Tag: Horror game analysis
Research Log
Dynamic Weather: Amplifying Atmosphere in Horror Games

Dynamic weather systems have revolutionized the interactive world of video games. Weather is bigger than us, it has no sympathy for or fear of us and regardless of how powerful we become as a species, weather still has the power to crush us like ants! This makes the inclusion of weather systems in horror games…
Research Log
Horror Games: Integrating Cinematic Techniques and Player Agency

Horror games, as we have discussed many times on this blog, occupy a unique space in interactive media. They combine storytelling and gameplay with the unashamed goal of evoking profound emotional responses. Achieving this goal often requires the careful fusion of cinematic techniques and player agency, it’s a juggling act where the designer is striving…
Research Log
Transforming Everyday Objects into Horror

In horror game design, the familiar can become the unexpected, as everyday when items are subtly twisted or used out of context to provoke unease. This unsettling effect is grounded, again, in the psychological concept of the uncanny, where the familiar become hauntingly strange (Virno & Ricciardi, 2005; Freud, 1919). By altering an object’s placement,…
Research Log
Beneath the surface: Thinking about crafting suspense in horror games

Watching horror movies or playing horror games makes it easy to forget that horror is one of the most intricate genres. Crafting suspense in horror game design relies on a multitude of subtle, atmosphere-driven techniques to captivate and terrify audiences. Unlike more overtly action-based horror, environmental horror leverages setting and sensory cues to evoke fear…
Research Log
Top 5 Horror Game Mechanics Every Designer Should Know

In the world of horror games, mechanics are the building blocks that create tension, fear, and a sense of unease for players. The best horror games, and I’m talking about the likes of classics like Silent Hill or modern masterpieces such as Amnesia: The Dark Descent, the use of various tools that keep players on…