Fear effect: scaring people with video games

It’s great to replay games that had a lasting impression on you from time to time. Just recently I have been revisiting an old favourite that showed me the pure fun a good survival horror romp can bring. It’s a little game by the name of Dead Space , which not only reinvigorated a stagnating genre, but shaped the identity of its developer, Visceral Games, and provided a solid grounding for a triple A horror series that would go on to sell in huge numbers.

Whilst blasting the limbs from nightmarish necromorphs on board the USG Ishimura, a thought occurred to me. Apart from the standard “Oh God!”, “What the hell is that!?”, “Please! OH PLEASE NO!” dialog that usually rattles about in my mind whilst playing Dead Space, I wondered what it was exactly that made the game so ball-numbingly terrifying. The obvious answer is that it pits you against a horde of space zombies whom you must single-handedly chop to pieces with a weapon not much better than a bread knife, but there is another reason. It’s down to the environment that the game places you in.

I’ve said it before, but games have a unique property that makes them an excellent medium for storytelling – they can actually make you feel as though you’re there inside the experience. This is an incredibly useful mechanic for someone wishing to tell a horror story. Where films and books set the pace in which horrific events are introduced, video games almost feel as if they’re waiting for the player to initiate the scares themselves. This makes the experience feel less passive and far more personal. In games like The Walking Dead, we grow to care about the characters and actually feel responsible for what happens to them. A ditsy protagonist drifting into a darkened hall on their own when a killer is on the loose may seem unlikely in a movie, but when you’re walking down a deserted maintenance passage on the Ishimura of your own volition it suddenly feels far less ridiculous.

However, even though Dead Space’s environment is very unsettling, it still suffers a little from repetition. Sure, a necromorph jumping out of the darkness before running screaming towards you is bound to scare you at first, but at the end of a ten hour story the effect is slightly lost. This was also a complaint I had whilst reviewing Alan Wake. Even though the enemies are far tamer in comparison, Alan Wake does actually have a suitably unsettling environment that is let down by continuous reuse of the same ideas. With a horror story, the best way to scare someone is to leave as much as possible down to anticipation. The longer the intervals between shocking events, the scarier the actual events are. This is because more tension is built that throws the player out of sync, making it impossible to read the tell-tale signs that something scary is about to happen.

A game I played recently that achieved this near impossible feat of leaving the player to their own devices is Dear Esther. Even though it wasn’t specifically intended to be a horror story, I found the time spent wandering the Hebridean island to be immensely creepy. So much time seemed to pass between dialog passages with no other sound but the roar of the sea that even a seagull landing innocently at my feet would have caused me to have a spate of heart palpitations. As it happens, the brief glimpses I got of distant figures watching on hilltops were more than enough to give me a serious case of the willies. They were suggestions of shapes rather than blatant apparitions, making me wonder whether they were ever actually there to begin with instead of bashing me over the head with their presence. It worked – much like Fatal Frame did before it – because the game has its own living, breathing world where scares at least seem to be happening dynamically.

If we’re going to talk about game environments though, we should really talk about the gameplay mechanics that accompany them. The art of a good survival horror – as everyone knows – is in the weapons you’re given to dispatch your enemies. Typically, they will seem vastly underpowered in comparison to an average action game like Uncharted 3. You won’t be bumping off hundreds of baddies in a chapter like Nathan Drake. Why do that when it’s far more fun – and scary – to use nothing but a cheese grater and an awkward over the shoulder viewpoint? Games like Resident Evil 2 and Silent Hill understood this perfectly, laying the foundations for the survival horror genre with their ineffectual combat techniques. Capcom’s new direction with Resident Evil 6 is so poor at scaring gamers precisely because it makes killing zombies too easy. It tries to increase the scale of the action, but it ends up having the atmosphere and tension of a Michael Bay movie, gifting players with ample supplies of ammo and letting them face their attackers in open well lit spaces. For the horror to succeed, the action must be far more claustrophobic and the bullets in far shorter supply.

Of course, you could go in the other direction and just not give the player any weapons at all. This approach made Amnesia: The Dark Descent’s unique brand of psychological trauma seem all the more tortuous, forcing the player to latch on to light sources and avoid enemies with increased desperation. It also benefited the recent indie hit Slender, making the player feel incredibly helpless against the well-dressed stalker in the woods who popped up at inopportune moments. Both of these games are remarkably simple in their execution, and yet they evoke an almost primal sense of fear. This “less is more” approach is a lesson that developers like Capcom should take to heart, or rather remember how to do.

I’m not trying to write the rulebook for a good horror game here. There are far too many approaches that a developer could take to achieve the same goal of terrifying the gamer. What does and doesn’t scare us is a very personal thing, after all. We all have our own phobias and hang ups, but there are some methods that have been proven to work across the board. The most important of these is the environment that the game is set in. It should make us feel claustrophobic and alone, and it should always be populated with imaginative enemies straight out of our worst nightmares. In order for these monsters to appear at their best, the frequency of their appearances should be limited to fuel the player’s imagination and increase anticipation. And finally, we shouldn’t be allowed much to kill them with. Because, as we all know, the best way to scare someone is to make them feel helpless.


  • http://www.destructoid.com/blogs/Hkun Hkun

    I didn’t find Dead Space “scary”. It made me jump a lot initially, but after a while, having a calm/collected approach never really made me fear what was around the corner.

    You know what was scary? That fucking spider in Limbo.

