It seems to me that any game that has any kind of grotesqueness to it is automatically put into the category of survival horror. I can see that the progenitors of the survival horror genre could be called "survival" horror: viz. Resident Evil and Alone in the Dark. These game had a survival quality to them because of the lack of ammo throughout the game world and, at least in Resident Evil's case, the lack of save ribbons. The limitations of these games helped to keep the tension at a high point, but with more recent games we have started to move away from these conventions.
I have been playing Dead Space recently and while there has been a time or two that I have run out of ammo, it doesn't have the same quality of tension in it's environments. Part of the reason that I haven't felt very tense about ammo conservation is because the game is littered with stores where I can buy ammo. While I am only a few hours into the game, it seems to me that every enemy is dropping ammo or money which leads me to believe that I won't have too much trouble keeping some ammo around. Even the reviews that I have read for the game have stated that, while the player might run out of ammo once in a while, there is usually ammo in a different weapon or just around the corner.
It seems that the main horror in Dead Space is from the character models or just the monster closet appearance of the enemies. Not since Doom 3 has a game had so many nooks and crannies for these baddies to hang out in until they are ready for you to saunter by. The character models aren't particularly scary either. The way that the Necromorph's arms look like a pirate's peg legs is more comical than freighting.
I think that we should move towards removing the "survival" from survival horror. The genre appellation is an archaic title that we use more out of convenience than actual description. When a game is called "survival horror" fans tend to think to themselves, "Oh, it's like Resident Evil." Moving more towards other mediums classifications I think will help to make gaming more palatable to a wider audience.
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