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There are a lot of video game enthusiasts that just don’t understand the appeal of horror
games. Many users play for the thrill of the adrenaline rush. The scares are like riding a roller
coaster: they’re safe and tested every day, and don’t actually pose any danger. So because they
don’t provide any real threat, the scares are actually very fun. They give the illusion of danger in
a virtual reality, get players emotionally involved and typically create a better story because of it.
Video game companies began to explore the horror genre in 1992, as the game ‘Alone in the
Dark’ became popular by Infogrames. How and why did it become popular? What made it so
interesting to gather that attention? But mostly, what makes these games so scary?
Games that involve
implications in the
immersion, atmosphere,
and building tension through story elements. First person narratives are the first step to great
immersion, but it needs more. They can be improved by adding to the atmosphere through
visuals and 3D sound. What’s so great about using a first person perspective is that it puts the
player in the protagonists place, and attempts to make them feel like the protagonist. They must
have to experience emotions that the protagonist experiences this way. In terms of empathy, the
character must be unbalanced, imperfect and relatable in order to get this specific and important
content (Stubbs & McAllister, “Six Elements That Make for a Quality Survival Horror Game”).
Survival games are also an interesting section of the horror genre. They often focus on
defeating enemies or trying to stay alive in desperate situations. The struggle to survive is one we
have always had evolutionarily, and as such survival games focus on hitting those fears we have
rooted deep in our biology. Playing off these base fears, but with twists that go outside our
ordinary lives, creates horror games that are both close enough to home, yet surreal enough to
There’s a lot of symbolism within the horror genre as well. It’s usually darker than most
fiction, focusing on death, punishment, the human psyche, and our deep-seated fears to push us
over the edge. Take for instance, the Silent Hill series. It is set in a town with a history of
execution -- its very setting a symbol, and tie to something we fear. And yet executions were a
common thing even just a hundred years ago, and so it is a normal thing, too. But perpetually
surrounded by fog, empty, and plagued with monsters, Silent Hill is a corruption of our normal
environment, symbolizing the fears we keep within ourselves in our everyday lives. In Silent Hill
2, the main character is James and the monsters in it represent different things within himself.
For example, Pyramid Head, an unnamed grotesque humanoid with a metal pyramid housing his
head, represents his wish to be punished for his wife’s death. In the hospital, the nurses represent
his severe anxiety surrounding his wife’s death and his sexual deprivation. The latest in the
Silent Hill series, known as P.T. standing for Playable Trailer before its working name was
revealed to be Silent Hills, takes place in the hallways of a small house, and features the ghost of
a woman named Lisa who is missing her right eye, and a baby in a sink. A photo in the hall is
one thought to show the lady and her husband, and the writing on it reads ‘’gouge it out.” It may
be a reference to Matthew 5:29 in the New American Standard Bible, reading: “If your right eye
causes you to stumble, gouge it out and throw it away. It is better for you to lose one part of your
horror game is to enhance the feeling of isolation and disempowerment. This can be done by
creating creatures or monsters that can kill you or stun you. Without giving you any weapons and
forcing you to hide, it will make you powerless and enhance the feeling of fear and desperation.
This is done very well in Amnesia: The Dark Descent. Made by a small Swedish company called
Frictional Games, it takes place in 1839 in a castle filled with evil spirits, mystery, creatures and
dark history around every turn. In this setting, ugly and gorish creatures wander the castle and
underground tunnels scouting for intruders and people to take captive. The main character,
Daniel, has no way of defending himself against these monsters, only being able to hide or run
from them. Being powerless against these monsters enhances the feeling of helplessness -- and
brings out the adaptive nature of our subconscious. To quote one of the developers for Frictional
Games, ”...by giving the player weapons that are ineffective the desperation of the situation is
further heightened. This is a slippery slope though as once you show a weapon to the player it
instantly puts them in an action game mindset.” (“10”) Though using creatures may seem a bit
overdone, and there are dangers to how it affects players’ mindsets while playing, they can still
be used well if you know how to manipulate and arrange the atmosphere.
Puzzles games do really well in the horror genre because they require the player to use
critical thinking in a terror sort of state. There are lots of different examples of puzzle horror
games. They almost always feature a character, and are usually in third person omniscient or first
person perspective. Typically they use an inventory system to keep track of items, and some
puzzles make use of these items by need of combination or usage in certain circumstances. It’s
also a really good way to ensure interaction with environment, story and continuation with the
game. The thing about horror games though, is that they focus heavily on creating atmosphere,
and certain types of puzzles can either make or break the game. Puzzles that are immersive are
especially effective, involving little challenges that one would have in the character’s situation
(light, protection, evading danger). Amnesia: The Dark Descent does a good job of including
these puzzles, requiring frequent clever thinking to evade monsters and insanity. Keeping your
lantern lit keeps you sane -- but exposes you to the creatures that roam the castle, which you
yourself.
games, it can be taken to a whole other level when combined with science fiction and creatures
within a horror game. A good example of using dread as a main key aspect would be SOMA, one
of the newest games from Swedish company Frictional Games. It features Simon, a millennial,
who wakes up in 2105 to a new world: underwater, and filled with “Strong AI.” It takes place
after ‘The Singularity’ occurs, a term which here means that people could upload their cognitive
existence into machinery to in a sense live forever. The goal of this project was to ship hundreds
of peoples’ cognitive minds into an Ark which would then be sent into space. But something
happened that postponed this new quality of life. It thrusts the player into a mindset which is
unfamiliar, new, and filled with danger. The only way to get through it is to, well, keep going. It
puts the player in emotionally uncomfortable situations that get on nerves, it’s very
psychological whereas other sci-fi horror games rely on scares and combat.
Horror games build off of a variety of elements to both twist what is comfortable and
introduce what is not. In this way they manipulate our sense of safety and incite our most primal
survival instincts. They go deeper than these base things, though, imbuing symbolism and
environment to convey a unique and captivating story to keep the player interested. Using a
variety of gameplay mechanisms, literary techniques, and narrative elements, horror games are a
very specific niche of products that capitalize very well on key areas of the human mind and
behavior. In this way they are influential to popular culture in being unique in form and function
Works Cited
"Six Elements That Make For A Quality Survival Horror Game." The Federalist.
"In The Games Of Madness: Puzzles in Horror Games. Part 1." Frictional Games, 9 Aug.
"En 'Silent Hills: PT', ¡ni Pausando Estás a Salvo!" Redbull, 13 Jan. 2015. Web. 17 Nov. 2015.