    • Liam Dean

      I found Dead Space to be continually disturbing in it’s portrayal of space nasties, but you’re right in saying that it’s not the scariest game around. A lot of the scares rely on sudden appearances of necromorphs to shock the player. It doesn’t have the same lingering terror that games such as Silent Hill have in spades. It was a game that bored deep into my psyche with it’s brilliant environment design and off kilter rythm that made it hard to predict when something bad was coming.

      It’s interesting that you’d mention Limbo as scaring you. The feeling of helplessness the little boy represented is exactly what I’m talking about.

  • http://www.awesomeoutof10.com/ Andy Astruc

    More games that seek to scare should employ some form of permanent death mechanic. Scaring someone is all about combining a fear of the unknown with a tangible risk.

    In real life I am scared to go outside at night because I might DIE. In a game this can be replicated with atmosphere and effects, but the risk is usually low. Respawn further away, lose a few items, go back to the last save. Forge on. Minecraft looks like absolute bollocks, but it manages to be incredibly tense due to the fact if you die you will lose a lot of what you’ve gained, probably forever.

    ZombiU also has a similar mechanic I hear.

    I guess that’s why Dead Space – which is a brilliant set of very well-designed games – fails to scare many people. The unknown is gone quickly after you kill your 100th necromorph, and the risk is confined to selecting “continue”.

    • Liam Dean

      I like the idea. There are a lot of games I can think of that have the risk factor you describe. Hitman Absolution is a good recent example. Because of the small amount of checkpoints, failing a mission generally means that you have to start it all over again. I’ve played games like this before where I’m actually scared to continue for fear of messing up the progress I’ve already made. Unfortunately, Dishonored never really felt the same to me because of its tendency to let me save whenever I wanted. It made some of my finesse and care go out of the window.

      There is a fine balance between compelling and annoying with a mechanic like this though. Hardcore gamers would appreciate it, but It may turn some people off. However, when applied to a game that is already scary like Dead Space, I imagine it could go a long way towards making the experience more terrifying.

      Now that you’ve said this, I actually wonder how scary Dark Souls is. I’ve never played it, but from what I gather that game is hard as nails in terms of punishing you for making mistakes. It also has plenty of monsters lurking in dark places.

      • http://twitter.com/djchan08 David Chandler

        Dark Souls is the best horror game I’ve ever played. Truly frightening stuff. I’ve done a write-up on it (that I need to tweak for the website here) that describes it as a survival horror game. There’s a genuine fear that comes with its punishing gameplay.

        • Liam Dean

          That’s good to hear! The list of reasons for why I need to play Dark Souls is growing!

    • Steven Hansen

      Ah, when save point was sanctuary.

      Or when you had to not run out of typewriter ribbons.

  • http://twitter.com/djchan08 David Chandler

    Atmosphere is without a doubt the core element of a horror game. Dead Space had that in spades, until the weapons became too abundant to make me feel helpless. One thing Dead Space does so well, though, is to incorporate its menu system into the game organically so that you cannot pause while shifting through menus. The health bar, the ammo counters, all of the HUD standards are present but in unconventional ways. This really helped pull me into the game.

    I think Amnesia may be the scariest game I’ve played in recent memory. I never made it through, though, because my computer is a bit old…and someone kept soiling my pants. I’m looking forward to the new one, A Machine for Pigs. It looks really terrifying.

    • Liam Dean

      That’s very true. All of the HUD elements in Dead Space are actually incorporated into the game’s aesthetic to make the experience seem more immersive. I certainly felt sucked in by it, and although I know what you mean about the weapons feeling quite powerful, I never felt entirely safe. This was probably because I found the necromorphs to be consistently disturbing throughout.

      Amnesia is on a completely different level of psychological fear though. It had an idea similar to Eternal Darkness whereby the player’s sanity meter decreases the longer they spend in the darkness. I found this interesting because the player is seeing things from the mind’s eye of the character instead of interpreting for themselves. They are being told by the game “this is beginning to affect your mental stability”, and to some degree that shift in perspective works.

      I am both interested and mildly worried about what fresh horrors A Machine For Pigs will bring to the table. I, like yourself, never finished Amnesia: The Dark Descent. It was just too unsettling even for me. I think I’ll have to make a promise to myself to play the new one to completion…

    • Steven Hansen

      I think the integrated HUD is the second best thing Dead Space does. Really good.

  • http://www.facebook.com/thomas.williams.75 Thomas Williams

    This. Thank you. I don’t really know what I can add that you, anyone else here, or I haven’t said already or in another article. Speaking of the creeping dread that arises from playing The Walking Dead and Andy’s note on permanent death, you may find this game interesting. http://www.newgrounds.com/portal/view/555181 It’s not necessarily “terrifying”, but manages an environment of bleak hopelessness that forces you to reflect on your choices not unlike The Walking Dead.

  • Steven Hansen

    The most important — and most under looked — element of Dead Space is its sound design. The interplay of all the game’s elements are of course necessary, but without the expert sound design, the atmosphere falls flat and instances where you’re able to predict the scary bits become even more routine.

    Bioshock has a similarly unsettling ambiance in which you can heard Rapture at every turn, living, breathing, and crumbling. Droplets of water falling in areas that should be sealed tight. Metal work ticking away, pipes rattling.

    Executing sound work is so important for scares. The scariest thing in the brilliant Resident Evil 4 was the labored breathing of Regenerators, which you heard well before you encountered them.