There’s One Major Flaw in Recent Horror Games and I’m Sick of It

It seems like I’ve either grown immune to horror video games or they’ve lost their ability to truly terrify me, given my extensive experience with them over the years. Rarely do these games succeed in making me flinch, break into a cold sweat, or fear an imminent jump-scare. It used to be easy to spot flaws in horror games a decade ago, mainly due to excessive use of cheap jump scares. However, this is no longer the case, surprisingly. While it’s predominantly found in indie horror productions, it’s starting to affect mainstream games as well.

The primary reason most modern horror games fail to instill fear is because horror itself has become less subtle and stealthy, which was once its defining characteristic.

In 2010, the concept of survival horror was significantly revolutionized with the release of Amnesia: The Dark Descent. Unlike previous games like Silent Hill and Resident Evil, where combat against monsters was possible, in Amnesia, you could only run and hide. Resources became scarce, replaced by fetch quests and a focus on hiding. Although Frictional Games excel at creating suspenseful stories through note-collecting gameplay and a walking simulator style, many attempts to replicate these horror classics fall short in terms of atmosphere. Amnesia continues to captivate me with its tense environment that consistently leaves me feeling uneasy and nauseous. Unfortunately, this level of atmosphere is rarely found among other developers.

In the game “Five Nights at Freddy’s: Secret of the Mimic,” I found myself growing increasingly irritated due to its repetitive puzzle, mandatory generator activations amidst evading the Mimic, and endless chase sequences. The predictable scare tactics from indie horror have become so tiresome that it seemed as if I was writing an academic paper – my expression remained as expressionless as a stone statue while playing. It’s been quite some time since a game has genuinely startled or scared me, and I can’t help but attribute this to the stealth-heavy nature of the gameplay.

Slowing down a game doesn’t necessarily make it scary; rather, it can create an atmosphere of constant tension without giving the player a moment to catch their breath. Games like “It Steals” and “Dark Deception” exemplify this, as they force players to flee relentlessly from pursuing threats with no respite. In contrast, games that gradually build up fear toward a terrifying climax, such as “Amnesia,” “Penumbra,” and most of the Chilla’s Art series, can make you feel trapped and punished for trying to unravel their mysteries.

In many walking simulators that involve escaping a danger, the horror element can lose its impact quickly. These games often fail to capture the essence of HP Lovecraft’s fear of the unknown effectively. The terror wanes rapidly as what you’re supposed to be afraid of is frequently right in front of you instead of lurking in the shadows. As a result, the scare factor vanishes entirely upon your character’s death. However, death in horror games is inevitable, and this is where difficulty levels and unforgiving mechanics come into play, compelling you to continue playing. Games like Puppet Combo titles or Alien: Isolation exemplify this approach well. In these games, you must navigate stealthily from one point to another without revealing your position to the enemy. The threat remains at its maximum and never wavers due to the game’s immersive environment, intelligent AI, and overall challenge.

Players have reached a stage where they yearn for self-generated entertainment, diving into a battle of Lethal Company or R.E.P.O., while opting to merely watch their preferred YouTuber explore a horror game for the engaging storyline, bypassing the frustrating and routine tasks that each game requires to advance.

As a horror game enthusiast, I often find myself disappointed when these games lack both scare factor and challenge. Instead of truly encountering the terrifying creature, we’re told to hide from it, armed with a flashlight whose batteries seem to be drained by some cosmic force (like in Outlast). We’re then tasked with turning on generators, piecing together random clues, and seeking refuge in lockers to avoid Game Over. While Outlast popularized these core mechanics, the camcorder in Outlast was a unique feature that greatly contributed to its immersive environment. Alien: Isolation also effectively used motion detectors for the same purpose. Unfortunately, many horror games follow this standard formula without introducing anything fresh or exciting. I don’t expect every game to reinvent the wheel, but it’s disheartening when developers stick to the same tired formula without any innovation.

In these horror games, you often find yourself on edge as you evade relentless threats. For instance, At Dead of Night is an FMV adventure that emphasizes hiding, with suspense escalating due to intelligent enemy AI and interactive surroundings. In Stay Out of the House, you’re trapped and must gather items to help you devise an escape plan while a killer stalks you. The Voidness takes an innovative approach by making the game entirely dark, requiring you to use your Lidar device to reveal the landscape and navigate. In Welcome to the Game, killers lurk in the shadows, ready to punish those who let their guard down amidst the unsettling depths of the dark web. These horror experiences can catch you off-guard when you’re least expecting it, hoping to breach your defenses for a surprise attack.

In simpler terms, the essence of horror games lies in creating an atmosphere that makes you feel like you’re desperately trying to survive in a terrifying environment. However, many modern horror games seem to focus too much on stealth mechanics and providing numerous hiding spots, which can make the experience predictable and less engaging. Instead, they should emphasize item management, immersive sound design, and convincing monster designs to build tension and fear. This way, we can enjoy a truly horrifying experience, not just another game.

I really enjoy solving puzzles in horror video games, but when the same puzzles and tasks are repeated throughout the game, it takes away from the horror element. This is especially true because many games seem to use this concept. It’s strange how often the repetitive stealth formula is employed, and the process of searching for batteries, fixing generators, and hiding in lockers feels like unnecessary filler that diminishes the potential for a powerful and impactful atmosphere.

Regrettably, my interest in horror games has evolved, now prioritizing whether they have a compelling narrative over their gameplay and subdued atmosphere. Frequently, I find myself feeling unimpressed by the fear factors, as the prospect of being scared feels increasingly elusive. Perhaps it’s time for a change or maybe we should consider renaming the genre to “Stealth Simulator,” so players can clearly understand what type of gaming experience they’re diving into.

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2025-07-18 03:10