Summary
The beginning of any story is imperative to set the scene for what is about to unfold over the next several hours. Introducing characters, locations, important bits of lore and establishing the theme are all things that could and should be handled in the opening moments of the game.
Similar to endings, nailing the opening is a difficult task, but many developers have proven they are up for the challenge. These particular horror game openings invited players into their cold and terrifying worlds of horror, causing them to dread and anticipate whatever may follow.
Until Dawnstraddled a close line between horror game and interactive movie, as gameplay revolved around navigating the locations, collecting clues and hints, and of course succeeding in QTE’s that could be life or death for the characters currently on screen.Until Dawnstarted a trend for theSupermassive horror gamesto follow that would see two characters killed off in the introductory chapter of every game.
In this particular title, a group of teens in a remote log cabin plan to play a cruel trick on Hannah Washington. Embarrassed and heart-broken, she runs out into the snow-swept wilderness, followed by her worried twin Beth. The two meet an unfortunate fate that sets the precedent of the death that could follow this tragic event, and also serves as one of the characters' primary motivation.
One of the biggest indie horror games of all time,Amnesiacertainly knew how to draw its players into the story, raising questions and piquing interest. Before fleeing from the gatherers andexploring the grandiose castle, the game opens with a barely conscious character saying that they must remember, recalling basic information about themselves such as their name, and their place of birth.
This is an effective way to kick off the game that is to follow, as memories of previous events and conversations will be drip-fed through letters found scattered throughout the castle and flashbacks. The letter players find directly after the opening cinematic is especially effective in raising even more questions, as it is written by Daniel’s own hand, and directly claims he must kill the castle’s lord, Alexander.
Set between the events of the first and secondAlienmovies, this game stars Amanda Ripley, the daughter of Ellen Ripley, who is hell-bent on finding answers about what happened to her mother and the Nostromo. The game opens with her being informed the ship’s flight recorder has been salvaged and taken to Sevestapol Space Station, where the game all takes place.
After being acquainted with other crew members, the player is thrust into isolation after the space walk to the station goes awry. Thiscreeping feeling of isolationcontinues for much of the game’s introductory stage and, indeed the rest of it, ensuringAlien: Isolationlives up to its name.
After crashing in the middle of the ocean, Jack’s only hope is to swim over to a lighthouse, and enters the bathysphere that takes himdeep under water, revealing the landscape of the underground city that flourished and fell, once home to wealthy business owners and socialites, and now infested with deranged splicers and the fearsome Big Daddies.
But before players see just how far Rapture has fallen from grace, they are treated to the sight of its still glittering exterior that has stood the test of time. The music swells and sea life swims by, like a curtain unveiling the stage forBioShock. After a short ride showing the promise that Rapture once held, they then enter the interior to see that what looks like a thriving underwater society is now a living nightmare they can only hope to survive.
There isno hand-holdingat the beginning ofDead Space 2, instead it is rather the opposite. Isaac wakes in an unknown location, bound by a straitjacket which Franco quickly tries to free him from, but before he can, an Infector interrupts his efforts and transforms him into a Slasher. Rather than becoming his savior, Franco becomes the most dangerous to Isaac, who is then forced to flee.
No weapons and barely any hope for survival, he runs down a darkened corridor as necromorphs smash through windows onto his path. The feeling of helplessness and fear help to set the stage forDead Space 2, as it remains as one of the most frightening survival horror games out there.
As one of the mosthighly regarded horror gamesof all time, it follows thatSilent Hill 2would have a strong opening to match the rest of the games' quality. Rather than immediately throwing players into the world of horror, it opens with an excerpt from Mary’s letter, which James ruminates on as he looks out of over the view. The peculiar thing about this letter is exactly what James says–this letter was written by his wife, who is already dead.
The pacing of this opening is handled brilliantly, as there will be time for exploration and an introduction to the eponymous town before players encounter their first monster. It’s a brilliant way to give players a brief reprieve before they are mercilessly thrown into the unrelenting horrors.
The follow-up to the excellentResident Evil 7brought back the Winters into the fold. After the events of the prior game, Ethan and Mia have relocated to Romania, where they are raising their infant daughter Rosemary. Ethan is enjoying time with who he thinks are his family, before things take a rather drastic and bloody turn.
But before that, the game begins in a rather unexpected way, with Mia narrating the tale found in the pages of a children’s story book, with a whimsical art style to match, as a young girl gets lost within a forest, and gains the gifts of the local lords of the land before earning the ire of the horse by stealing the gear, believing it was a tribute to be given to her. It’s somewhat creepy to be reading to a baby, which Ethan himself remarks upon. Still, it is a striking opening that remains beautiful, and returns at the end of the game with some parallels to be drawn tothe relationship between Ethan and Rose.