question of “Does he think she went into that room?” The unpredictability of this particular hiding spot helps reinforce Bobby’s demented nature.

This leads to an interesting difference between Clock Tower’s first and second games and Haunting Grounds. This is because of differences in technology. The earlier systems are limited in how much information can be in memory at once. This lead to buildings being broken down into rooms loaded separately. The stalker AI is similarly restricted – it’s basically ON or OFF with some environmental variables based upon the loaded room. Only loading one room at a time necessitates that Bobby and Dan rubberband to their victim’s current location usually by walking in through the very door the heroine just used. This pursuit does not end until an OFF trigger is activated.

In Haunting Ground there are no loading times between rooms. The Playstation 2 is capable of holding more items in memory allowing for some seamless preloading. Every mobile AI entity has an awareness radius around it indicating what it does and does not see. This radius need not be a perfect sphere – indeed that would ruin legitimate and logical hiding tactics. Awareness is patterened after line of sight. By drawing a straight line between a stalker and Fiona a player can guess if they are seen or not. If this line is broken by an object then Fiona can be hidden even when it seems completely illogical that this would work.

this will continue in tomorrow’s post …
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Two updates in one day?  Yepyep, that's because I finished watching the Haunting Ground hard playthrough by Louischou (who is a marvelous player by the way and deserves every ounce of praise he's received!)  If you are unfamiliar with the game it's survival horror in the vein of Clocktower made by Capcom.  It has some systemic and thematic similarities to Clocktower 3 without being as campy.  I haven't played either game but Haunting Ground definitely perks my interest in a way Clocktower 3 fails to.

Here's a summary of the plot of both games.  IF YOU DON'T WANT ANY STORY SPOILERS JUST SKIP TO THE NEXT PARAGRAPH.  Sorry for shouting but have to make that nice and bold.  The summary goes as thus:  creepy magic-using old dude wants to consume/merge with nubile young female relative in order to achieve immortality.  Along the way you have to face each subordinate killer one at a time until you can figure out how to defeat them.  Pedophilia and mysogyny abound.

The nice thing about Haunting Ground is that you have your trusty canine companion Hewie to help you out.  He can sniff out hidden items and injure your attackers but first you have to build trust with him so that he obeys your commands.

Now anyone who has played Clocktower 3 understands how frustrating the panic meter is.  It fills so quickly in that game that Alissa practically panics at the first sight of anything supernatural.  I can understand her fear at the beginning of the game but it gets old quickly.  It does nothing to reflect how humans build up a tolerance against fear.  To reduce your fear level you must hide and shake your pursuer or consume Lavender Water - a preciously rare item.  If Alissa panics when a stalker is near the chance to flee is almost nil.  Fear increases as long as a stalker is nearby even if she's already hiding and if she panics she'll bolt from her hiding place.

Haunting Ground also has a panic meter but it is invisible.  There is no UI while walking around at all.  Fiona's state of mind is reflected by a change in color tone to the screen.  As her fear increases color drains away, enemy movements seem erratic and jerky, and when panic finally sets in everything is grayscale.  It takes awhile to panic although the game still relies on a linear fear-increases-over-time element rather then actually reflecting the state around Fiona.  It doesn't matter if her stalker is actively attacking or being chewed on by Hewie, fear still gradually rises although to it's credit more fear is accumulated by being attacked.

Fear is diminished by using certain items, surviving through panic mode, or shaking off the stalker by hiding or beating the crap out of them.  Hiding is always an uncertain thing as Fiona might be discovered.  Going back to the original Clocktower we find that Bobby has this same property of evil cleverness (his twin Dan wouldn't be so bright in the sequel).  This video showing hiding places in Clocktower explains this better then my words can.

There will be more tomorrow about the relationships between these games